• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:04
CEST 16:04
KST 23:04
  • 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 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection6Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Oliveira Would Have Returned If EWC Continued TL.net Map Contest #22 - Voting & Ladder Map Selection Code S Season 2 (2026): RO4 and Finals Preview What kind of tool would you be interested in?
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
BW General Discussion 25 Years Since Brood War Patch 1.08 BW animated web series: seeking contributors FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Any training maps people recommend? Why doesn't anyone use restoration? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread PC Games Sales Thread Summer Games Done Quick 2026! The Perfect Game
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6603 users

[M] (2) The Shortest Straw

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-10-01 23:22:55
October 01 2012 23:05 GMT
#1
[image loading]


hiho,
i guess im kinda productive atm so here is my next map. its actually a 4 player rota map which is surprising because i barely do those. (and its not a port lol)
It started as a 2 player which didnt work so i just copy pasted main/nat/third and got this.
If you want to talk about positional imbalance go for it. I tried to protect the third as much as i could, maybe there is still imbalance in the attack route length but thats just what it is on a 4 player rota.

You can figure out the meaning of the name for yourself

Uploaded on the Melee Section atm, only EU

General:
+ Show Spoiler +
Texture: Custom
Playable: 166x160
Expands: 12 + 4 half
Xel'Naga: 4
Uploaded: EU


Overview:
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Screenshots:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Have Fun
SDMF
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
October 01 2012 23:20 GMT
#2
This map has everything I love.

A) Third bases that promote army movement, yet still easily defended with good building placement

and

B) Fourth base isn't free, depending on army movement it can be anywhere.

Once again I love your map design. I'll give this a try next time I can. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
October 01 2012 23:25 GMT
#3
amazing. though there are a few things i have problems with.

3rds. ikr? flashftw commenting about thirds. xD with the imbalance of spawning (say you spawn bottom right and opponent spawns bottom left) where is ur third? so maybe include a half base like at the inside 5 (below ramp and just out of range of XNT).

chokey. tooooo chokey. really need to make more wider areas.

overall great map!
7/10
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
October 01 2012 23:26 GMT
#4
Watchtowers will change depending on where you spawn. If P1 spawns on the bottom left, and P2 spawns on the bottom right, P2 can see attacks coming. To walk around is double the rush distance.

Meanwhile P1 has no vision of early attacks with the current watchtower placement.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 01 2012 23:36 GMT
#5
is actually one of the smartest maps I've seen it in design philosophy. Like many of the greek philosophers, they had incredible ways of reaching conclusions but the results and theories weren't always right because they didn't know everything we do now. Not to draw a complete parallel, but I think there are a few things on this map that could use improvement.

Namely, the third is mediocre positional balance; the biggest problem is that the fourth really sucks and is difficult for Zerg to take. I think there are a number of solutions, but mine offers an easier "defensive" third that expands away from the opponent. The change I'm about to suggest will also open up the map, which is too choked right now.

[image loading]

Basically the third becomes a deadend expo and the fourth is moved down. Imo this is a good change because it restores positional balance to the third and the fourth is easier. The side paths can also be wider. And there is an easy for no matter where you spawn.
https://liquipedia.net/starcraft2/Monitor
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
Last Edited: 2012-10-01 23:43:25
October 01 2012 23:42 GMT
#6
The trouble with what you just suggested is the fact it then makes the fourth extremely easy to take with little to no army movement which IMO leads to stale games. It makes everything far too easy to defend and I wouldn't normally complain about that as a mech player, but I don't really think it leads to interesting games.

If you limited it to cross position only, then the third thing wouldn't be an issue and the fourth would mean you could move your army around and take another nat/third/main cluster. Also the choke he's put outside the main means you can defend against a big army with a smaller amount of units, which is a good thing.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 01 2012 23:56 GMT
#7
On October 02 2012 08:42 Qikz wrote:
The trouble with what you just suggested is the fact it then makes the fourth extremely easy to take with little to no army movement which IMO leads to stale games. It makes everything far too easy to defend and I wouldn't normally complain about that as a mech player, but I don't really think it leads to interesting games.

If you limited it to cross position only, then the third thing wouldn't be an issue and the fourth would mean you could move your army around and take another nat/third/main cluster. Also the choke he's put outside the main means you can defend against a big army with a smaller amount of units, which is a good thing.


