• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:29
CET 16:29
KST 00:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book3Clem wins HomeStory Cup 287HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? HomeStory Cup 28 - Info & Preview
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 HomeStory Cup 28 RSL Season 4 announced for March-April
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
StarCraft player reflex TE scores [ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? Gypsy to Korea 2024 BoxeR's birthday message
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1570 users

[M] (2) Alpha Y

Forum Index > SC2 Maps & Custom Games
Post a Reply
Lunit
Profile Joined July 2010
United States183 Posts
Last Edited: 2012-05-15 04:48:18
May 14 2012 22:15 GMT
#1
[image loading]

Alpha Y is a 1v1 melee map. My idea behind the map was to create a map where bases were easier to take but the middle was harder to control. I wanted it more open but still in a way where its balanced and none of the races complain. The large ramp leading into the middle makes for some interesting scenarios and proves to work well. Even though there doesn't seem to be a lot of attack paths other than the center and the path that wraps around the fourth, the center ramp is open enough to create multiple angles to nullify the lacking attack paths. Watch towers in the center are defensible making it easier to hold and is usually the area being fought for. Sense if you control either of the towers it gives you certain expansion patterns.

Pictures and what not
(I'll reupload pictures later sense all the terrain changes)

Aesthetics have not been done yet just due to balancing but I plan on doing the best I can to pretty it up and making it look presentable. [ Ignore the obnoxious crystals, just filling space (: ]

Edit: fixed the path to the middle, added another path on 2 and 8 o'clock

Edit: Alright i'm pretty sure this is going to be almost certainly the final layout. After some testing with 1 tower I unfortunetly had to like it. I really wanted to keep two towers but with one it really works out better. I thought that with one tower everything would be focused in that spot too much but it doesn't. I also shifted the ramp leading to the side bases for easier access on the defenders side. The middle ground above the third is unpathable by the way for any confusion. Also the tower in the middle clears up any problems of having to much open ground.
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 14 2012 22:27 GMT
#2
design is fresh and new!
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
May 14 2012 23:14 GMT
#3
i think putting in 1 watchtower in the middle is better than the 2. with 2, you cant sneak by the extreme left and right areas.

also, i think there needs to be another ramp coming around the low ground 9/3 positions. with 2 paths to the lowe ground areas, one can just static defense that area while going on 4 bases ez.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Natespank
Profile Joined November 2011
Canada449 Posts
May 14 2012 23:25 GMT
#4
I love the map, but the lack of attack paths is disappointing. The many attack paths is one reason why cloud kingdom was so awesome.

Further, all the doodads in the peripheral could hurt framerates without contributing to the play experience.

Still, a pretty cool map.
Lunit
Profile Joined July 2010
United States183 Posts
May 14 2012 23:38 GMT
#5
Having one watch tower in center really hurts the map and its possibilities. With one tower you need only one point of control and fights would be over just that one spot. With two there's now two places to secure and also if only one is controlled it gives room for better engagements. I am going to now add an additional ramp to the 2 and 8 o'clock positions where there are minerals and flip the minerals around to the other side so there facing the ramp. This will add that extra path that's needed to give more opportunities to the players. This will help with counter attacks and surrounds and just an extra angle for attacks.

And no those doodads are not going to be there just was fooling around taking up space till I finished the layout of the map. Sorry for the blinding of mono-toned crystals
Cure2
Profile Joined May 2012
13 Posts
May 14 2012 23:46 GMT
#6
Hmm, I love the aesthetics man great job!

Along with what the above have said I kinda feel like Protoss can't really FFE in an obvious fashion. But I'm not really a Protoss player, I play random though so it would irk me slightly. A picture would be nice

We really need more icy/snowy maps on ladder. I love the look of every one I've seen on here.
Just chill, have fun.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2012 00:08 GMT
#7
I disagree about the 2 watch towers, they make it so if you have them both, you can't be surprised, there can not be sneak attacks at all. I think that if you want to keep 2 watch towers, you should move them a bit, the right one up, and the left one down, so they keep watching over the side paths, but there is a small space in the middle for units to pass not detected if you control them well.

All in all, this map looks really nice, it has an original concept, which is cool, and it is a snow map, which everyone loves even though I have to ask, is the high ground near the 3rd going to stay? if so it might be interesting thing to see, but not necessarily balanced. since it has a higher ground above it, it wont be like lost temple high ground, but its still a great place for tank drop that will be hard to destroy. Of course you might be planning to make it unpathable and I am just talking silly

What I do think is that it might get rough in the lategame, where the one with the middle can have 1-3 more expansions, depending on the control of the middle and game situation. But it can make nice games where starvation play is strong late in the game.

Oh and one last thing, if you decide to add another path at the 2 and 8 positions while it might encourage more active play and less turtle in the middle, I think right now turtling in the middle wont happen that much, cause there is so much space to cover, even though I might be mistaken. I think that adding more path will make taking a 4th extremely hard in PvZ since counter attacks and runbys will be easier, thus making turtle on 3base the standard play, which is not that good to watch.
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 15 2012 00:10 GMT
#8
I like 2 watch towers personally.
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 00:30 GMT
#9
new picture coming up of the fix
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2012 00:45 GMT
#10
Hmm, after looking at the changed map, I see 2 contested bases, which will be very hard to take. I think that the two middle bases should be golds, for the simple fact that taking them will be very very hard and should reward for that risk.

