• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:20
CEST 00:20
KST 07:20
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
RSL Revival: Season 5 - Qualifiers and Main Event8Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
Why there arent any 256x256 pro maps? ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Pros React To: Leta vs Tulbo (ASL S21, Ro.8)
Tourneys
[ASL21] Ro8 Day 2 [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1280 users

[M] (2) Geo Point

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2013-03-15 14:39:26
September 15 2012 00:17 GMT
#1
[image loading]

Geo Point
v1.0
Made by: DrakePHOSE
Published on: NA
Playable Bounds: 116 x 178

[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


This is my first map. I want it be a competitive map that plays out much like the BW map, Match Point. How the players control the high ground "pods", dictates how they will expand. The main-natural was based off OxyGenesis' Uncanny Valley.

Features

- One force-field wide ramp leadng into the natural. Safe for expanding in PvP.
- 1 sets of rocks and LOS blockers defending the wide entrance into the main. (You cannot warp past the rocks without vision)
- 2 unique options for 4th expansions. Gold (with no gas) from the 3rd, or Rich gas (with 6 mineral patches) from the high ground pod.

Concerns, Exploits, and Problems

Solved:
- Wall off on the top of the ramp leading out from the main. (Building blockers, takes 4 bunkers to fully wall)
- Rocks leading into main die too fast vs some all ins in PvZ. (Removed LOS blockers, added 2nd set of rocks)
- 2 entrances into 3rd very weak vs Stephano Roach-Ling Max. (Added 2 sets of rocks to ramps leading into gold >> removed 1 rock and made the other 5000 HP)
- IDK WTF to do with the corner expos. I wanted them to be islands but I'm not sure if anyone would take it as a 3rd or even as a 4th. If it's just the 5th or 6th, why make it an island? AHHHHHjfisudfusd'f

Unsolved:
- All-ins coming in from the gold. Zerg can't get a good surround because of the thin ramp.

Change Log

Older Changes+ Show Spoiler +
v0.3
- I am now starting to keep track of changes as the map is complete enough for me to do so.

v0.4
- Critters removed and small little changes to doodads.

v0.5 + Show Spoiler [Pics] +
Overview
http://i.imgur.com/rWVKC.jpg
Centre
http://i.imgur.com/1WO5v.jpg

- Small fine tuning to mineral fields.
- Minor aesthetic touch ups and changes.
- Added force fields to block the centre expantions.

v0.6
- Optimized foliage.
- Centre expansion completely reworked.

v0.7-0.8 + Show Spoiler [Pics] +
Overview
http://i.imgur.com/Jw4B2.jpg
Banner
http://i.imgur.com/OQ3Nk.jpg
Aestheitcs
http://i.imgur.com/dptHE.jpg
http://i.imgur.com/k6BYu.jpg

- Small patching issues fixed.


Latest Change
v1.0
- Complete rework of the island and rich gas layout. Anti 4 gate layout updated for HotS (added building blockers).
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 15 2012 00:23 GMT
#2
Why would youy ask people what they think if you specifically say you don't want to hear any thoughts about the balance of the map because no one can predict it? That's why we comment on the map....we tell you what will be bad and what is good based on what race has problems with what.

Drop the water - way too much strain on CPU for some systems. Either that or please close the bounds by a lot. Texture set looks, frankly, really ugly. Try to find a set that synergizes more than that. Or make a custom tileset that isn't all agria.

And some of the base layout/chokes need fixing but I'm not an expert on that.

"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-09-15 00:51:46
September 15 2012 00:51 GMT
#3
On September 15 2012 09:17 Drake Merrwin wrote:
I DON'T WANNA HEAR "THIS MAP IS BAD FOR ZERG RACE CUS TOSS HAS EASY THIRD!!!!!!!!!!!!!1111"
THAT DOESN'T HELP ME MAKE IT BETTER.

But it does.

