• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:58
CEST 10:58
KST 17:58
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9
Community News
Weekly Cups (August 25-31): Clem's Last Straw?26Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15Weekly Cups (Aug 4-10): MaxPax wins a triple6
StarCraft 2
General
Speculation of future Wardii series Weekly Cups (August 25-31): Clem's Last Straw? Geoff 'iNcontroL' Robinson has passed away #1: Maru - Greatest Players of All Time Maestros of the Game: Week 1/Play-in Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Monday Nights Weeklies LiuLi Cup - September 2025 Tournaments 🏆 GTL Season 2 – StarCraft II Team League
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft at lower levels TvP Victoria gamers
Tourneys
[Megathread] Daily Proleagues Is there English video for group selection for ASL [ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Nintendo Switch Thread Mechabellum Teeworlds - online game
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 716 users

[M] (6) Hextower (1v1 map)

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-04 10:48:55
June 04 2012 12:32 GMT
#1
[M] (6) Hextower (1v1 map)
Playable Size: 156x156
Published in: NA/SEA
Published in KR as: cS_육각 타워


It's a 6 player map for 1v1.

[image loading]

Rush distances:
+ Show Spoiler +
[image loading]
Every "closer bases" have rush distances of 41. The scouting pattern does not go directly thru the watchtower, ever.


Features:
- Close spawns are not possible (for example, if you're 12 o' clock, 2 o' clock and 10 o' clock are disabled). Therefore, this map essentially becomes a 4 player map.
+ Show Spoiler +
[image loading]

- The mains become the third; and the mains are guarded by a rich mineral wall, which the defender can destroy easily, but not the opponent, as you have to invest 11 workers to break the back door (77 minerals).
+ Show Spoiler +
[image loading]

- The main ramp is a 3 wide ramp blocked by a rock to make it into a 1 wide ramp. I did this to make the third a bit more vulnerable when you expand clockwise.
- There is a lowground in the center, and bunch of obstacles, line-of sight blockers etc.
- There is a reaper entrance per base.
- The mono rail lines as shown are no fly zones; hence making this map's boundary circle-ish, to lessen positional imbalances.

Map Philosophy:
-Coming Soon-

Please give me feedback, and send replays/thoughts to kim9067@gmail.com!
Mapmaker of Frost, Fruitland and Bridgehead
MMDollar
Profile Joined May 2011
Bulgaria39 Posts
Last Edited: 2012-06-04 12:42:49
June 04 2012 12:42 GMT
#2
Interesting map I am not so sure if I am a fan of the whole circle map design but still it looks interesting.I am wondering about this Mineral wall the only way to destroy it is to harvest it ? Good job and keep the good work.
no money no pain no game
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 12:56 GMT
#3
On June 04 2012 21:42 MMDollar wrote:
Interesting map I am not so sure if I am a fan of the whole circle map design but still it looks interesting.I am wondering about this Mineral wall the only way to destroy it is to harvest it ? Good job and keep the good work.


Thanks for the response.
Yeah I thought about adding central bases, but the map is not that large (156x156) and there would be too many bases per player.
Yes the mineral walls are harvestable ONLY.
I've tested the map intensively, around 20 games so far in NA and KR; It brings some interesting games but I am not sure if they're at all imbalanced.
Mapmaker of Frost, Fruitland and Bridgehead
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 04 2012 13:19 GMT
#4
I am afraid it has circle syndrome! (Obvious joke is obvious.)

Very interesting concept, to say the least.
I love.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
June 04 2012 13:22 GMT
#5
As a zerg, I think I would be ok to take 11 workers and open the back door of a terran/protoss; especially if he didn't wall of. But it's not impossible to take care of it. A terran 'only' has to sacrifice 2 mules and 3 workers; which is also not that expensive.
I love.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 14:00 GMT
#6
On June 04 2012 22:22 AdrianHealey wrote:
As a zerg, I think I would be ok to take 11 workers and open the back door of a terran/protoss; especially if he didn't wall of. But it's not impossible to take care of it. A terran 'only' has to sacrifice 2 mules and 3 workers; which is also not that expensive.


