• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:36
CET 14:36
KST 22:36
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Greetings.. No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[$1250] International ShieldBattery League Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
Can Game Data Analytics Help Players Improvements
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9345 users

[M] (2) Svampet

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-01-24 21:29:08
January 22 2013 09:00 GMT
#1
[image loading]

"Svampet is the danish word for Spongy! The more you know ^*^*^*"
version 0.2 BETA

Hello everyone! Recently I acquired access to the HotS beta and thus decided to give the beta editor a go with its new tilesets & doodads. This is my newest creation.
Svampet is a recreation of my older map, Skovbrand, where I have changed the tileset to the new Zerus & changed a bunch on the layout. Some of the changes are ideas from the previous map thread for skovbrand, whereby I've made the sneak around path more viable to use, removed the big"!¤ ramps and changed the scaling around a bit.
I have to say, the Zerus really has been challanging for me to use to its fully intent, where you simply can't wall off the playable areas with cliffs, but gotta use jungle doodads & terrain to do so. I can recommend Not to use it for your first HotS tileset map.
As bonus, if you're interrested in taking a closer look the map, you can find & download it via the beta editor.
+ Show Spoiler +
Just don't be an ass and take full credit for it.


Map details:
Svampet is a 154x126 playable map.
Map contain 12 expansions (Mains incl.)
Two Xel'naga Watchtower can be found near the middle area.
Line of Sight blockers are located near the middle, corners and sides of the map. Sproting jungle!
Spongy jungle. And juicy too with zerg infestations!

Update log:
~0.3
Collapsable rocks between Natural & Expansion has been relocated to the double ramps. Ramp down has been shorten as of effect.
Path towards forward third has gotten rocks! Collapsable rocktower can now be used to fully block the path along side the other rocks located nearby. Destroy both to open the path fully wide incase of need.
12 & 6 o'clock bases has been relocated a tad closer to main. Zerus plant life has sprout forth cause of it, and can now be used to sneak closer to the bases, incase enemies are located on the highground nearby.
]~0.2
Minor fixes
~0.1
Map Release

Screenshots
+ Show Spoiler +
Overview:
[image loading]
Buttom Leftside Bases
[image loading] [image loading]
[image loading] [image loading]
[image loading] [image loading]
Close Up Shots
[image loading] [image loading]
[image loading] [image loading]
[image loading] [image loading]



Analyzer data
Distance between main ramps are 120 / 170. Roughly the same as on Akilon Wastes for comparison.


Fun times ahead! ~

+ Show Spoiler +
Always gonna be a spoiler down here. It's a habit now!
Anyway, while you're reading this. If you're desperate for a Dota2 invite, throw me a message and I'll send you one. Got 4 invites out of 13 left
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-01-22 12:59:24
January 22 2013 12:59 GMT
#2
I haven't got HotS beta access, but I just want to say it all looks lovely, all the brown and green, naturally (I think) blending.

I'm not sure how natural the roots (if that is what they are) look directly under the brown patch, but they're a nice feature.
If they are meant to be roots, maybe you should put some trees near them! They DO HAVE actual trees in the editor, surely!?
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 22 2013 14:54 GMT
#3
Thanks for the comment.
My main inspiration for the theme on the map comes from Blizzard's Hunting Ground map, which as far I could find, is the only map with Zerus tileset on. They use the root texture a lot, thus I use them too, nearly everywhere. Might have gone a bit overboard on some areas, but can easily (and tiring) be fixed later.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 22 2013 14:55 GMT
#4
On January 22 2013 21:59 Fuchsteufelswild wrote:
I haven't got HotS beta access, but I just want to say it all looks lovely, all the brown and green, naturally (I think) blending.

I'm not sure how natural the roots (if that is what they are) look directly under the brown patch, but they're a nice feature.
If they are meant to be roots, maybe you should put some trees near them! They DO HAVE actual trees in the editor, surely!?


Agree on the roots comment.

You have roots everywhere, but no trees.
Cereal
Timetwister22
Profile Joined March 2011
United States538 Posts
January 22 2013 19:25 GMT
#5
That doodad work is hawt. However there really isn't much to this map I really like. It seems the main concept of this map revolves around the high ground in front of the naturals, which I don't think will play very well. The forward base on this high ground, and the bases around it seem very awkward and don't have a nice flow to them. In order for a high ground concept like this to work, you really need to make that high ground area important to hold. As of now, I feel it isn't really all that important, even though it was designed as if it was. In other words, it was correctly designed to be a defensive position, but this defensive position is not where I would like to put my army. At least not until late game.

This is how I am seeing army positioning on this map.
+ Show Spoiler +
[image loading]

Both players take 4 different bases, and thus have to have different army positioning. However, neither position is very strong. Red is trying to use the high ground to defend, but finds himself traveling long distances to defend. Blue has a bit easier time moving to bases, but is positioned in the open near the XWT


However, I do have an idea that might help, though I'm not entirely sure. I went ahead a drew it out.
+ Show Spoiler +
[image loading]

In a nut shell, this rearranges the middle area to shorten the defenders distance between his bases. I also redid a few key chokes to further help strengthen the middle high ground.