Those problems which are only found after large numbers of games are the last thing you should worry about. What you should be worried about are the more obvious dynamic problems of a map, which you may not see at first, and is why getting feedback here is crucial for that. Competitive mapping isn't something you just hop into and dominate, it's something you have to work on a lot. The maps which won the Team Liquid Map Contest and reached the ladder all had an immense amount of feedback going into them at all stages - most of it regarding things such as the third base or other such dynamics. It's something you have to work into your process as a mapmaker.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
PandaZerg
Profile Joined April 2012
Canada148 Posts
September 15 2012 01:53 GMT
#4
I predict the map will be bad for zerg.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
September 21 2012 11:38 GMT
#5
Removed rocks from corner expos. Added force fields to block. Zerg won't be able to do ground attacks to that expo till hive. Protoss get massive units the fastest out of all the match ups. Terran's only massive ground unit is the Thor (even in HotS).
IDK if this is good or not but it seems better then just rocks. It looks like a much better choice as a 3rd and even 4th but still acts like the pseudo islands I want.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 21 2012 12:09 GMT
#6
it's quite hard to tell what's going on from the overview due to low quality jpeg and the textures. I like the idea of a forcefield island but it's hard to tell the expansion path from the overview currently which makes giving specific feedback difficult.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
September 21 2012 12:25 GMT
#7
On September 21 2012 21:09 OxyGenesis wrote:
it's quite hard to tell what's going on from the overview due to low quality jpeg and the textures. I like the idea of a forcefield island but it's hard to tell the expansion path from the overview currently which makes giving specific feedback difficult.


Sorry. I'm trying but the image never comes out good.
I'm using fraps because the export image option is giving me worse AND a format I can't upload or view (.tga I think).
Fraps can't get a higher res image ether.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 21 2012 14:07 GMT
#8
On September 21 2012 21:25 Drake Merrwin wrote:
Show nested quote +
On September 21 2012 21:09 OxyGenesis wrote:
it's quite hard to tell what's going on from the overview due to low quality jpeg and the textures. I like the idea of a forcefield island but it's hard to tell the expansion path from the overview currently which makes giving specific feedback difficult.


Sorry. I'm trying but the image never comes out good.
I'm using fraps because the export image option is giving me worse AND a format I can't upload or view (.tga I think).
Fraps can't get a higher res image ether.


try pressing 'v' to turn on game graphics and then using the map image function to make a .tga, you'll need to convert the .tga to a .jpeg but any graphics program should be able to do that. I use a mac so I don't know if the windows default image viewer can do it but it should be solvable with a little googling.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
September 21 2012 14:20 GMT
#9
On September 21 2012 23:07 OxyGenesis wrote:
Show nested quote +
On September 21 2012 21:25 Drake Merrwin wrote:
On September 21 2012 21:09 OxyGenesis wrote:
it's quite hard to tell what's going on from the overview due to low quality jpeg and the textures. I like the idea of a forcefield island but it's hard to tell the expansion path from the overview currently which makes giving specific feedback difficult.


Sorry. I'm trying but the image never comes out good.
I'm using fraps because the export image option is giving me worse AND a format I can't upload or view (.tga I think).
Fraps can't get a higher res image ether.


try pressing 'v' to turn on game graphics and then using the map image function to make a .tga, you'll need to convert the .tga to a .jpeg but any graphics program should be able to do that. I use a mac so I don't know if the windows default image viewer can do it but it should be solvable with a little googling.


I had the game graphics on already.
I didn't know you could convert it. Thanks. I'll try but I know from the preview that the program blurs anything under water. Which is fine for a map who's main aesthetic is not water. =(
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 17 2012 13:55 GMT
#10
I'm completely reworking the aesthetics. After that the map is pretty much done. Preview:
[image loading]

Jermman
Profile Joined November 2011
Canada174 Posts
October 17 2012 18:22 GMT
#11
Ok well it might be "done" in your eyes but nobody will ever play it due to the extreme imbalance and ugly textures.
Terran/Random Player
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2012-10-17 18:33:14
October 17 2012 18:32 GMT
#12
Hi, just wanted to suggest again that before you focus on aesthetics, you might focus a lot more on proportions. Aesthetics do differentiate the top tier melee maps from eachother but before all of that the quality of melee maps are determined by proportions. There is a lot of deadspace in your map that serves no purpose. If you look at top tier maps today they have almost no deadspace (except where specifically allocated), and the height tiers are set in such a way that you achieve a very interesting spacial dynamic without a lot of extra space. You might experiment with layering tiers on top of eachother instead of having chokes surrounded by deadspace, for a first.

