• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:09
CET 14:09
KST 22:09
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mechabellum PC Games Sales 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 Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1208 users

[M] (2) TPW Doomsday

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-05-30 14:32:35
May 20 2012 18:29 GMT
#1
[image loading]
TPW Doomsday
by Ragoo

Version 1.2 uploaded on NA & EU



[image loading]
Overview

Size: 124 x 144
Starting positions: 2
Bases: 8 full bases, 4 half bases (with rich gas)
Towers: 0

Analyzer pictures:
+ Show Spoiler [Analyzer] +
+ Show Spoiler [Overview] +
[image loading]

+ Show Spoiler [Nat2Nat] +
[image loading]


Hey beloved mapmaking community!

After quite some time of inactivity – at least regarding actually making maps – here is my new map Doomsday.
I used many things that I have been theorycrafting a lot in the past months and that I decided I would like to see in more maps:

- half base third to prevent the 3 base cap scenario where players just take 3 bases and have enough economy for 200/200 and everything without the need to expand further (similar logic to Barrin's 6m1g but less extreme obviously)

- bigger focus on positional play and defender's advantage through terrain; so because in SC2 the highground advantage is ridiculously bad past early game (blizzard, please do sth), this mainly comes down to a good distribution of open areas and chokes, making it hard to brute force your way into the enemy more often

- low amount if Circle Syndrome; while I don't see this problem in TPW/ESV maps anymore, many teamless mapmakers and Koreans oftentimes ignore this problem completely; while this CS doesn't need to be avoided 100% I can safely say that this map doesn't have any problems with this

- dead-end base that is quite far away from the actual battlefield and behind a small choke puts some more emphasis on harrassing (by air) than sending your whole deathball to deal with it

- emphasis on map control to control bases; now obviously I don't want to take this to the extreme like Antiga Shipyard where sometimes every base past the third feels like a winner base, but especially in 4p mirrored maps like Metropolis it makes it really turtly if you don't need to control the map at all to take up to 5 bases; in this map the highgrounds are clearly worth fighting for even tho as we know SC2 doesn't have any notable highground advantage and there is definitely good ways around the middle

Other notable features:
+ Show Spoiler [features] +
+ Show Spoiler [natural choke] +
[image loading]
Natural choke is rather small. Example wall-off with 2 gateways and a Zealot for a tight wall

+ Show Spoiler [third air border] +
[image loading]
While the natural is rather easy to air harrass because of the cliff over it, this changes a lot when you take your third and can defend air harrass easily from there since it's right next to the map border.
(still you need to watch out for air harrass coming to the main)


Close Ups:
+ Show Spoiler [closeups] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Changelog:
+ Show Spoiler [changelog] +
1.1 – minor texturing and pathing changes
1.2 – added another base


Any comments, feedback, criticism, compliments and (constructive) insults are welcome!
Also a big shoutout to TPW, Timetwister and especially monitor from ESV for helping with this map!

Ragoo
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 20 2012 19:01 GMT
#2
Fourth and Fifth seem quite far out, looks like you'd need to control a lot of space to defend them. PArticularly since the natural fifth seems to be the one next to your opponent's base.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Shiger
Profile Joined March 2008
Sweden118 Posts
May 20 2012 19:26 GMT
#3
If you increase the width of the map you can increase the distance between your 4th (zerg 3rd) and the opponent's natural, which I think is a problem right now. Corner-expansions also need a little rework. Otherwise, I like idea. Good job.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 20 2012 19:42 GMT
#4
I like all of your ideas a lot, except the natural choke. However, i am concerned about the fourth : it seems too close to the opponent and too far from the fourth, and the cliff above doesn't help.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2012 19:43 GMT
#5
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 20 2012 19:52 GMT
#6
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


Semi-island actually means the ground path to it is blocked which is not the case

And I don't understand why it's impossible to take, care to explain?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2012 20:22 GMT
#7
I like this map a lot. It features some of the things I've been thinking about in maps lately, and with good execution.

Every base seems to flow into the next, even if it's a bit difficult to expand. It feels like you can take a base, and then you need to control some space in front of it to really secure it, and then once you have that you get easier access to the nest base. Very well done, overall.
all's fair in love and melodies
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
May 20 2012 21:20 GMT
#8
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two
Aunvilgod
Profile Joined December 2011
2653 Posts
May 20 2012 21:45 GMT
#9
Finally a map with a red-grey colourstyle. Love it.

No idea how the gameplay would look like but it certainly looks strange.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 20 2012 21:50 GMT
#10
i like the middle
Natespank
Profile Joined November 2011
Canada449 Posts
May 21 2012 04:46 GMT
#11
typos in OP
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 21 2012 05:03 GMT
#12
On May 21 2012 06:20 EcstatiC wrote:
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two


GOD DANGIT I HATE THESE COMMENTS!!!!

