• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:51
CEST 03:51
KST 10:51
  • 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
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
[ASL22] Ro24 Group C Toronto invitational lan 22 august [ASL22] Ro24 Group A [ASL22] Ro24 Group B
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5244 users

[M] (2) Secluded Mesa

Forum Index > SC2 Maps & Custom Games
Post a Reply
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-02-24 07:53:05
September 07 2012 03:39 GMT
#1
Secluded Mesa
(by Travis "Caustic" Willis)

Development of this map has been abandoned. This thread remains for historical purposes.

Tileset: Ulaan + Aiur
Map Size: 148x124
Published on: [NA] [EU] [SEA] [KR]
+ Show Spoiler [Publishing Legend] +
Green means the map is live and up-to-date in the region.
Blue means the map is live in the region but on an outdated version.
Red means the map is not published to the region.


(click on images to view larger version)
[image loading]

[image loading]


Changelog:
+ Show Spoiler +

v0.1

General
  • Initial release



Map Concept:

Generally, I wanted to make a map that felt "solid", like something you'd see on the ladder or in tournaments. Aside from that, I wanted to reward the player with better positional play. The way it works here, you could say is similar to positional play on Cloud Kingdom; you have a select number of major paths you can take, and they all connect into one another in some way. It's up to the individual to keep tabs on the different paths and know where the opponent's army is, in order to avoid getting caught out of position.

Another key point to this map is the choice of thirds. While it looks like there's one obvious choice for the third (12/6 o'clock), the risk that base runs is its sheer openness. While it works well enough for aggressive players, it's not well suited for those that like (or need) to defend. For strategies that require a more defendable third base, they might find 9/3 o'clock more suitable. The tradeoff here is that it's a slightly longer distance and more "out of the way", so to speak, so resources have to be devoted toward defending it (in contrast to 12/6 o'clock, which will be naturally defended simply by having your army in a more forward position).

It's a map that makes you think about where you expand and why.

Contact Info:
Follow me on Twitter @iamcaustic
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 07 2012 04:06 GMT
#2
This is my favourite green + ulaan map I've seen, very straightforward but with beauty. ^^

I like the terrain mostly, but the expansion layout and base count is... unappetizing. You only have 5 bases, and when you have all 5 the distance across them all is basically the width of the whole map, which is wider than it is tall. I can tell you try to accommodate this with the narrowness around the the corners, but I feel like that will just create impossible-to-engage situations, which leads (at best) to base trading, which should never be a de facto strategy.

Probably more acutely problematic is the 3rd base options, which are both very hard for protoss vs zerg, and a little difficult generally in any matchup vs a 2base timing. If there were rocks at the little shrubby pathway at the 3 and 9 oclock bases, I think it'd be "fine" -- on par with some current competition maps.

Nevertheless it definitely comes off as "solid", so good job there. I like it but I think it limits players' options a little too much because of the 3rd bases and lategame situation, even as it offers some interesting things at the same time. Really like the middle and the way the pathways feed into the alternate attacking angles.
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 07 2012 04:50 GMT
#3
seconding everything as above. solid map, but worried about the 3rds as well. i think in this case some gameplay info would help better understand the flow of the map and how each option might work out.
starleague forever
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-09-07 05:58:06
September 07 2012 04:55 GMT
#4
On September 07 2012 13:06 EatThePath wrote:
This is my favourite green + ulaan map I've seen, very straightforward but with beauty. ^^

I like the terrain mostly, but the expansion layout and base count is... unappetizing. You only have 5 bases, and when you have all 5 the distance across them all is basically the width of the whole map, which is wider than it is tall. I can tell you try to accommodate this with the narrowness around the the corners, but I feel like that will just create impossible-to-engage situations, which leads (at best) to base trading, which should never be a de facto strategy.

Probably more acutely problematic is the 3rd base options, which are both very hard for protoss vs zerg, and a little difficult generally in any matchup vs a 2base timing. If there were rocks at the little shrubby pathway at the 3 and 9 oclock bases, I think it'd be "fine" -- on par with some current competition maps.

Nevertheless it definitely comes off as "solid", so good job there. I like it but I think it limits players' options a little too much because of the 3rd bases and lategame situation, even as it offers some interesting things at the same time. Really like the middle and the way the pathways feed into the alternate attacking angles.

Thank you for the aesthetic compliment!

Regarding third bases: The defendable 3/9 o'clock bases aren't actually that awful PvZ IMO. It's quite similar to Antiga in terms of concept when defending: sit your army between the nat/third ramps and use forcefields/terrain to slice up the attacking army. You'll note the slit in the terrain there; it's to help facilitate forcefields. For attacking, the second path into the third, while open by default, is much more difficult to exploit due to the requirement to have your army completely split to attack from both fronts (on Antiga you can just bounce back and forth) and the size of the choke being much smaller.