Secondly, it's best to avoid rocks for as long as possible UNLESS you have an interesting dynamic that can't work without rocks. And even then I'd question if a dynamic with rocks is better than one without.

The middle bases are effectively useless considering their location...The layout/progression of your bases is very unorthodox and is confusing to the eye. You have a lot of clutter/doodads which border the central pods and are effectively limiting the value of controlling said pods.

Trying to keep the butthurt to a minimum, but you really should consider why you do things instead of just cobbling things together and calling it a map.

That is, of course, if your goal is to improve in competitive melee map-making.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Fatam
Profile Joined June 2012
1986 Posts
October 17 2012 18:59 GMT
#13
Drop the water - way too much strain on CPU for some systems.


This is actually a myth; I've tested a map with a TON of water (a little more than this, even) on a really old computer (any crappier and the comp wouldn't have been able to run SC2, -period-) multiple times with no difference in performance vs. any other map. I'm not sure where or when this rumor started, but it doesn't seem to be true.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-10-17 21:20:02
October 17 2012 19:52 GMT
#14
On October 18 2012 03:22 Jermman wrote:
Ok well it might be "done" in your eyes but nobody will ever play it due to the extreme imbalance and ugly textures.


Thank you for your well thought out, constructive, and informative criticism. It has really helped me in improving the map. Greatly.

On October 18 2012 03:32 Qwyn wrote:
Hi, just wanted to suggest again that before you focus on aesthetics, you might focus a lot more on proportions. Aesthetics do differentiate the top tier melee maps from eachother but before all of that the quality of melee maps are determined by proportions. There is a lot of deadspace in your map that serves no purpose. If you look at top tier maps today they have almost no deadspace (except where specifically allocated), and the height tiers are set in such a way that you achieve a very interesting spacial dynamic without a lot of extra space. You might experiment with layering tiers on top of eachother instead of having chokes surrounded by deadspace, for a first.

Secondly, it's best to avoid rocks for as long as possible UNLESS you have an interesting dynamic that can't work without rocks. And even then I'd question if a dynamic with rocks is better than one without.

The middle bases are effectively useless considering their location...The layout/progression of your bases is very unorthodox and is confusing to the eye. You have a lot of clutter/doodads which border the central pods and are effectively limiting the value of controlling said pods.

Trying to keep the butthurt to a minimum, but you really should consider why you do things instead of just cobbling things together and calling it a map.

That is, of course, if your goal is to improve in competitive melee map-making.


Dead space? You mean like Ohana (behind the 3rd and 4th)? Saying my maps "proportions" are bad doesn't tell me anything at all. While I agree with you that dead space is bad. My reason is not, "dead space is bad just cus." My reason is that terrans can lift building and cause draws. However is this instance, I need dead space because without it I would have to tighten the map up from top to bottom, which would make the map completely different. I would also encourage you to check out a thread that discussed dead space behind the mains. You would be surprised that most people preferred more space.

Rocks? You mean like Cloud Kingdom (4 rocks), Ohana (4 rocks), and Daybreak (3 rocks)? My map has 4. Rocks allow me to control how players expand and move their armies during the different parts of the game. Ohana has rocks at the natural allowing a the player to safely expand to their natural then, if they chose, to kill the rocks and have a smooth path to their 3rd. This is really good. On my map, the rocks at the third where placed because I found the Stephano roach max to be scary without the rocks. Which you would know if you actually read the OP.

Instead you choose to say things that do not help me at all and sum up my map to be "things clobbered together".

Yes my goal is to improve is map making, so please give me something actually helps me. Like explaining how the fuck the doodads (which do not block anything at all) make the pods less effective, because that statement doesn't make any sense. Thank you.

On October 18 2012 03:59 Fatam wrote:
Show nested quote +
Drop the water - way too much strain on CPU for some systems.


This is actually a myth; I've tested a map with a TON of water (a little more than this, even) on a really old computer (any crappier and the comp wouldn't have been able to run SC2, -period-) multiple times with no difference in performance vs. any other map. I'm not sure where or when this rumor started, but it doesn't seem to be true.