Another thing you might think of doing is to remove a base from each side, since currently the bases are so cramped together it is crazy. If you remove the natural 4th it would make it you have to choose for a 4th between the corner base and the side base, but I am not sure at all about this anyways you might want to consider it.
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 00:51 GMT
#11
Yes that was the problem when I had the ramp there before, what if I moved the ramp from the side bases (bottom right and top left closer like move it down so its easier to access. Quite the predicament.
TheSwamp
Profile Joined November 2010
United States1497 Posts
May 15 2012 00:53 GMT
#12
I love the aesthetics!
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
May 15 2012 01:06 GMT
#13
Extra ramp addition is a great change. makes it so there are more possibilities to attack from.

again, i mean there will be lots of speculations on the 2 watch towers. for right now, leave them and see how it plays out.

great map. keep at it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 03:27 GMT
#14
Concerning the two watch towers. When played out, if we are speaking almost maxed army's, your army is going to be at one of the towers. Now youll most likely have one unit at the other tower per say you have control of the entire mid. If say Zerg is counter attacking on the side path it could take that one unit at the watch tower out and they could then say send zerglings to attack the base of the other player before a fight ensues at mid.

The other case is one of the towers isn't controlled and a counter attack is easy and will not be spotted. I'll play some games with some friends to check out the new changes and see if I should move the watch towers but if i moved them outwards so it doesn't cover the middle the towers become less valuable because you wouldn't be able to see a army moving through the center.
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 15 2012 03:44 GMT
#15
On May 15 2012 07:27 PandaZerg wrote:
design is fresh and new!

i second this (: very cool layout, that middle empty highground might need some trimming though.
ntssauce
Profile Joined February 2011
Germany750 Posts
May 15 2012 10:58 GMT
#16
i like the old shattered temple style cliff at the third! it's a tactical element , but you don't kill someones second base but third where he should have the units to clean it up, so it's not that imba like on shattered!
MMA and Alive you are the best! | Goodbye ST_Sound ~
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
May 15 2012 12:25 GMT
#17
I would argue for a ramp from the higher ground to the lower ground next to the third. I do not mean that the cliff next to the third should have a ramp to the third, but should have a ramp to the even higher level.
I love.
Aunvilgod
Profile Joined December 2011
2653 Posts
May 15 2012 12:31 GMT
#18
The main and natural layout appears a bit small. How big is the main? Could you make a few closeups?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 19:18 GMT
#19
On May 15 2012 21:31 Aunvilgod wrote:
The main and natural layout appears a bit small. How big is the main? Could you make a few closeups?


I'm going to reupload the pictures soon. But for the actual size in game its about 1 1/2 screens big maybe even a little bit more. The natural is about 1 screen big. I haven't had any problems with it so far.


And to the idea of having the third connect via 2 ramps to the fourth. I did try that and really disliked the way it played. Makes holding the third awkward and takes away the feel i wanted the map to have.
Please log in or register to reply.
Live Events Refresh
SC Evo League
13:00
#18
SteadfastSC316
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 316
LamboSC2 238
BRAT_OK 40
StarCraft: Brood War
Britney 42963
Horang2 13377
Flash 1810
Jaedong 1164
Stork 777
Hyuk 483
Soma 476
BeSt 469
Rush 266
firebathero 226
[ Show more ]
ggaemo 215
Mong 134
Hyun 121
Soulkey 98
Last 94
EffOrt 87
Sea.KH 70
Aegong 53
Backho 46
Mind 45
Shuttle 37
zelot 36
sorry 35
Free 33
Shine 31
Terrorterran 28
sSak 24
910 24
ToSsGirL 22
IntoTheRainbow 18
Nal_rA 17
Movie 11
SilentControl 9
GoRush 9
ivOry 8
Dota 2
singsing2983
qojqva2880
Dendi726
syndereN246
XcaliburYe146
League of Legends
Rex59
Counter-Strike
fl0m2944
kRYSTAL_32
Super Smash Bros
Mew2King115
Westballz36
Heroes of the Storm
Khaldor547
Liquid`Hasu314
Trikslyr22
Other Games
B2W.Neo1952
Hui .260
Mlord239
KnowMe77
oskar41
Organizations
Other Games
gamesdonequick1122
EGCTV597
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3699
Counter-Strike
• C_a_k_e 2350
Upcoming Events
Replay Cast
8h 32m
uThermal 2v2 Circuit
20h 32m
WardiTV Winter Champion…
23h 32m
OSC
1d 8h
Replay Cast
1d 17h
Wardi Open
1d 20h
Monday Night Weeklies
2 days
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
PiGosaur Monday
3 days
[ Show More ]
LiuLi Cup
3 days
The PondCast
4 days
KCM Race Survival
4 days
LiuLi Cup
4 days
Online Event
5 days
LiuLi Cup
5 days
LiuLi Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS4
HSC XXVIII
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.