Sorry...

The amount of expos had literally nothing to do with why Steppes of War was bad. The problems originated from the nat-nat distance, the restricting middle, and the wide natural. No map needs more than 5 bases per player if its designed right, because games don't go longer than that most of the time- they don't need to.

That being said, I do think the fourth might be a bit difficult to defend the more I look. I now I suggested it in the first place, but I think you should consider some ways to make it easier to defend.
https://liquipedia.net/starcraft2/Monitor
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 21 2012 06:43 GMT
#13
Where are the rocks? You cant have this be a GSL map without the rocks man!

Not good enough, see me after class


On a more serious note, sick map, the natural/3rd setup is really really dangerous, curious how that will play out.
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 21 2012 07:48 GMT
#14
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


I kinda agree with the liftoff. It is not gamebreaking at all in my opinion though.

I don´t see the problem with the hidden bases. No cheese? Why not?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-05-21 19:08:40
May 21 2012 19:06 GMT
#15
[image loading]

Circled in red, I strongly feel the entire area is going to cause a lot of problems. It is one thing if a third base were to be "cut off" and handled by the enemy opponent, but the entire area itself is extremely choked up. Assume for a second that your third got cut off and is being attacked. You can either A) surrender it, or B) Try to save it. If you try to save it (especially as a zerg player), it can be very hard to engage anywhere in the red circle. If I give anything constructive on it, it would be to re-work that area and make it a little more open so Zerg can have a fighting chance.

The other main issue I see is that siege units (whether doing a timed push on the natural or 3rd), can eventually park along the edge of the 3rd and seize the choke into the natural, or at least some of it it looks like.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
May 21 2012 22:39 GMT
#16
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 21 2012 23:26 GMT
#17
On May 22 2012 07:39 FlaShFTW wrote:
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.


Please read this post I made about Circle Syndrome once. I think it's the easiest explanation to understand what CS and what it isn't, check out the examples.

I can assure you this map has no noteworthy CS.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 22 2012 02:05 GMT
#18
Yeah there really isn't any circle syndrome. And the corner bases are my favorite part of the map- they're 100% what sc2 needs right now imo. Not very vulnerable by ground and the can be defended w/ spores, cannons, etc. to stop drops. What they require is spreading out and controlling areas of the map. Definitely do not remove them.

The fourth could be an issue, as I said- I think either rocks or moving it farther from the opponent is the solution.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
May 22 2012 02:29 GMT
#19
Maybe reduce the size of the wide ramp leading from the middle-ground by the fourth down into the low ground towards the opponent? If you know what I mean. Or do something creative like replace it with one single- and one double-wide ramp. I agree that it feels a bit too close to the enemy.
all's fair in love and melodies
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 22 2012 04:08 GMT
#20
i dont like the tiny tiles, but wow i really dig the layout, that highround by nat is a little scary though
1 2 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:30
#18
LiquipediaDiscussion
WardiTV 2025
11:00
Playoffs
Reynor vs MaxPaxLIVE!
SHIN vs TBD
TBD vs Cure
Solar vs herO
Classic vs TBD
TBD vs Clem
WardiTV1443
ComeBackTV 1198
TaKeTV 456
IndyStarCraft 228
Rex152
CosmosSc2 57
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #99
CranKy Ducklings40
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko229
IndyStarCraft 228
Rex 152
BRAT_OK 66
CosmosSc2 57
MindelVK 20
trigger 4
StarCraft: Brood War
Horang2 1563
Stork 447
firebathero 348
Leta 328
EffOrt 314
Last 220
Zeus 192
Larva 186
ggaemo 103
Mong 42
[ Show more ]
zelot 28
yabsab 19
Shinee 18
ajuk12(nOOB) 10
SilentControl 9
Noble 8
ivOry 5
Dota 2
Gorgc5188
singsing3434
XcaliburYe334
Counter-Strike
edward256
oskar165
Heroes of the Storm
Khaldor208
Other Games
B2W.Neo1741
crisheroes293
Pyrionflax276
DeMusliM220
XaKoH 132
Trikslyr22
KnowMe18
Organizations
Other Games
gamesdonequick902
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• C_a_k_e 2308
• Gemini_19 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota296
League of Legends
• Jankos1926
Upcoming Events
Ladder Legends
5h 51m
BSL 21
6h 51m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
20h 51m
Ladder Legends
1d 3h
BSL 21
1d 6h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 19h
Wardi Open
1d 22h
Monday Night Weeklies
2 days
WardiTV Invitational
3 days
Replay Cast
4 days
[ Show More ]
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.