Simply put, a better base flow and slightly rearranged middle will do a lot for this map.
Former ESV Mapmaker | @Timetwister22
hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 22 2013 19:44 GMT
#6
On January 22 2013 23:55 InfCereal wrote:
Show nested quote +
On January 22 2013 21:59 Fuchsteufelswild wrote:
I haven't got HotS beta access, but I just want to say it all looks lovely, all the brown and green, naturally (I think) blending.

I'm not sure how natural the roots (if that is what they are) look directly under the brown patch, but they're a nice feature.
If they are meant to be roots, maybe you should put some trees near them! They DO HAVE actual trees in the editor, surely!?


Agree on the roots comment.

You have roots everywhere, but no trees.


That's because the map is one giant organism, duh!
A lesson without pain is meaningless for nothing can be gained without giving something in return.
Antares777
Profile Joined June 2010
United States1971 Posts
January 22 2013 23:01 GMT
#7
Timetwister brings up very important points in his post, though I might want to suggest a different solution. I disagree with the half base idea he has as an alternative. With a complete expansion so close to it, it does not make sense in a risk vs. reward sense.

I would just simply move the expansion below the main closer to the main. This would help with defensive army positioning by making that particular expansion more safe from attackers by forcing them to commit more so than they would have to in its current location.

The collapsable rocks in between the natural and third do not make sense to me. What would motivate a player to destroy them? The way I see it is that the defender would want to destroy them when expanding aggressively and playing against an aggressive opponent (i.e. someone who counter attacks a lot or uses units to run-by). They would be expanding aggressively because the rocks would block the path into the third that is closer to the natural and further away from the opponent, which designates it as the safe third. Expanding aggressively against an aggressive opponent is counter intuitive.

I feel that if the rocks were on the high ground by that third, gameplay would be more interesting because then a section of the high ground can be cut off and then the high ground third would only need to be defended from one area.

My favorite feature of this map has got to be the semi-island expansions. They have so much potential for interesting builds and become very important late game when resources dwindle, because they will tend to be the final expansions in a standard game. Combat will be awesome to watch due to the path behind the mineral line and the collapsable rocks that can be destroyed to make it an island. Really cool idea!

Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-01-23 16:22:13
January 23 2013 16:21 GMT
#8
Thanks for the feedback! Really appreciate it.
My initial idea for the collapsable rocks located between the nat & expansion, is giving the player a choice for which 3rd he would like to take first. If said player wanted the forward expansion, he could take down the rocks to limit the number of pathways for the other player to attack from. Atleast, it went something along those lines when I placed the rocks there.

Now, before I start changing around on the map itself, I have drawn a quick sketch for the feedback you've giving me.

[image loading]

-Relocated the collapsable rocks. Ramp is shorten a bit aswell
-Collapsable rocks can now be used to block off the double ramp path, which leads toward the (possible) forward 3rd. Also, not drawn though, thinking about adding in one normal rock at it, to widen the possible path due to possible siege tank turtling power at the choke point.
-Buttom expansion is moved a bit closer towards the main, giving shorter distance for the army to reach it.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Antares777
Profile Joined June 2010
United States1971 Posts
January 24 2013 02:07 GMT
#9
Yes, that is a good, accurate drawing of what I was thinking. I think a change somewhat along those lines would be more interesting and improve some of the problems that Timetwister highlighted.
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2013-01-27 00:32:57
January 24 2013 17:44 GMT
#10
Sloooowmooootioooon updaaaate. Sorry for the late update, been busy all day with my drivers final test. (spoiler, I passed! yay)
Anyway, 0.3 is here! Well, it will be, as soon the beta comes online again. Update notes are on the main post.

edit: Finally got past the notorious region error bug and updated the map. hf !
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
21:00
WardiTV Not-Summer Championshi
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IntoTheiNu 965
WardiTV859
ComeBackTV 745
TaKeTV 314
IndyStarCraft 197
Rex109
Liquipedia
CranKy Ducklings
19:00
Sea Duckling Open #151
CranKy Ducklings61
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 197
Rex 109
Codebar 40
MindelVK 31
StarCraft: Brood War
Britney 68560
Calm 6488
Rain 1775
Jaedong 1345
BeSt 697
EffOrt 652
FanTaSy 479
Rush 347
Larva 345
Hyuk 198
[ Show more ]
ZerO 154
Hyun 144
Last 138
Mind 111
Zeus 99
actioN 97
Pusan 78
Soulkey 74
Yoon 59
sorry 58
Sea.KH 56
Mong 50
JYJ 40
ToSsGirL 38
sSak 37
Sharp 37
Bale 33
Movie 31
Killer 25
Hm[arnc] 24
Shine 21
Aegong 16
Sacsri 16
ajuk12(nOOB) 12
hero 12
sOs 7
Icarus 5
Terrorterran 1
Dota 2
Dendi1419
XcaliburYe347
Counter-Strike
byalli768
kennyS608
Heroes of the Storm
Khaldor152
Other Games
summit1g11347
FrodaN2891
singsing2053
B2W.Neo512
Lowko364
KnowMe273
XaKoH 122
ViBE65
ZerO(Twitch)22
CosmosSc2 13
Railgan10
[ Show 12 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki20
• ChaeLyn 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2376
Upcoming Events
IPSL
3h 24m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
6h 24m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
20h 24m
WardiTV Invitational
22h 24m
IPSL
1d 3h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 6h
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 20h
WardiTV Weekly
1d 22h
Monday Night Weeklies
3 days
PiGosaur Cup
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
KCM Race Survival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.