Regarding base count: The map isn't designed for hour-long macro games. Even so, 5 bases can easily get you 30+ minute games if neither player is able to kill the other, which is actually a rarity in SC2 on maps not called Metropolis. This is especially true considering that 5th bases will likely to be taken later rather than sooner, to avoid spreading yourself out too thinly. I'm of the opinion that 6+ bases per player are not necessary for a map unless it's designed to be macro-oriented, which any 2-player map really shouldn't be -- that's best for 4-player maps IMO. How often do you see players manage to acquire all 6 bases on Cloud Kingdom? Ohana only has 5 bases per player as well. How often do you see players take the middle 6th bases on Daybreak? So on and so forth.
Twitter: @iamcaustic
Duvon
Profile Joined October 2011
Sweden2360 Posts
September 07 2012 07:11 GMT
#5
I really like it, however, the corner expansions looks to be very far away. Perhaps relocate the resources a little towards "home".
Also, even if you don't want to put a full base anywhere, would you consider a half base?
Nothing is impossible, only some things for some people.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 07 2012 17:01 GMT
#6
On September 07 2012 16:11 Duvon wrote:
I really like it, however, the corner expansions looks to be very far away. Perhaps relocate the resources a little towards "home".
Also, even if you don't want to put a full base anywhere, would you consider a half base?

A half base where and for what purpose? o.o
Twitter: @iamcaustic
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 07 2012 19:31 GMT
#7
Since FlaShFTW is apparently not here, I'd like to comment for him.
The thirds are in my opinion unacceptable. The high ground third is not very well defended with an army because it's simultaneously far away and choked, so only mobile splash armies are very good at defending it.
The lower thirds are too open to be considered as a good third, more like a fourth base.
To fix this, you could either move the highground third towards the natural, or you could make the lowground third easier to defend.
ModeratorI am still alive, somehow
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-09-07 19:54:56
September 07 2012 19:54 GMT
#8
On September 08 2012 04:31 The_Templar wrote:
The high ground third is not very well defended with an army because it's simultaneously far away and choked, so only mobile splash armies are very good at defending it.

I'd like to know the thought process behind this, and how your conclusion is reached. There seems to be little to no consideration to the terrain between the natural and high-ground third, as well as the attack paths toward the high-ground third and how they play out. You also offer no explanation for why/how "mobile splash" armies (a term that is very poorly defined; what kind of compositions/strategies are you referring to?) are the only viable defence for this base, or how adjusting the distance slightly would fix this perceived issue.

In contrast, I've explained in a previous post how defence for this base is intended to work in the most difficult-to-take-a-third matchup: PvZ. Your post implies that my explanation not viable, but offers no reasoning for why as it goes completely unaddressed.

If you'd like to expand on your criticisms so that I can make some actual use of them, I'm all ears.
Twitter: @iamcaustic
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
September 07 2012 20:28 GMT
#9
Are there no Xelnaga watch towers? That seems really odd, considering that those things are a trademark of SC2 maps.

The third base looks really hard to defend because there are no chokes; it's really open, so defending with FFs would be really hard. For Z, I think it would actually be quite easy because of the number of paths you can take from the nat/main to the third, and since there are no chokes, forge FE into gateway timing attacks with force fields wouldn't be able to stop the flow of defensive zerglings and/or roaches. I stand pretty neutral for Terran in terms of defence of the third.

Everything else looks great, looking forward to try out this map soon! Jeez, these types of maps are so damn popular these days though, with the main/nat/third/fourth junction like that.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 07 2012 20:52 GMT
#10
On September 08 2012 05:28 sorrowptoss wrote:
Are there no Xelnaga watch towers? That seems really odd, considering that those things are a trademark of SC2 maps.

There are two Xel'Naga Watchtowers on this map. You'll find them just north/south of each natural ramp.

On September 08 2012 05:28 sorrowptoss wrote:
The third base looks really hard to defend because there are no chokes; it's really open, so defending with FFs would be really hard. For Z, I think it would actually be quite easy because of the number of paths you can take from the nat/main to the third, and since there are no chokes, forge FE into gateway timing attacks with force fields wouldn't be able to stop the flow of defensive zerglings and/or roaches. I stand pretty neutral for Terran in terms of defence of the third.

This issue is addressed in the OP under "Map Concept". You can start at the second paragraph to skip right to the explanation for how third bases work on this map.

On September 08 2012 05:28 sorrowptoss wrote:
Everything else looks great, looking forward to try out this map soon! Jeez, these types of maps are so damn popular these days though, with the main/nat/third/fourth junction like that.

Speaking of map concept, you might find yourself pleasantly surprised in this regard; the base progression isn't necessarily as straightforward as that.
Twitter: @iamcaustic
Please log in or register to reply.
Live Events Refresh
Next event in 8h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech123
RuFF_SC2 90
StarCraft: Brood War
Artosis 1347
MaD[AoV]17
Dota 2
The International37632
XaKoH 766
NeuroSwarm175
LuMiX1
League of Legends
Doublelift3275
JimRising 575
Counter-Strike
minikerr69
Super Smash Bros
hungrybox461
Mew2King59
Other Games
summit1g7553
C9.Mang0351
ToD253
ViBE152
Organizations
Other Games
gamesdonequick1072
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH440
• Hupsaiya 80
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1111
Upcoming Events
Sparkling Tuna Cup
8h 9m
PiG Sty Festival
10h 9m
Solar vs Reynor
Serral vs TBD
OSC
14h 9m
Afreeca Starleague
1d 8h
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 14h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 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.