I guess for an all in, the back door will be perfect. The thing to note is that you can't break the rocks immediately, according to your army size; it's constant, 1 worker saturate at a time. do you think the amount should be raised?
Mapmaker of Frost, Fruitland and Bridgehead
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-06-04 14:12:06
June 04 2012 14:09 GMT
#7
Poll: Main choke to main backdoor is shorter than main choke to main choke.

Maps with this are basicly unplayable. (27)
 
44%

Okay, but in special circumstances. (14)
 
23%

A bad feature that makes the map worse by default. (9)
 
15%

A compleatly fine map feature. (8)
 
13%

Fine map feature, but only if backdoor is blocked by rocks or other (3)
 
5%

61 total votes

Your vote: Main choke to main backdoor is shorter than main choke to main choke.

(Vote): A compleatly fine map feature.
(Vote): Fine map feature, but only if backdoor is blocked by rocks or other
(Vote): Okay, but in special circumstances.
(Vote): A bad feature that makes the map worse by default.
(Vote): Maps with this are basicly unplayable.


Yeah. Its not nice having to defend the main base from 2 opposite directions, one of them being super wide, both being very accessible. Especially when you expand CCW and have to mine the blocking minerals yourself.

But that is very minor complaint compared to the base imbalance. 2 of the mains have 0 air space behind them. 1 of the mains have big air space on one side. 3 of the mains have huge air space on every side.
Now do you think its fun when enemy leaves an OV behind your main mineral line and sees everything you do, but you can do no such thing and have to play blindly?
Or when enemy harass you with cloak banshee and when you scan he runs the banshee to the air behind main mineral line and is untouchable by your marines, but when enemy scans your banshee, it has no where to run and dies certainly?

I know about the monorail thing, but it is critical to have as identical air spaces behind every main and natural as possible, or the match, will become extremely unfair. The monorails do not achieve this. This is the reason making 3, and 5+ player maps is difficult.

Oh, also the middle is too open.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
June 04 2012 14:09 GMT
#8
12Base map just isn't enough with soo many spawns. Most 4 spawn maps have 16 and are smaller.

Also if player 1 spawns at 12 and player 2 spawns at 8, player 1 has a huge advantage. Especially in TvT.
Team Liquid needs more Terrans.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-06-04 14:32:22
June 04 2012 14:20 GMT
#9
On June 04 2012 23:09 Sea_Food wrote:
Poll: Main choke to main backdoor is shorter than main choke to main choke.

Maps with this are basicly unplayable. (27)
 
44%

Okay, but in special circumstances. (14)
 
23%

A bad feature that makes the map worse by default. (9)
 
15%

A compleatly fine map feature. (8)
 
13%

Fine map feature, but only if backdoor is blocked by rocks or other (3)
 
5%

61 total votes

Your vote: Main choke to main backdoor is shorter than main choke to main choke.

(Vote): A compleatly fine map feature.
(Vote): Fine map feature, but only if backdoor is blocked by rocks or other
(Vote): Okay, but in special circumstances.
(Vote): A bad feature that makes the map worse by default.
(Vote): Maps with this are basicly unplayable.


Yeah. Its not nice having to defend the main base from 2 opposite directions, one of them being super wide, both being very accessible. Especially when you expand CCW and have to mine the blocking minerals yourself.

But that is very minor complaint compared to the base imbalance. 2 of the mains have 0 air space behind them. 1 of the mains have big air space on one side. 3 of the mains have huge air space on every side.
Now do you think its fun when enemy leaves an OV behind your main mineral line and sees everything you do, but you can do no such thing and have to play blindly?
Or when enemy harass you with cloak banshee and when you scan he runs the banshee to the air behind main mineral line and is untouchable by your marines, but when enemy scans your banshee, it has no where to run and dies certainly?

I know about the monorail thing, but it is critical to have as identical air spaces behind every main and natural as possible, or the match, will become extremely unfair. The monorails do not achieve this. This is the reason making 3, and 5+ player maps is difficult.

Oh, also the middle is too open.