Not sure what you mean? I don't think there would be much of a difference. If anything, the change I proposed would make the army move a little farther (but not much). Maybe you mean map control or something else? Anyway here's a picture showing what I mean:

Original-
[image loading]

W/ Changed fourth base (two options for a fourth)-
[image loading]

You are right that my version means Zerg can take a defensive expansion, which may be what you mean that you don't have to move the army much. That is true. I'm just not sure that the original version will be balanced for ZvP an ZvT matchups because of it (Ohana ZvX is pretty terrible because the middle bases are almost impossible to hold). Also this map is very choked so I forsee plenty of balance issues with cutting off armies and such. Maybe the best solution is some testing.
https://liquipedia.net/starcraft2/Monitor
Fatam
Profile Joined June 2012
1986 Posts
October 02 2012 00:10 GMT
#8
Is this tileset your motif now? Like with your motm map, the XNTs are interesting here. Whether they work or not, I like that your first version is trying to make middle bases work. So many maps seem to shy away from that.
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
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 02 2012 00:38 GMT
#9
I don't like the towers. I don't see that they help anything, and furthermore think they needlessly hurt the map's harass potential. The paths/chokes it sees are all tight and thus easy to defend. The defender of these paths doesn't need additional defensive aid in the form of maphack.

I don't agree with monitor's problems nor solutions. I agree that it could be hard for zerg to take a 4th as they're comfortable doing currently; but that given the map's size they should be able to take a 4th safely via nydus if other means fail. I don't see that the map is worse than antiga, which is one of the worst zerg maps in the pool. If zergs can win there (they can) then they'll be fine here as well.

Overall I like the map though.

I might recommend shrinking the hole in the center.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Walitgon
Profile Joined May 2012
Australia550 Posts
October 02 2012 00:40 GMT
#10
Absolutely biuriful.
BRB laddering ^_^ ¯\_(ツ)_/¯
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 02 2012 01:17 GMT
#11
I'd still like to see a little more room between the minerals and the choke at the third, so that zerg has a better opportunity to get a surround for defense. Right now it looks like a siege tank from behind that choke can hit the hatchery.

Other than that I'm loving this map. I think that closing of the third is a bad call because it forces 1 attack path.

I also like the watchtowers because they encourage drops to go either through the center or for the dropping player to pick off watch-tower-holding units, both of which I think are interesting (though there's still a little bit of area outside the watchtower).
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 02 2012 01:34 GMT
#12
I don't see that the map is worse than antiga


I was just about to say that I thought this seemed like a less open, 4-base (3.75 kinda) version of antiga, in that a 5th base outside of your quadrant seems very difficult to take/defend.

That being said I think the map has a very neat look to it. I think it will probably need some tweaking, maybe something along the lines that monitor is suggesting, but I'm sure you will figure out something.

I think if you want to keep the towers though, you should stick them in the little corner in the middle area next to where the line of sight blockers end on the low ground. But you should definately keep those pods of land behind where the 4ths are currently as a place to sit some troops defensively.

I think broodlords and mutas will be popular for zerg on this map.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Fatam
Profile Joined June 2012
1986 Posts
October 02 2012 05:23 GMT
#13
It would be a bit time-consuming, but stretching the map bounds by 8 (maybe 16) in both directions and just using the gained space to make the brown / lowground paths a little wider might be a good idea. All those lowground paths are pretty narrow (w/ small chokes to boot), I think most zergs would veto this.

Can't say for sure without some good zergs playtesting it, but imo this is a little worse for Z than antiga, assuming standard BL play and not 2 base muta or something else like that. ZvP would be really hard, FFs would dominate w/ those narrow corridors and not many places to flank.
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
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 02 2012 13:08 GMT
#14
I don't think this is one of your best maps. The XNT idea is a cool one, but I don't think it makes up for the fact that in close positions the distance to your opponent's 3rd is waaaay different depending on whether you are clockwise or anti-clockwise. If you spawn anti-clockwise you have to play defensively as attacking into your opponent's 3rd is really difficult and leaves you very open to counter attacks. Then there's the issue of not being able to get past 3.75 bases, which for a map with 16 bases is not great imo.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
algue
Profile Joined July 2011
France1436 Posts
October 02 2012 13:53 GMT
#15
I love this map very good job
The only thing that is bad on it is the spawn imbalance but it can be easily removed like on antiga or entombed
rly ?
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2012-10-02 15:17:26
October 02 2012 15:15 GMT
#16
i really like the aesthetics of the map, and it reminds me of crevasse in terms of design. My only worry is that it feels really chokey and might be too tight overall. Just looking at it now, there is almost nowhere that, as a zerg, I would want to engage terran. The whole dark-grey lower ground is just a long, narrow corridor that twists and turns, and never offers any open ground for largescale zerg engagements. And its the same thing with the upper middle ground. It just stays tight everywhere.

