• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:35
CEST 17:35
KST 00:35
  • 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 End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly 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 week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 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
SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
Small VOD Thread 2.0 [ASL22] Ro24 Group A CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary
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
Artificial Intelligence Thread US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 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
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9897 users

[I] Proper Mineral Placement

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Monochromatic
Profile Blog Joined March 2012
United States999 Posts
Last Edited: 2015-07-09 23:46:05
November 11 2012 19:21 GMT
#1
This is something I was thinking of doing for a while, but I've put it off until today. I want to catalog every mineral placement as a resource for mapmakers to use. This is mainly for newer mapmakers, but it is still helpful if you are wondering how to make certain base layouts. (IE: Atlantis Spaceship's 3 gas base) If you feel I am missing any important ones or ones that you want to see, please tell me which ones I should add.

They are split into standard, which are normal bases used on multiple maps, and special, which are bases used on only one map.

Without further ado:

Standard: + Show Spoiler +
[image loading]

Gas:
[image loading]

Made by Uvantak


+ Show Spoiler [Old] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Special:
+ Show Spoiler +
[image loading]

Made by Uvantak


Atlantis Spaceship: (I might of messed up the one side, Included LOS blockers.)
+ Show Spoiler +
[image loading]

Shattered Temple:
+ Show Spoiler +
[image loading]



Again, if I messed any up, or if you want to see any specific ones, please ask.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-11 23:32:50
November 11 2012 21:44 GMT
#2
This is cool for newer people to see what is "acceptable". Afaik, the standard is 2 "back" mineral patches, which means those 2 patches are 4 squares away from the CC/Hatch/Nexus instead of 3.

The NEW rule is to try to avoid putting your geysers directly diagonal or 1 square off of diagonal of the town hall, as this can sometimes cause them to require an extra worker. There was a reddit thread/diagram about this which was quite well done. Of course if you have older maps that do this, it's fine, as a lot of GSL and other official maps suffer this problem. The reason it's bad is that even if the map's mineral lines are mirrored perfectly, the top player's geysers' efficiency will be slightly different from the bottom if the geysers are diagonal from the town hall.
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
lefix
Profile Joined February 2011
Germany1082 Posts
November 11 2012 23:04 GMT
#3
http://i.imgur.com/aw0ty.jpg that one seems wrong
Map of the Month | The Planetary Workshop | SC2Melee.net
Quakecomm
Profile Joined April 2012
United States344 Posts
November 11 2012 23:05 GMT
#4
Thanks for this post!
gorkey island is the only good map
AbideWithMe
Profile Joined October 2012
207 Posts
Last Edited: 2012-11-11 23:09:08
November 11 2012 23:08 GMT
#5
Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location?
This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.
""I abused a child today" -Stephano" - nmetasch
Timetwister22
Profile Joined March 2011
United States538 Posts
November 11 2012 23:52 GMT
#6
On November 12 2012 08:08 AbideWithMe wrote:
Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location?
This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.


Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo.
Former ESV Mapmaker | @Timetwister22
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-11-12 00:07:46
November 12 2012 00:03 GMT
#7
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
November 12 2012 00:46 GMT
#8
There's like 30+ variations lol it would be a lot of pictures if you want to post all of them
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
Quakecomm
Profile Joined April 2012
United States344 Posts
November 12 2012 04:00 GMT
#9
On November 12 2012 09:03 TheFish7 wrote:
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]

isn't the first one under "standard" the same as the cloud kingdom example?
thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure
gorkey island is the only good map
Quakecomm
Profile Joined April 2012
United States344 Posts
November 12 2012 04:03 GMT
#10
On November 12 2012 13:00 Quakecomm wrote:
Show nested quote +
On November 12 2012 09:03 TheFish7 wrote:
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]

isn't the first one under "standard" the same as the cloud kingdom example?
thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure

oh sorry, i see the diffrence
gorkey island is the only good map
Monochromatic
Profile Blog Joined March 2012
United States999 Posts
Last Edited: 2012-11-12 04:33:12
November 12 2012 04:29 GMT
#11
Sorry about the last one, looks like it moved slightly while copy pasting, I'll fix the photo.

