• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:01
CEST 05:01
KST 12:01
  • 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
TL Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3
Community News
Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."0Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.2Code S RO8 Results + RO4 Bracket (2025 Season 2)11BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1
StarCraft 2
General
Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson." Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey. The SCII GOAT: A statistical Evaluation Code S RO8 Results + RO4 Bracket (2025 Season 2) feardragon: Blizzards biggest blunder with SC was…
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Ro8 - Group A [GSL 2025] Code S: Season 2 - Ro8 - Group B SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ Recent recommended BW games BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET Small VOD Thread 2.0 [BSL20] ProLeague Bracket Stage - Day 4
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason What do you want from future RTS games?
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 27475 users

[M] (2) Wightbane Gorge

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-12-08 05:08:02
September 24 2012 22:09 GMT
#1
Wightbane Gorge - version 1.1
Made by NewSunshine
Published on [NA Melee] as Wightbane Gorge

MotM September Finalist!

+ Show Spoiler [WoL Version] +
[image loading]

[image loading]


Map Inspiration:

This has to be the worst example of a map when it comes to explaining its creation. It was originally inspired entirely by the new tileset from Heart of the Swarm. That's it. Seeing the cool new textures and cliffs made me just start doing things. However...

After I hashed out its initial iterations I started to get some good ideas for the actual gameplay of the map. First, I wanted to take the frowned-upon notion of even pathing, and use it in a way that makes the map play in a very specific way. Daybreak is the most extreme example of a map that uses it, but on this map it's less extreme, since the path is shorter than on Daybreak, and the central towers watch over both central paths. In the end, something potentially interesting has happened, where the even pathing diverts attention away from the center, but the towers put attention back on it again, so even though the 2 corner expansions are quite far away the dynamics of the center help to force some action their way.

If you want to get real meta though, knowing your opponent probably has a watchtower will push you away from the center again if your plan is to launch an un-spotted attack. The overall result is that several aspects of the map reward a more aggressive, map-controlling player(the high-ground pods by the natural also act to accentuate this). A careless player will always have a hard time against someone who takes advantage of the map here. Also, due to the even pathing, simply 1-A'ing your army is liable to put you into a base trade scenario. In most circumstances I would agree it's bad, but I've taken it and made it part of the map here. Controlling one of the watchtowers becomes extremely important, as well as managing your army as it traverses the map. The map, then, attempts a lot of things that few other maps do, but one that hopefully strikes that careful balance of innovation, where it forces you to play to the map, without doing anything too extreme. In that sense, this map feels like Cloud Kingdom, which pulled off a similar trick but with choke points. Overall, I liked how the map played in MotM, though for those things I didn't like I've made changes accordingly.

+ Show Spoiler [Xel'Naga Tower Radii] +
[image loading]


+ Show Spoiler [Close-ups] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Textures - Phaeton

Lighting - Custom

Other Data:
Playable 144*
Nat-Nat Distance ~ 165
Expansion Count: 10 normal
Xel'Naga Towers: 2

Recent changes include:
-The map has been converted to HotS beta! Small balance tweak: rock towers added. Because why the hell not.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-25 00:57:51
September 25 2012 00:57 GMT
#2
Hey. Cool map. I think the reaper paths are probably fine, as going reapers is a bit of a gamble to begin with so there should be some sort of reward possibility there. (With reapers looking stronger in HOTS it might need to be revisited at that point) I think whether or not something makes blink stalkers too strong is much more important than reapers.

We can't know until games are played on it (hopefully some people do blink stalkers in the tourney so we can see), but I think this map is not as bad as at least 2 or 3 of the current ladder maps as far as blink stalkers go. The surface area for blink is large but the way the main is shaped helps make it a little easier to defend since you don't really have to go that far to get to each point they could attack from. If that made any sense.

Hope we see some good games on it in the tourney. Break a ramp :-O
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
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 25 2012 01:39 GMT
#3
I wouldn't worry about the reaper path at all. Any race can defend a reaper harrass unless they go some stupid build without scouting, in which it's a player flaw not a map flaw. Keep it in.