Maybe instead of putting the ramp and wasting all that space for the xel'naga towers, you should just put them on the ground behind the single-gas bases. Also i think you need to rework the dead space between the thirds and the mains, just try and make that space more useful, as you need to use all the space you can here.

And another thing is that it seems like it would be very easy for a terran to siege up between your main and natural, in that gap between the dead space, and that would be incredibly hard to deal with, as he can easily elevator his way into your main, and a zerg would have a great deal of trouble getting a terran out of that position cost-effectively.
thezanursic
Profile Blog Joined July 2011
5500 Posts
October 02 2012 18:45 GMT
#17
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Samro225am
Profile Joined August 2010
Germany982 Posts
October 02 2012 19:13 GMT
#18
your texture set rocks! geometry looks nice, but base layout is questionable with the obvious ccw problem
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2012 19:46 GMT
#19
On October 03 2012 03:45 thezanursic wrote:
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.

Posts like this give me brain cancer. Exactly what other map(s) does this map look "so alike" to? Also worth mentioning in regards to map pools, stagnation in SC2 is a consequence of tournament decision making, not a lack of variety in available maps.
Twitter: @iamcaustic
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 02 2012 23:21 GMT
#20
On October 03 2012 04:46 iamcaustic wrote:
Show nested quote +
On October 03 2012 03:45 thezanursic wrote:
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.

Posts like this give me brain cancer. Exactly what other map(s) does this map look "so alike" to? Also worth mentioning in regards to map pools, stagnation in SC2 is a consequence of tournament decision making, not a lack of variety in available maps.


Ya lol. This map is an example of a lot of creativity in map design. What you mean is that the ladder and GSL maps are very boring; we haven't rotated maps in ages and tournaments don't want to use risky/experimental maps. But infact, this map that you've taken the time to post on happens to be an unusual map that uses very advanced positional balance and map design that is different than any before (4p sym with effectively 12 usable bases).
https://liquipedia.net/starcraft2/Monitor
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
#11
IntoTheiNu 1056
WardiTV861
RotterdaM789
Rex164
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 789
Rex 164
Codebar 41
StarCraft: Brood War
Britney 32141
Calm 8211
Sea 5554
Shuttle 862
Mini 725
EffOrt 688
BeSt 462
Light 442
Hyuk 393
Snow 298
[ Show more ]
ggaemo 289
Rush 278
Soulkey 249
actioN 225
Hyun 133
hero 103
Free 65
Last 60
JYJ 55
Mind 49
[sc1f]eonzerg 47
Killer 43
Sharp 38
ToSsGirL 37
scan(afreeca) 36
Pusan 32
sSak 30
Sacsri 25
Barracks 25
soO 21
sorry 19
Movie 18
GoRush 15
zelot 15
Hm[arnc] 15
IntoTheRainbow 15
NaDa 14
Terrorterran 13
Noble 11
JulyZerg 10
Rock 7
Icarus 6
ajuk12(nOOB) 4
Dota 2
qojqva2575
Dendi1308
syndereN351
XcaliburYe292
Counter-Strike
zeus510
edward136
kRYSTAL_87
Other Games
gofns10966
tarik_tv4388
singsing2998
Liquid`RaSZi1643
B2W.Neo775
hiko711
Lowko641
byalli359
DeMusliM310
crisheroes299
Beastyqt199
ArmadaUGS164
Hui .52
QueenE14
Organizations
Other Games
BasetradeTV173
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• poizon28 7
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis6542
• Jankos4464
• TFBlade660
Other Games
• WagamamaTV117
Upcoming Events
Maestros of the Game
56m
Classic vs Lambo
Clem vs Maru
Replay Cast
9h 56m
The PondCast
19h 56m
Maestros of the Game
1d
Serral vs Rogue
herO vs SHIN
OSC
1d 8h
Replay Cast
1d 9h
Maestros of the Game
1d 23h
Replay Cast
2 days
CranKy Ducklings
2 days
uThermal 2v2 Circuit
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
uThermal 2v2 Circuit
4 days
OSC
4 days
Wardi Open
4 days
Replay Cast
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.