• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:16
CET 05:16
KST 13:16
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
2026 KongFu Cup Announcement4BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains15Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series19
StarCraft 2
General
GSL CK - New online series BGE Stara Zagora 2026 cancelled Blizzard Classic Cup - Tastosis announced as captains BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT
Tourneys
2026 KongFu Cup Announcement RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament [GSL CK] Team Maru vs. Team herO
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 517 Distant Threat The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ Are you ready for ASL 21? Hype VIDEO Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
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
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2350 users

[M] (2) DF Hunting Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-04-12 19:18:24
January 22 2013 15:11 GMT
#1
[image loading]
[image loading]

Uploaded to [NA] [EU]

Ratings and Reviews: SC2Melee.net


[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Behind the Scenes
+ Show Spoiler +
It takes effort and knowledge to create a good map, so I decided to save and share my progress for everyone to look at.

Step One: Create a Layout
As a first step, you will need to construct a layout to your liking. Changes may be made later in the development, but getting it some-what right by now is prefered.

[image loading]

Step Two: Adjusting Layout
When you have built a layout, you can now have a closer look at how it turned out. You will in this phase make adjustments - big or small - to your map, as well as start getting a feel of what kind of aesthetics you think will fit.

[image loading]

Step Three: Adding Ground Textures
You should by now be ready to start adding detail and aesthetic feel to your map. Playing around with ground textures should start shape your aesthetic direction pretty quick.

[image loading]

Step Four: Adding Detail
Now that the basic ground texturing has been done, you should be able to start adding doodads. You may also realize that a different fog or lighting may fit your theme better.

[image loading]

Step Five: Feedback
At this point, I was ready to show off my work to others, and received some good feedback. I decided to make some slight layout changes while further detailing the map.

[image loading]

Step Six: Finishing Aesthetics
At the end of this phase, everything should be to your liking and ready to show off to the public.

[image loading]

Step Seven: Last Touch
When you think your map is finished, take a break and have another look. You may also ask for some more feedback. Refine your texture-work and add more plants. You may also want to make slight adjustments to the fog and/or change the lighting once again now that you have finished the aesthetic work.

[image loading]

Step Eight: Releasing Your Map
After countless hours working intensively on your masterpiece, you're now ready to show off what you have been working on to the public. Take your time taking screenshots of your map, and organize your map thread carefully. Remember that, even though it's not the actual map, an unorganized thread is unattractive and may have a bad influence on the general thoughts of your map.



Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 16:38 GMT
#2
I feel the ramp is too far away from the natural, this often gets overlooked but it creates a real problem in trying to nexus wall, while this is not even a major issue, the major issue is ZvZ, a ramp that far from your natural really makes baneling all ins hard to stop in ZvZ. You of course want to be able to make a spine that guards both the ramp which will be blocked by queens and the hatch as well as if at atll possible make the queens that are blocking the ramp assist in dps roles.

Apart from that the thirds are a bit too open I feel, this might cause some problems in PvZ.

It takes a lot of effort and knowledge to create a map


No it doesn't.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 22 2013 17:13 GMT
#3
--- Nuked ---
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 17:37 GMT
#4
On January 23 2013 02:13 Barrin wrote:
Would you say that it takes a lot of effort and knowledge to create a good map?
I'll just pm you and not devolve this topic. If anyone wants to but in on this fine discussion, make a new topic I guess.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-01-22 19:30:32
January 22 2013 18:45 GMT
#5
On January 23 2013 02:37 SiskosGoatee wrote:
Show nested quote +
On January 23 2013 02:13 Barrin wrote:
Would you say that it takes a lot of effort and knowledge to create a good map?
I'll just pm you and not devolve this topic. If anyone wants to but in on this fine discussion, make a new topic I guess.

I would be interested in reading such discussion. Feel free to start a topic.

As for the map itself, it's pretty good. Really like the design of the middle, and the cliff behind the fourth is a pretty neat feature.

However, like any map it has some room for improvement. As of now, the third is kinda boring, and reminds me of the third on Condemned Ridge just a bit. The natural ramp is a bit far, but that should be just fine for WoL. With Hots though, I would like to see the natural ramp closer to the base so the Mothership Core can be utilized in defending the natural ramp. Additionally, the fourth and fifth of opposing players seem quite close from the overview. Sure, there are rocks to help alliterative this, but I feel some change in pathing would be a more solid solution. Overall though, this map should play just fine, and the middle concept is pretty neat.
Former ESV Mapmaker | @Timetwister22
ArcticRaven
Profile Joined August 2011
France1406 Posts
January 22 2013 19:23 GMT
#6
Siskos crusade gogogo !

On the map itself, i'd like the nat and left and rightmost bases to have their minerals rotated so that they are easier to harass by air and/or to siege from lowground.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 19:28 GMT
#7
On January 23 2013 04:23 ArcticRaven wrote:
Siskos crusade gogogo !

On the map itself, i'd like the nat and left and rightmost bases to have their minerals rotated so that they are easier to harass by air and/or to siege from lowground.

I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 19:32 GMT
#8
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
January 22 2013 19:41 GMT
#9
On January 23 2013 04:32 EatThePath wrote:
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?


If gateway expands become viable PvZ in Hots due to the mothership core, I would highly recommend mapmakers take such into consideration. Will make you map much more dynamic in terms of early game PvZ. Otherwise, if the msc cannot be used to defend the ramp, then the toss is essentially forced to forge fast expand. I would consider that a bad thing imo.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-22 19:51:55
January 22 2013 19:51 GMT
#10
On January 23 2013 04:41 Timetwister22 wrote:
Show nested quote +
On January 23 2013 04:32 EatThePath wrote:
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?