Heart of the swarm on the other hand will make reapers much more powerful ad do you may need to adjust it (smaller path) or remove it to compensate, but no one can really say that will be required or not until release and everything is final.

Good map was definitely my favorite in the motm.
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 25 2012 02:12 GMT
#4
On September 25 2012 10:39 eTcetRa wrote:
I wouldn't worry about the reaper path at all. Any race can defend a reaper harrass unless they go some stupid build without scouting, in which it's a player flaw not a map flaw. Keep it in.

Heart of the swarm on the other hand will make reapers much more powerful ad do you may need to adjust it (smaller path) or remove it to compensate, but no one can really say that will be required or not until release and everything is final.

Good map was definitely my favorite in the motm.

tyty :D

But yeah, it's definitely something I'll keep an eye on, since I have that luxury this time. With HotS coming up map design will no doubt change, but until then(OR UNTIL I GET THE DAMN BETA) I'll be pushing to make kickass WoL maps.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2012 02:38 GMT
#5
Possibly my favourite top 5 map! This map, for me, is like a Blizzard map except everything went right. (What we should have had all along.) Which is a great achievement! The best part is how the tower vision informs the expansion pattern and the whole set of lategame planning. It truly brings everything together. This is the kind of map coherence that usually happens as an "accident" of proper application of general principles to creative ideas. Which is to say, I'm not sure if you were ever conscious of it, but it's awesome!
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
September 25 2012 07:37 GMT
#6
i love the middle but i am unsure how far fifth and sixth are to the sides. i really do not like the "one entrance" fifth though and i am unsure about the losb running cross the centre.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-09-25 16:58:51
September 25 2012 16:55 GMT
#7
On September 25 2012 16:37 Samro225am wrote:
i love the middle but i am unsure how far fifth and sixth are to the sides. i really do not like the "one entrance" fifth though and i am unsure about the losb running cross the centre.

The 5th's and 6th's are quite far - the idea being that once you go past 4 bases you really need to step up your presence on the map and take control of it, or you'll lose out to a better player. A lot of things on this map are a bit strange though, that's part of the point. I want to see how stuff like this fares in competitive play, and I get a bit of a chance to do that.

Oh and...
On September 25 2012 11:38 EatThePath wrote:
This map, for me, is like a Blizzard map except everything went right. (What we should have had all along.)

that description fits my mapmaking philosophy better than you perhaps realize.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-09-25 16:58:44
September 25 2012 16:58 GMT
#8
Barrin's disease has spread, stupid quote button...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 05 2012 22:28 GMT
#9
Justice bump, loosely related to MotM. Any thoughts/comments/concerns before the tournament, or in general will be appreciated!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Antares777
Profile Joined June 2010
United States1971 Posts
October 05 2012 23:32 GMT
#10
Now this is a very interesting map that combines a lot of different ideas. I've seen high grounds above the natural like that to secure a choke, but I've never seen one used for an alternative entrance. A Pylon placed up there could allow you to warp in on the other side of the rock, and flank an army attacking into your natural, which would be a great use of this interesting feature.

I really like how the fifth and sixth expansions are really undefined in terms of which player they belong to. Late game on this map could unfold in so many different ways.

The tower locations are well thought out. They are uncontested, yet can be denied from either of the high grounds. Speaking of those high grounds, you used LoSBs in a way that I haven't really seen in a competitive map. I am mainly talking about the long one right through the middle of those areas.

Overall, I would really love to see some high level gameplay on this map!
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 05 2012 23:35 GMT
#11
the map layout reminds of those maps from mereel (or was it meltage) with two different cross-spawn configurations. that is, you'd have to change the NW/SE corners into a more proper main-nat layout. just an idea.
starleague forever
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 06 2012 00:06 GMT
#12
On October 06 2012 08:35 a176 wrote:
the map layout reminds of those maps from mereel (or was it meltage) with two different cross-spawn configurations. that is, you'd have to change the NW/SE corners into a more proper main-nat layout. just an idea.

heh, i'm not sure the expansion progression would work for that :p

Thanks for the comments so far doods I'm planning on doing another aesthetic update, before a certain mapmaking contest gets announced. The thing that annoys me is that I fixed the textures to make sense, now they all blend together x.x
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Mullet_Ben
Profile Joined August 2011
United States54 Posts
Last Edited: 2012-10-06 21:25:29
October 06 2012 21:23 GMT
#13
I just realized that this map has the same expansion pattern as Cloud Kingdom.

