• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:29
CEST 02:29
KST 09:29
  • 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
[ASL21] Ro24 Preview Pt2: News Flash7[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy11ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro24 Group D [ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10225 users

[M] (2) Cold is the Void

Forum Index > SC2 Maps & Custom Games
Post a Reply
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-21 05:42:18
November 21 2012 01:52 GMT
#1
Cold is the Void
by Fatam
version 0.5 [NA]

- The Xel'Naga towers are useable by air units as well. To make it obvious that they are different, I changed the model and the minimap icon. (go to Aesthetics to see what they look like)
- The pseudo-island expansions are each blocked by a neutral Dark Templar.

Playable Bounds: 130x136
Rush Distance (nat-to-nat): 112
# of bases: 12 8m2g
# of destructible rocks: None!
# of watchtowers: 2


Overviews:

56 Degree:
+ Show Spoiler +
[image loading]


90 Degree:
[image loading]


Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
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
lost_artz
Profile Joined January 2012
United States366 Posts
November 21 2012 02:15 GMT
#2
Low ground island 'thirds'? Interesting...

Nice move on the watch-towers, same old design/skin gets rather boring.
Fatam
Profile Joined June 2012
1986 Posts
November 21 2012 02:29 GMT
#3
The islands aren't necessarily a third, you can take it as a 3rd, 4th, 5th.. whenever. The base above/below the starting positions still functions as a fairly "normal" third.

Nice move on the watch-towers, same old design/skin gets rather boring.


Thanks. They kind of float or hover which I thought made more sense for something that air units can use.
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
Insomni7
Profile Joined June 2011
667 Posts
Last Edited: 2012-11-21 03:10:08
November 21 2012 03:09 GMT
#4
Every zerg is gonna park an overlord on the tower in the first few mins of the game. Seems mostly an advantage for us... but I like the low ground base, overall a neat map.
Never Forget.
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
November 21 2012 04:01 GMT
#5
i feel like the "normal" thirds are a bit too far and difficult to defend. 3 pathways to defend, plus a huge area you'd need to walk your army back and forth.
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
November 21 2012 04:34 GMT
#6
So you made flying watchtowers above high ground? So basically super overlord spots? That is completely unnecessary. If you do use flying watchtowers, make them in a place where you don't need flying units to spot, otherwise it is incredibly overpowered for zerg. Especially since they let you spot third, which is the only viable option for all races, unless terran uses a scan to get the island.

Other then that, layout has a ton of space between nat and third, and has too many entrances for a safe third. And again, that super overlord spot lets you see all of it, so ling counterattacks will always be well timed.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 21 2012 05:20 GMT
#7
I think the idea here is "get air units." The island third is easily takable with air and harassable with air, and you can use air units for better vision. This is a nice way to buff air units that isn't island play. Very interesting.

Using a scan seems much more reasonable for terran than going both robo and stargate for protoss, though perhaps you could lure the DT into a cannon/spore/turret?

The expansion paths are a little ambiguous, though perhaps this is a good thing. Blink and drop play also seems like it would be pretty strong here, so good news all around.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-21 05:41:44
November 21 2012 05:36 GMT
#8
The thirds are a measly 6 squares farther than on Cloud Kingdom. So it's pretty similar, but I can definitely tweak them so that the distance is less.

Overall, the thirds here really shouldn't be any harder to defend than on Cloud Kingdom. The chokes are actually smaller here (chokes to the third on CK = 10 (squares wide) and 10 again, the chokes here = 10 and 6). And both maps have small entrances that come inbetween the natural and the third. CitV's inbetween entrance starts out slightly larger than the CK one, but is a little bit longer of a rush distance. CK's inbetween entrance has rocks that when destroyed make it larger than CitV's. So make your own conclusions, but I think it's a wash.

The XNT actually can't spot the third for runbys. Or at least, it can't necessarily see if you have an army there or not. I shouldn't have displayed the XNT range on the 56 degree picture as it shows incorrectly and may be misleading. Check the 90 degree picture for the correct XNT ranges. + Show Spoiler +
[image loading]


@ zerg having XNTs:

Here's 5 ways a protoss can take the XNT from a zerg in the early/midgame -
a) once observer is out, bring it to the XNT with a stalker and shoo the overlord away.
b) build a warp prism, warp in a stalker on the highground, kill/shoo overlord away, enjoy your XNT. That warp prism can then be used to drop a probe on the island to expand there, or go harass the zerg w/ drops. Or both.
c) get blink
d) (possibly dangerous) bring your first colossus to give vision, shoot overlord w/ stalker
e) open FFE -> stargate, a common strategy that should work great on this map.

It's a bit of a shifting dynamic. Early on, zerg will have easy access to both towers, but as the game progresses they may have some trouble holding EITHER tower, until corruptors (or mutas) are out. Basically what I did was say hey - I'm going to give terran and protoss a little BETTER map vision in the mid and late game. The tradeoff being that zerg gets better vision in the early game. I think most P's and T's will gladly make that trade, every time. Zerg already has a stranglehold on map vision for the first 8+ min of any game anyway, so does anything really change there? Keep in mind that the middle passage of the map is not visible by either tower also.