If gateway expands become viable PvZ in Hots due to the mothership core, I would highly recommend mapmakers take such into consideration. Will make you map much more dynamic in terms of early game PvZ. Otherwise, if the msc cannot be used to defend the ramp, then the toss is essentially forced to forge fast expand. I would consider that a bad thing imo.

Why is that? I don't see why protoss can't do: gate at main ramp, cyber near nexus lowground after scout it's not 7pool, nexus, gate lowground, one sentry + mothership core means they're safe. Later they can move up to hold the ramp, as it's a better chokepoint. MSC defending the chokepoint with photon overcharge just seems like gravy for a protoss, not a prerequisite for gateway expand. Like, the point of gateway expand is that the zerg isn't allowed to go straight to 3 bases. The protoss pays for this by spending gas on ensuring safety (sentries). Except now that you have a castable PF at your natural, you don't have to sink so much into sentries and can continue teching, which is what you're really getting at right?

But I don't know about these things for sure.


I'm interested to hear about the zvz issue too.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 20:45 GMT
#11
Not even PvZ, the main problem is ZvZ with a ramp far from the expo. You can't ever hope to defend early all ins without it, queens are slow off creep you know.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 20:53 GMT
#12
On January 23 2013 05:45 SiskosGoatee wrote:
Not even PvZ, the main problem is ZvZ with a ramp far from the expo. You can't ever hope to defend early all ins without it, queens are slow off creep you know.

What about Daybreak?
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 21:05 GMT
#13
Daybreak distance is fine, you can hold those quite well on it. It's a lot harder on entombed valley for instance because the ramp is very far away from the hatch.

It also plays a lesser role in holding 2rax. This is the reason almost every Terran 2rax proxies on entombed and Bel'Shir Vestige, it's very hard to defend it because the ramp is so far away from your hatch. Queens are slow bitches off creep.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 22 2013 21:12 GMT
#14
Thanks for the feedback (and interesting discussion). I'll be rolling in some changes in the next couple of days.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 21:15 GMT
#15
Truth be told, I think the ZvZ issue is only known to Z players, I see this a lot in maps. They take perfect considerations on the third for PvZ and all that stuff but basically this is never on the agenda. Djinn's delight is a particularly big offender, good luck defending a 2rax on that map, you have to pull your drones an hour and a half.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 22:00 GMT
#16
Er, so you mean stopping a bunker wall? Or just a bunker placed to cut between the two hatches? That would be more a function of distance in the main, right? Also, I guess you're saying that zergs try to use simcity and a spine to defend against baneling attacks and the proximity of the ramp closes the window on the success of that style. Is it bad if a map prolongs that window? That's an honest question. I think ling bane wars are silly, but they're impressive and fun to watch. Eventually the aggression will have to stop right? I don't see what the ramp/choke itself has to do with it besides a good spot to make an evo/warren/spine/queen walloff, I guess?
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 22:08 GMT
#17
No, the issue isn't the drones, it's the queen who's slow off creep and wants to stay on the ramp to retreat to the high ground whenever possible as well as block the ramp in ZvZ regarding ling runbies.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 22 2013 23:02 GMT
#18
I'm gunna play devil's advocate here and say you can put a tumour down instead of an inject. Every map doesn't have to facilitate the whole "no rush 10 minutes. Have to be 100% safe and work 100% with current meta game" shit.

It's a mirror matchup meaning you both have to do it to defend properly, leaving no one at an advantage. If they don't do it, go exploit that weakness.
Cereal
Antares777
Profile Joined June 2010
United States1971 Posts
January 22 2013 23:07 GMT
#19
The natural ramp should not be an issue in ZvZ due to the large rush distances in my opinion.

I think the map is pretty solid.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 23:20 GMT
#20
On January 23 2013 08:07 Antares777 wrote:
The natural ramp should not be an issue in ZvZ due to the large rush distances in my opinion.
Rush distance really does not matter all that much with ZvZ. It takes waaay longer to actually build lings than to send them over map. In ZvZ you have to respond when units are building (check drone count with an overlord), not when you see them leaving, the you are dead already)
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech131
StarCraft: Brood War
GuemChi 4296
ggaemo 90
Leta 84
ZergMaN 38
Noble 28
Icarus 8
Dota 2
NeuroSwarm165
LuMiX1
League of Legends
JimRising 659
Counter-Strike
taco 859
Stewie2K194
Super Smash Bros
hungrybox397
Heroes of the Storm
Khaldor148
Other Games
summit1g12142
C9.Mang0309
RuFF_SC2253
Maynarde147
Organizations
Other Games
gamesdonequick831
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 83
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1370
• Rush1232
• Stunt340
Upcoming Events
GSL
3h 44m
Wardi Open
7h 44m
Monday Night Weeklies
12h 44m
WardiTV Team League
1d 7h
PiGosaur Cup
1d 19h
Kung Fu Cup
2 days
OSC
2 days
The PondCast
3 days
KCM Race Survival
3 days
WardiTV Team League
3 days
[ Show More ]
Replay Cast
3 days
KCM Race Survival
4 days
WardiTV Team League
4 days
Korean StarCraft League
4 days
uThermal 2v2 Circuit
5 days
BSL
5 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-13
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 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

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
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
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 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.