EDIT: Should be fixed now.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
moskonia
Profile Joined January 2011
Israel1448 Posts
November 13 2012 08:36 GMT
#12
Can any "pro" map maker confirm those to be the standard mineral placement?
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 13 2012 08:59 GMT
#13
I've been trying to avoid minerals that are connected at just the corner, are corner connected mineral patches (in one place) really standard?

Otherwise a safe bet is to just take the mineral placements from Ohana (all but the top natural).
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 13 2012 09:05 GMT
#14
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
November 13 2012 09:46 GMT
#15
On November 13 2012 18:05 opisska wrote:
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?

No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 13 2012 11:43 GMT
#16
On November 13 2012 18:46 moskonia wrote:
Show nested quote +
On November 13 2012 18:05 opisska wrote:
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?

No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).


So if the difference does not matter, why does it matter to you?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 13 2012 12:05 GMT
#17
You should include the configuration from the mains (and several other bases) on Ohana, it is a very useful configuration especially because it is effectively symmetrical along a 45 degree axis.
vibeo gane,
Flopjack
Profile Joined July 2009
United States51 Posts
Last Edited: 2012-11-14 23:27:20
November 14 2012 23:27 GMT
#18
I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-11-14 23:38:40
November 14 2012 23:35 GMT
#19
On November 15 2012 08:27 Flopjack wrote:
I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"?

As far as mineral patches are concerned, Blizzard's standard model has 6 patches being 2 or 3 units away (as close as you can get them to a town hall building), and 2 patches being 4 units away (i.e. an extra space further than the others). This is the model I tend the follow, and recommend newer mapmakers to follow as well.

Beyond that, it's a matter of aesthetic placement.

-----------------

+ Show Spoiler +
[image loading]


This one is wrong, OP. The outer 4 mineral patches and the vespene geysers should be moved down 1 unit.
Twitter: @iamcaustic
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-14 23:37:50
November 14 2012 23:36 GMT
#20
I think 2 back minerals is just the amount that you need to make the mineral line not cover too large of an arc around the town hall. It's not set in stone though, there are some major maps w/ later expansions that have 1, 3 or 4 back minerals.

2 is standard, but I think slight differences is fine, so long as it's the same on both sides of the map.

I'm in the camp that wants to mess with mineral lines and gases greatly (for instance, I think expansions where the gas geysers and mineral patches have a bit of distance between them is very interesting, as you can put your expo right next to the gas for max gas, right next to the minerals for max minerals, or inbetween for a balanced approach), but Pro players will likely resist this kind of thing greatly, as it messes with the timings / build orders they have memorized.

Personally, I think the game should be more about impromptu decision-making and less about memorized build orders and timings. This is the same idea behind a lot of variants of chess (especially the ones where the starting positions of the pieces is randomized) - when you throw a wrench into things it becomes more about the player's skill, and less about his memorization of the standard openings.
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
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 201
RushiSC 30
StarCraft: Brood War
Calm 6473
Shuttle 1940
Mini 1184
BeSt 783
EffOrt 725
Soma 407
Soulkey 399
Stork 335
Larva 297
ggaemo 176
[ Show more ]
Mong 160
Snow 99
Hyun 60
sSak 55
Sexy 36
Terrorterran 30
sorry 28
Bale 22
zelot 16
ajuk12(nOOB) 13
yabsab 8
Dota 2
Gorgc9177
qojqva2886
Dendi2186
BananaSlamJamma325
Counter-Strike
pashabiceps546
x6flipin405
edward154
Other Games
singsing1722
Liquid`RaSZi1282
hiko842
B2W.Neo627
Beastyqt447
crisheroes224
TKL 202
Liquid`VortiX180
Hui .166
ArmadaUGS109
Livibee93
QueenE80
Mew2King53
KnowMe43
Trikslyr26
FrodaN23
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 12
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile129
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 23
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV981
League of Legends
• Jankos2757
• TFBlade728
Upcoming Events
The Patches Monday
40m
RotterdaM201
Afreeca Starleague
18h 25m
Sharp vs Shinee
Action vs Shine
GSL
19h 25m
PiGosaur Cup
1d 8h
Replay Cast
1d 17h
Afreeca Starleague
1d 18h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 19h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
Replay Cast
3 days
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
Liquipedia Results

Completed

CSLAN 4
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
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 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
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 Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
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.