Obviously, it's nowhere near the same map, but I was just trying to picture in my head how people would expand on this map, and then looking at the positioning of your 4th vs your opponents 5th, I figured it would play out similar to Cloud Kingdom, and then all the sudden I realized that every base is in almost the same position as Cloud Kingdom.

Though obviously the rest of the map is entirely different.

EDIT: just realized that the 4th and 5th are on opposite sides than generally taken on Cloud Kingdom, and my comment is significantly less insightful. :/
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 07 2012 00:15 GMT
#14
On October 07 2012 06:23 Mullet_Ben wrote:
I just realized that this map has the same expansion pattern as Cloud Kingdom.

Obviously, it's nowhere near the same map, but I was just trying to picture in my head how people would expand on this map, and then looking at the positioning of your 4th vs your opponents 5th, I figured it would play out similar to Cloud Kingdom, and then all the sudden I realized that every base is in almost the same position as Cloud Kingdom.

Though obviously the rest of the map is entirely different.

EDIT: just realized that the 4th and 5th are on opposite sides than generally taken on Cloud Kingdom, and my comment is significantly less insightful. :/

I totally get what you're saying, as a general observation I spotted this too.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 27 2012 03:56 GMT
#15
Map update(yay)!

Changes include:
-The main has been moved slightly, and made smaller. It was rather big before.
-The high ground by the natural has been extended slightly.
-The entrance to the 3/9 o'clock base has been tightened some.
-The cliffs connecting the 2 corner expansions have been trimmed.
-Total texture overhaul, made to better distinguish cliff levels, and just look better.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 08 2012 05:09 GMT
#16
Map has been converted to the HotS beta, see:
[image loading]

Rock towers have been added, because they're awesome, and I found a couple cool places for them. Lemme know what you think!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Samro225am
Profile Joined August 2010
Germany982 Posts
December 08 2012 09:52 GMT
#17
very nice stuff indeed
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 76
CranKy Ducklings8
HKG_Chickenman4
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft533
RuFF_SC2 184
Nina 142
StarCraft: Brood War
Icarus 9
Dota 2
LuMiX1
League of Legends
JimRising 640
Counter-Strike
Foxcn200
Super Smash Bros
amsayoshi63
Other Games
summit1g10191
C9.Mang01181
shahzam686
ViBE247
Trikslyr57
Organizations
Dota 2
PGL Dota 2 - Secondary Stream2356
Other Games
gamesdonequick997
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 23
• gosughost_ 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5591
Other Games
• Scarra1546
Upcoming Events
SOOP
5h 59m
sOs vs Percival
CranKy Ducklings
6h 59m
WardiTV Invitational
7h 59m
ByuN vs MaNa
MaxPax vs Solar
Reynor vs Creator
Gerald vs Spirit
Cheesadelphia
11h 59m
CSO Cup
13h 59m
BSL: ProLeague
14h 59m
Hawk vs UltrA
Sziky vs spx
TerrOr vs JDConan
GSL Code S
1d 4h
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
1d 6h
BSL: ProLeague
1d 14h
Bonyth vs Dewalt
Cross vs Doodle
MadiNho vs Dragon
Replay Cast
1d 20h
[ Show More ]
Wardi Open
2 days
Replay Cast
2 days
Replay Cast
3 days
RSL Revival
3 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
4 days
herO vs sOs
Zoun vs Clem
Replay Cast
4 days
The PondCast
5 days
RSL Revival
5 days
Serral vs SHIN
Solar vs Cham
Replay Cast
5 days
RSL Revival
6 days
Reynor vs Scarlett
ShoWTimE vs Classic
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.