• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:30
CET 13:30
KST 21:30
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly0Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win62025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION3Crank Gathers Season 2: SC II Pro Teams12
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
$3,500 WardiTV Korean Royale S4 SC4ALL $6,000 Open LAN in Philadelphia Crank Gathers Season 2: SC II Pro Teams Merivale 8 Open - LAN - Stellar Fest Kirktown Chat Brawl #9 $50 8:30PM EST
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
SnOw's ASL S20 Finals Review Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Nintendo Switch Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Dating: How's your luck? US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Big Reveal
Peanutsc
Challenge: Maths isn't all…
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1410 users

[M](2) DF Black Thorns

Forum Index > SC2 Maps & Custom Games
Post a Reply
fenX
Profile Joined February 2011
France127 Posts
September 19 2012 02:32 GMT
#1
[image loading]
[image loading]
Playable : 156x156
Available on EU and NA

+ Show Spoiler [Aesthetics] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2012-09-19 02:35:59
September 19 2012 02:34 GMT
#2
duuuude, love the aesthetics!, I leave the map critique for people who know about that

The actual pathable areas are bit bland, which I actually dont mind at all for tourney maps, but maybe you could spice them up with a one or two more textures or some cracks or something
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
moskonia
Profile Joined January 2011
Israel1448 Posts
September 19 2012 02:53 GMT
#3
No watch tower? Oo how about adding a mid one? you can make a hole in the mid hold so that units can not pass through it but only activate the tower, since there are side paths adding a tower is almost a must for the early game.

The aesthetics are absolutely stunning, but how about adding a couple of pics to show the main, nat, 3rd, etc, so we have a better understanding of how the map would work.

Overall the map looks really cool, would love to give it a try with some friends and get back to you with in-game feedback
Fatam
Profile Joined June 2012
1986 Posts
September 19 2012 02:58 GMT
#4
The red areas are cool, I agree. Very pure red-and-black, kind of like Diablo I.

Would be nice to have a little more info on the map, such as nat-to-nat rush distance, picture of the xel'naga tower (since it's not really clear where that is from the overview cuz it's dark.. one would assume it's in the middle), # of bases (even though someone can just count them.. it's nice not to have to).
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 19 2012 05:52 GMT
#5
So cool aesthetics!

I wish there was a decent map split, but there are enough bases for it to be okay well into the game. But after going vertical (most likely expansion pattern) the next bases require you to either take over your opponent's side of the map, or expand right next to his latest mining bases. Not sure if this can be fixed easily.

Beautiful to look at though, huge admiration.
Comprehensive strategic intention: DNE
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 19 2012 11:21 GMT
#6
This map looks awesome! I'm going to check out the aesthetics in game when I get a chance because they are super cool. Is it done with red fog and then tree doodads with a 0 HDR setting? It's a really cool effect, especially where you've used it coupled with the red fog and crystal doodads.

My main worry gameplay-wise is siege tanks hitting the half base 3rd from the low ground. If they can only hit half of the mineral line I don't think it's too bad but if they can hit the hatchery I think that will be very annoying to deal with. Also elevator play into the main will be frustrating to deal with as well as it's a long way from the main ramp to the low ground outside the main.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
September 19 2012 12:13 GMT
#7
The map and aesthetics look so nice and I'm really glad to see a map without a watchtower, it just doesn't seem necessary.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
fenX
Profile Joined February 2011
France127 Posts
Last Edited: 2012-09-19 14:18:25
September 19 2012 12:58 GMT
#8
I'm glad everyone seem to like the aesthetics (and it looks even better ingame with the fog of war reinforcing the black areas effect)

On September 19 2012 11:58 Fatam wrote:
Would be nice to have a little more info on the map, such as nat-to-nat rush distance, picture of the xel'naga tower (since it's not really clear where that is from the overview cuz it's dark.. one would assume it's in the middle), # of bases (even though someone can just count them.. it's nice not to have to).