... Sigh. The backdoor is mineral. It's almost impossible to open as the attacker, and the main ramp is closer. Unless you pull 11 workers, which become an all in, which wouldnt change much. I can change the mineral amount.

the air space thing is very misleading from the map image, each bases have equal air space. Also, this is same problem as 3 player maps. i already said this in my explanation.

you dont have to expand CCW, thats why the backdoor is there. for a 3rd, you essentially open another entrance to your base. If your point stands true, i will add the minerals so you have to pull LOTS of workers for the backdoor.

I guess the monorails are not clear either.

EDIT: also, the backdoor isnt closer than the main ramp. I made sure of that.
Oh, and why is the middle open? Almost all parts are wallable by 3-4 forcefields. there's not just line of sight blockers, there are buildings too... I was afraid it was too closed
Mapmaker of Frost, Fruitland and Bridgehead
Shadowslayer
Profile Joined April 2012
United States9 Posts
June 04 2012 14:43 GMT
#10
How many squares across is the natural choke?
How far away is the ramp to the building-area? (This is just the FFE in me that wants to know)
Is that area in the middle higher or lower? I can't really tell.
A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.

I'm rather interested in this, keep it up.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 14:52 GMT
#11
On June 04 2012 23:43 Shadowslayer wrote:
How many squares across is the natural choke?
How far away is the ramp to the building-area? (This is just the FFE in me that wants to know)
Is that area in the middle higher or lower? I can't really tell.
A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.

I'm rather interested in this, keep it up.


It is FFEable, 3 buildings lock it tight.
Area in the middle is lower.

If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong?
What do you mean by how far away is the ramp to the building-area?
Mapmaker of Frost, Fruitland and Bridgehead
Shadowslayer
Profile Joined April 2012
United States9 Posts
June 04 2012 14:59 GMT
#12
On June 04 2012 23:52 kim9067 wrote:
Show nested quote +
On June 04 2012 23:43 Shadowslayer wrote:
How many squares across is the natural choke?
How far away is the ramp to the building-area? (This is just the FFE in me that wants to know)
Is that area in the middle higher or lower? I can't really tell.
A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.

I'm rather interested in this, keep it up.


It is FFEable, 3 buildings lock it tight.
Area in the middle is lower.

If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong?
What do you mean by how far away is the ramp to the building-area?


Ah, I forgot about the minerals blocking to the third >_>
So I thought that the only way to expand is through the middle area, which could easily screw over a zerg's reinforcements.
Like where the nexus would be planted, I don't know what that's called, if anything.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 15:03 GMT
#13
On June 04 2012 23:59 Shadowslayer wrote:
Show nested quote +
On June 04 2012 23:52 kim9067 wrote:
On June 04 2012 23:43 Shadowslayer wrote:
How many squares across is the natural choke?
How far away is the ramp to the building-area? (This is just the FFE in me that wants to know)
Is that area in the middle higher or lower? I can't really tell.
A protoss 2 base all-in seems like it would be incredibly powerful, maybe there's a way to get the natural and a third a little more connected.

I'm rather interested in this, keep it up.


It is FFEable, 3 buildings lock it tight.
Area in the middle is lower.

If you expand circle-ly, you can get the natural connection. Even if you expand using the backdoor, it the expansions still have one entrance, if there's no air. I guess It's quite limited though. Why do you think protoss all ins would be strong?
What do you mean by how far away is the ramp to the building-area?


Ah, I forgot about the minerals blocking to the third >_>
So I thought that the only way to expand is through the middle area, which could easily screw over a zerg's reinforcements.
Like where the nexus would be planted, I don't know what that's called, if anything.


bit shorter than the antiga natural ramp.
Mapmaker of Frost, Fruitland and Bridgehead
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 04 2012 15:08 GMT
#14
Poll: Main choke to main backdoor is shorter than main choke to main choke.
It's not about this, it's bad if the distance between main choke and main backdoor is shorter for the attacker than the defender.
It's even worse on blistering sands because the attacker can attack the natural and main backdoor from the same position and the defender can't do anything about it.