Sorry for being long-winded. I wanted to clear things up.
It can be difficult when you've been making a map and you understand everything that's going on because you've been looking at it so much and playtesting it.. and then you post the map. You think that everyone will see what you saw and understand, but they sometimes don't because it's hard to understand everything w/ one look.
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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-21 05:44:25
November 21 2012 05:38 GMT
#9
The expansion paths are a little ambiguous, though perhaps this is a good thing. Blink and drop play also seems like it would be pretty strong here, so good news all around.


Yeah I thought the name was fitting because of the look of the map + blink play should be excellent here.
I think PvP could be interesting b/c blink play AND phoenix play is amazing here, so there could be a lot of meta and counter-meta'ing. Do I go blink stalker thinking he'll go phoenix? But what if he goes blink stalker, maybe I could go robo expand and go into the late game w/ an advantage. But maybe he'll do that and I should go Phoenix.. lol

edit: another option for the third could be to make a chasm where those LOS blockers are, at least part of the way. That would reduce the choke, but things like Colossi and Tanks could shoot over the chasm at attacking units.
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
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 21 2012 10:13 GMT
#10
Daring design that is for sure.

Ill be honest, not a fan of the DTs. It is a personal thing, alternative blocking just looks too cheap and too much of a bandaid to me.

High ground flying XT is intresting.

If you wanna go full out ax crazy then i think the corner bases could be made into High yields without breaking anything, while still demanding the players to scout more aggresively than just the towers. I know it is heavy taboo but i think it could work.
The basic key to beating a priest is playing a deck that is terrible.
lefix
Profile Joined February 2011
Germany1082 Posts
November 21 2012 10:48 GMT
#11
really, really like that island third. should make things interesting.
Map of the Month | The Planetary Workshop | SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-21 11:30:25
November 21 2012 11:29 GMT
#12
I'm not sure what I would/should change about the DTs. It's basically the same thing as having a neutral creep tumor (which is pretty standard for island expos), except once the DT is killed you don't have to wait the absurd time that it takes for the creep to recede.

I think a terran being able to float a CC over there scott-free might cause complaints. Then again, he probably wouldn't take it any earlier than the 6 or 7 min mark (in case of a greed play, which is already risky on a small-ish 2p map), and he can only mule there at first, no easy SCV transfers other than an initial 5 loaded into the CC.. it might not be all that imba. I'll have to think about that. Maybe some other people can weigh in.
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 21 2012 11:35 GMT
#13
I like the dt more than the tumour because with the tumour, he can load 5 scvs, scan and kill the tumour with scvs, I don't think 5 scvs can kill a dt. Depening on if you make it neutral or hostile of course.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 21 2012 12:55 GMT
#14
in the current meta game where you have terrans going for fast 3cc, you are forcing players into specific unit paths to counter an enemy's advantage due to the map (ie zvt absolutely have to go drop/muta to take out early island third). i kind of get that you are trying to 'spice' up the gameplay with these terrain features but i am not a fan of that style of mapping. the same reason i hated sc2's lost temple, and never really liked python from bw.
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
November 21 2012 19:52 GMT
#15
Yeah I see where you're coming from. I think this map would play out more interestingly in the other matchups than in TvZ.

TvT or TvP the opponent has viable options to harass any kind of early 3rd CC on the island so the map wouldn't be "forcing" any strategy then.
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
lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 22 2012 00:04 GMT
#16
YES!!!! You used a DT to block the island!!!!! That is awesome. I will take credit for inventing that though, on my map Life Sentence.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
November 22 2012 00:17 GMT
#17
haha, yes you did. I think someone that had seen you use it suggested it to me (or maybe it was you) on one of my other map threads and it made sense.
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
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #19
CranKy Ducklings50
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft484
SpeCial 124
JuggernautJason50
Ketroc 35
StarCraft: Brood War
GuemChi 4585
Artosis 629
Shine 25
Bale 12
Terrorterran 6
Dota 2
monkeys_forever776
League of Legends
JimRising 578
Super Smash Bros
C9.Mang0293
AZ_Axe156
PPMD69
Other Games
summit1g11441
ToD172
Maynarde89
Trikslyr42
Organizations
Other Games
gamesdonequick701
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 92
• davetesta21
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4119
Counter-Strike
• Scarra782
Other Games
• imaqtpie978
Upcoming Events
Sparkling Tuna Cup
9h 31m
Afreeca Starleague
9h 31m
Rush vs PianO
Flash vs Speed
PiGosaur Cup
23h 31m
Replay Cast
1d 8h
Afreeca Starleague
1d 9h
BeSt vs Leta
Queen vs Jaedong
Replay Cast
1d 23h
The PondCast
2 days
OSC
2 days
RSL Revival
3 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
3 days
[ Show More ]
RSL Revival
4 days
Maru vs MaxPax
BSL
4 days
RSL Revival
5 days
uThermal 2v2 Circuit
5 days
BSL
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS6
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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 © 2026 TLnet. All Rights Reserved.