- I don't have the actual distance since the map analyzer doesn't work anymore. I'll try to time it, but distance is quite long, the map is big and pathing takes some detours
- There is no watch tower, there are a lot of control points where you have to place overlords/observers/pylons/patrolling units to gain map control, not especially in the center. Those control points evolve with your expansion pattern, you can choose to expand on different locations and in different orders, so there was no obvious location for a watchtower and i didn't think it was necessary. Plus I don't like maps with one center watchtower (like on Antiga, the middle position is already too strong, with a watchtower it's op). Watchtowers are killing e-sport.
- 12 full bases + 2 half bases.

On September 19 2012 11:53 moskonia wrote:
The aesthetics are absolutely stunning, but how about adding a couple of pics to show the main, nat, 3rd, etc, so we have a better understanding of how the map would work.

Click on the overview and zoom in, I put a very big picture here (2048x1917) so you can see every part of the map as you wish. That's why I posted closer shots only for aesthetics.

On September 19 2012 20:21 OxyGenesis wrote:
This map looks awesome! I'm going to check out the aesthetics in game when I get a chance because they are super cool. Is it done with red fog and then tree doodads with a 0 HDR setting? It's a really cool effect, especially where you've used it coupled with the red fog and crystal doodads.

My main worry gameplay-wise is siege tanks hitting the half base 3rd from the low ground. If they can only hit half of the mineral line I don't think it's too bad but if they can hit the hatchery I think that will be very annoying to deal with. Also elevator play into the main will be frustrating to deal with as well as it's a long way from the main ramp to the low ground outside the main.

- Red fog with 2 HDR, Monlyth and Tarsonis trees with 1R0G0B color (doesn't work with 000, probably work with 0 HDR too).
- Well the half 3rd wasn't part of the map design in the begining, I added it based on ArticRaven's idea. I didn't really like it at first, but after a few test games it seemed to help connecting the full 3rd with creep and act as a buffer to prevent pushes to cut between nat and full 3rd too easily. LoSB on the lowground helps flanking a lowground siege too, and even if you loose it it's only a half base so you can sacrifice it without loosing too much economy. Also it helps connecting with the expansion bellow the main, wich is not an obvious choice at first sight but can help protect the main against drops and control the ramp leading to the middle.
About the drop/elevator/warpin vulnerability in the main it's the reason why you can choose to expand at the below-main base as 3rd or 4th and position your army there instead of expanding at the more obvious 3rd next to the nat. I wanted the expansion pattern to change depending on the matchup, that can make the map very technical and difficult to learn, but increase its lifespan if it's ever used at high level and doesn't prove to be too imbalanced (wich we couldn't test enough without very high level players).
I make maps according to my beliefs, and I believe "strategy" is one of the words in "RTS", so I want to give players more options to choose their strategy not only about build orders but also where they expand and where they position their scouts and army.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
MrF
Profile Joined October 2011
United States320 Posts
September 19 2012 15:18 GMT
#9
seems like it maight be hard to take a third as protoss againt zerg, of course that is the case even on maps with easy thirds but this one looks really tricky, I will hold judgement till i try it tho looks are amazing btw XD, also i suppose its better than daybreak as far as the 3rd goes.
HunterXHunter is awesome
moskonia
Profile Joined January 2011
Israel1448 Posts
September 19 2012 16:10 GMT
#10
I only played it against the computer cause no one I know likes to try new map >< If anyone wants to play this vs me add me EU server RiMosko.728, master toss.

Even though I only played vs the AI I can say some stuff that you might want to think about:

-The nat entrance is really small, 2 3x3 buildings + zealot can block it, meaning that you are pretty much safe vs early pools as toss. I don't know if that is good or bad but it is something to consider.