In this map the main choke to main backdoor distance is shorter for the defender so it's fine, keep it.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
moskonia
Profile Joined January 2011
Israel1448 Posts
June 04 2012 15:34 GMT
#15
It looks like you did a pretty good job, when will this be in the EU?
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-06-04 15:34:57
June 04 2012 15:34 GMT
#16
edit: nvm
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 16:13 GMT
#17
On June 05 2012 00:34 moskonia wrote:
It looks like you did a pretty good job, when will this be in the EU?


Do you want to upload it to EU? XD I can't, because I don't have an EU account.
Mapmaker of Frost, Fruitland and Bridgehead
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
June 04 2012 16:37 GMT
#18
meh i could still see things like 3 rax + 11 scvs work really well coming through the back door.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 04 2012 16:51 GMT
#19
On June 05 2012 01:37 EcstatiC wrote:
meh i could still see things like 3 rax + 11 scvs work really well coming through the back door.

It takes quite a while to break the backdoor, since only one scv can mine at a time. What I can do is lessen the mineral you take, and lesson the amount the mules take... Would that make it balanced or too complicated?
Mapmaker of Frost, Fruitland and Bridgehead
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-06-04 17:16:36
June 04 2012 17:05 GMT
#20
On June 05 2012 00:08 Superouman wrote:
Poll: Main choke to main backdoor is shorter than main choke to main choke.
It's not about this, it's bad if the distance between main choke and main backdoor is shorter for the attacker than the defender.
It's even worse on blistering sands because the attacker can attack the natural and main backdoor from the same position and the defender can't do anything about it.

In this map the main choke to main backdoor distance is shorter for the defender so it's fine, keep it.

Dear god thank you


I've been brainstorming about this sort of map on and off since the game came out. The problem I had was not how to make it nominally balanced in the base setup --> 3rd base issues, but how to make an interesting map beyond the 6spawn gimmick. (I say gimmick, but it is genuinely an interesting setup, it just doesn't offer anything special beyond scouting and the 3rd base.)

This map, you have way too much open space through the middle, the LosB help break it up but don't change the fighting characteristics much (pro zerg everywhere), and the ramps in the middle barely matter to the map. This isn't really a huge problem to me because I take it this is more of a proof of concept, and I think you did that well enough. It just offers very little as a new map besides the "gimmick". I think the key to making a map on this foundation at the size you used is to have some bases in the center somewhere that pull the players in. If not this, you need more circuitous passage between the bases on the inside of the circuit along all the main ramps.

Anyway I like the choices you made to get it to hang together. What are your thoughts on reducing the overall size?

edit: To be more specific about the center... what I'd really like to see is a forward position that helps a player defend better when they take a lowground 3rd on the other side of their main. Right now if you "head them off" from outside your 2-entrance enclave, your army is completely out in the open. For example, this creates a situation in PvZ where protoss will always take a high ground 3rd regardless of spawns. Maybe that's just how the map has to be played but I'd prefer more options to consolidate your bases by guarding forward routes.
Comprehensive strategic intention: DNE
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech72
StarCraft: Brood War
Calm 10289
actioN 383
ggaemo 216
PianO 124
ZerO 107
Soma 92
Pusan 78
Leta 72
sSak 62
Sharp 57
[ Show more ]
soO 38
Aegong 31
Sacsri 20
Sexy 20
yabsab 14
HiyA 12
Bale 8
Dota 2
BananaSlamJamma220
XcaliburYe139
Counter-Strike
olofmeister990
shoxiejesuss650
Other Games
summit1g6096
ceh9479
Tasteless411
Happy175
OGKoka 98
ZerO(Twitch)11
Organizations
Other Games
gamesdonequick642
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos434
• HappyZerGling71
Upcoming Events
LiuLi Cup
2h 2m
Replay Cast
15h 2m
The PondCast
1d 1h
RSL Revival
1d 1h
Maru vs SHIN
MaNa vs MaxPax
Maestros of the Game
1d 8h
Classic vs TriGGeR
Reynor vs SHIN
OSC
1d 18h
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
2 days
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
2 days
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
CranKy Ducklings
3 days
[ Show More ]
RSL Revival
3 days
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
3 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
3 days
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
3 days
RSL Revival
4 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
4 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
4 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
EC S1
BLAST Rivals Fall 2025
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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.