Yeah. In my experience so far, the most taxing thing you can put the lighting that casts shadows. Floodlights for example.
Jermman
Profile Joined November 2011
Canada174 Posts
October 17 2012 20:04 GMT
#15
Look, everyone already told you what needs to be changed, you're just rejecting it. You're not cut out for this.
Terran/Random Player
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 17 2012 20:55 GMT
#16
On October 18 2012 05:04 Jermman wrote:
Look, everyone already told you what needs to be changed, you're just rejecting it. You're not cut out for this.


What? Where? No has suggested anything in this thread yet. People commented on something that I said that was stupid (that I removed). OsyGenisis helped me with the image capture. And then you and Qwyn suggested nothing.

But I digress, I do reject nothing. I guess that's what the cool kids call a "slut". Right?

On topic. My editor isn't generating foliage. IDK why? I just need to finish up with the textures. I'll update as soon as I can.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 18 2012 13:52 GMT
#17
LATEST SCREENSHOTS ADDED

I'm trying to go for this lush forest/jungle look with the volcanic elements acting in contrast. However, I'm finding a hard to fill the empty playable space. I can ramp up the foliage but I'm afraid if even a hellon shoots even 1 shot, computers will kick the bucket.

[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
October 18 2012 16:18 GMT
#18
very clever visual theme, terrible map layout!

why do you want to have gold bases in the centre, minimal choke sizes, bad spacing (too tight)...

Let's start with one really important point: why have such a main-nat layout to begin with? what are your ideas for the early game, e.g. ZvP?
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 18 2012 17:00 GMT
#19
On October 19 2012 01:18 Samro225am wrote:
very clever visual theme, terrible map layout!

why do you want to have gold bases in the centre, minimal choke sizes, bad spacing (too tight)...

Let's start with one really important point: why have such a main-nat layout to begin with? what are your ideas for the early game, e.g. ZvP?


Why do you think the layout is bad? The main-nat is for PvP. You can't warp past the rocks and the ramp leading into the nat is 1 ff wide.
Samro225am
Profile Joined August 2010
Germany982 Posts
October 18 2012 18:29 GMT
#20
so you build a PvP-only map? i mean this is cool, but it needs to be mentioned!
1 2 Next All
Please log in or register to reply.
Live Events Refresh
BSL
19:00
RO16 Group A
eOnzErG vs OyAjiLIVE!
Doodle vs cavapoo
ZZZero.O242
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft463
JuggernautJason94
Ketroc 72
StarCraft: Brood War
ZZZero.O 242
Hyuk 181
Dota 2
monkeys_forever547
League of Legends
Doublelift3868
JimRising 365
Super Smash Bros
Mew2King12
Heroes of the Storm
Khaldor233
Other Games
tarik_tv12820
gofns8154
summit1g4342
Grubby3729
FrodaN1057
elazer95
ArmadaUGS81
Organizations
Other Games
gamesdonequick1403
BasetradeTV350
StarCraft 2
angryscii 71
Dota 2
PGL Dota 2 - Main Stream54
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 67
• Hupsaiya 59
• musti20045 35
• davetesta6
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 19
• RayReign 15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie1161
• Shiphtur197
• tFFMrPink 14
Upcoming Events
Replay Cast
1h 40m
RSL Revival
11h 40m
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
15h 40m
BSL
20h 40m
IPSL
20h 40m
eOnzErG vs TBD
G5 vs Nesh
Patches Events
1d 1h
Replay Cast
1d 10h
Wardi Open
1d 11h
Afreeca Starleague
1d 11h
Jaedong vs Light
Monday Night Weeklies
1d 17h
[ Show More ]
Replay Cast
2 days
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Snow vs Flash
WardiTV Invitational
2 days
GSL
3 days
Classic vs Cure
Maru vs Rogue
GSL
4 days
SHIN vs Zoun
ByuN vs herO
OSC
4 days
Replay Cast
5 days
Escore
5 days
The PondCast
5 days
WardiTV Invitational
5 days
Replay Cast
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 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.