-The first 4.5 bases are pretty easy, as standard, but the other 2 bases are really weird, the base that is close to the main can't really replace any other base since it is so far, and when each player has 4.5 bases already it is to contested to be taken by each side imo.
What I think will happen is players would take the middle bases closer to their last expansion and then the last base for each side will be rarely used. I think you should change it a bit to make the middle bases the ones who are contested, doing that by making the base by the main to be closer to the half base, thus making it a viable alternative to the normal 3rd (even though ti should still be further away to encourage normal expand pattern.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-20 02:08:59
September 20 2012 01:51 GMT
#11
- I don't have the actual distance since the map analyzer doesn't work anymore. I'll try to time it, but distance is quite long, the map is big and pathing takes some detours


You can measure it with the ctrl+m tool; works really well. Certain terrain features mess it up, such as ramps, but you can measure to the ramp, click to stop the measurement, then start your next measure right where you left off and just add the lengths up (it's how I've been getting my distances since they added it in 1.5).

Click on the overview and zoom in, I put a very big picture here (2048x1917) so you can see every part of the map as you wish. That's why I posted closer shots only for aesthetics.


I did (give me a little credit :-P), but it was still hard to see whether certain parts had a XNT hidden in it or not (map is pretty dark in certain areas). Anyhow, I think no XNT is fine. I do think XNTs are great for SC2 (so I'm going to disagree with your "i hate XNTs" sentiment) so long as they don't cover too much important ground (e.g. a map where the XNT(s) cover all the attack paths is dumb.. those are the kind of maps where the XNTs seem to ruin the game and make it turtley, but that's not the XNT's fault, that's the mapmaker's fault. (i.e. "guns don't kill people ..", lol)). Having a point of power worth fighting for that isn't resource-related is good and spices the game up. + Show Spoiler +
I even think in the future, some kind of healing pool (like the ones in WC3) would be an interesting addition to the game, if the healing-per-second was pretty low and not OP. An energy one might be cool as well.


edit: Reading my comment I didn't really talk about the actual map much, which is the point of these threads. I think it's strong. Even though it's a fairly standard layout, the fact that there's no XNT should make for a different experience. Sort of fitting that you're "in the dark" since it's such a dark map. Not a huge deal, but I think the one guy's point about the nat choke being too small is probably valid. The middle bases being so close to those other 2 bases might be problematic.
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
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 20 2012 01:59 GMT
#12
i think you need a bit more contrast in the lighting

you have the trees all black, and the crystals are kind of subdued in lighting as well

but the minerals/gas look pretty normal, and so kind of stand out

this is obviously a nitpick
starleague forever
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2012-09-20 02:23:44
September 20 2012 02:23 GMT
#13
Nothing really anything constructive to say, but I thought I'd post just to say that I LOVE the aesthetics!
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#58
WardiTV339
OGKoka 235
Rex94
IntoTheiNu 18
Liquipedia
Replay Cast
09:00
Crank Gathers S2: Playoffs D3
CranKy Ducklings174
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 235
Rex 94
Lowko84
MindelVK 31
StarCraft: Brood War
Calm 9783
Sea 5624
Jaedong 2497
actioN 700
firebathero 651
Mini 321
Rush 175
PianO 171
Mong 72
ToSsGirL 55
[ Show more ]
Barracks 50
Killer 48
Sharp 42
Sea.KH 40
soO 21
Icarus 15
HiyA 11
Sacsri 10
Terrorterran 5
Dota 2
XcaliburYe114
Counter-Strike
zeus777
x6flipin420
edward39
Other Games
summit1g14875
singsing1430
B2W.Neo1049
crisheroes305
Sick220
Hui .186
QueenE6
Organizations
Other Games
gamesdonequick468
Counter-Strike
PGL171
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3128
Upcoming Events
Monday Night Weeklies
4h 30m
Replay Cast
10h 30m
Sparkling Tuna Cup
21h 30m
WardiTV Korean Royale
23h 30m
LAN Event
1d 2h
Replay Cast
1d 20h
WardiTV Korean Royale
1d 23h
LAN Event
2 days
OSC
2 days
The PondCast
2 days
[ Show More ]
LAN Event
3 days
Replay Cast
3 days
LAN Event
4 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Korean Royale
4 days
LAN Event
5 days
IPSL
5 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Korean Royale
5 days
LAN Event
6 days
IPSL
6 days
JDConan vs WIZARD
WolFix vs Cross
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals 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.