• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:52
CET 19:52
KST 03:52
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
Dota 2
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1606 users

[M] (2) ESV The Iron Hills

Forum Index > SC2 Maps & Custom Games
Post a Reply
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-04-13 19:41:53
March 20 2013 02:37 GMT
#1
[image loading]

[image loading]

ESV.TV The home of the Korean Weekly!


ESV The Iron Hills

v1.1
Concept by: IronmanSC
HotS Map by: Gfire
Published on: [AM] [EU] [SEA] [KR]

[image loading]


This is the development of a map that Ironman was working on last year. I build the map in HotS using the basic layout he had designed.

I think he got the inspiration from the BW map Sound Barrier, which was made by Flothefreak, RaDiX and Nightmarjoo.

The name is both a shoutout to Ironman, as well as the name of what is probably my favorite Middle Earth location.




Map Details:

Map size: 120*136
Choke to Choke: 39 seconds (Natural Ramp)




Close Ups:

+ Show Spoiler [Central Rock Arrangement] +
[image loading]

+ Show Spoiler [Aesthetic Shot] +
[image loading]





Change Log:

+ Show Spoiler [1.1] +
-Widened the gap between rocks at the very center of the map
-Adjusted the placement of third bases to spread them out a bit more
-Far ramp into 1/7 o clock bases has been adjusted. It is now a 4x ramp and has destructible rocks. It is a bit closer to the middle of the map.
-Unpathable high ground pods outside the nat have been enlarged slightly to reduce openness
-3/9 o clock paths (with losb lines) have been pushed outwards slightly
-Proportional adjustments to fit properly with the above changes



[image loading]
all's fair in love and melodies
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
March 20 2013 03:03 GMT
#2
while i see where you are trying to go with this, i think that those rocks make the map unplayable. it is impossible for large armies to move through the map wihtout getting stuck up at one of those smaller choke points.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 20 2013 03:05 GMT
#3
On March 20 2013 12:03 FlaShFTW wrote:
while i see where you are trying to go with this, i think that those rocks make the map unplayable. it is impossible for large armies to move through the map wihtout getting stuck up at one of those smaller choke points.


Large armies don't get stuck on destructible rocks! Unless you're talking about the chokes he's made with highground and rock doodads.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
March 20 2013 03:10 GMT
#4
On March 20 2013 12:03 FlaShFTW wrote:
while i see where you are trying to go with this, i think that those rocks make the map unplayable. it is impossible for large armies to move through the map wihtout getting stuck up at one of those smaller choke points.

Where there's a large army, there's terrible terrible damage. And where there's terrible terrible damage, there's rocks being destroyed.

Point being... Even if it doesn't work out, it has to get the Dustin Browder seal of approval, right? RIGHT?

*ahem*

But seriously, if I understand you correctly, I don't think it's a problem. If you have an army that big, you should be able to clear a wider path without much trouble.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-03-20 03:17:18
March 20 2013 03:15 GMT
#5
I've been wanting to make a "make-your-own-path" map for a while now, but haven't got a layout that I like yet in my head. I think it's really, really hard. My reasoning - either it's too open and people just ignore the rocks until late game when you have time to kill and can open the path larger for your huge armies, or it's too turtley/constricted and it's heavy air play (esp. with HOTS) every game, and thus again the rocks don't matter much b/c they're circumvented.

I think the answer is something like this but with bases that are a little less turtley or maybe just farther away from each other. THis is a pretty good attempt though, I think.

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
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-03-20 03:19:37
March 20 2013 03:18 GMT
#6
On March 20 2013 12:15 Fatam wrote:
I've been wanting to make a "make-your-own-path" map for a while now, but haven't got a layout that I like yet in my head. I think it's really, really hard. My reasoning - either you make it so the rocks don't matter if you make it too open and people will ignore them until late game, or you make it too turtley and it's heavy air play (esp. with HOTS) every game, and thus again the rocks don't matter much b/c they're circumvented.

I think the answer is something like this but with bases that are a little less turtley. THis is a pretty good attempt though, I think.


It is a little turtly, isn't it? In test games I found myself expanding instead of moving out, and never actually paying attention to the rocks until late. But I also blame that on inexperience... Given enough time, proactive players should be able to make better use of it, right?

I think it's interesting, anyway, and it feels different from other maps even when it plays the same.
all's fair in love and melodies
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 20 2013 13:50 GMT
#7
I am concerned about turtliness as well. Seems to me that taking any expansion apart from the gold only makes it marginally harder to defend compared to what you get from it. The rocky middle is cool tho. Interesting texturing.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gfire
Profile Joined March 2011
United States1699 Posts
March 25 2013 20:23 GMT
#8
I'm working on an update which makes it a bit less turtly... Still working out the details but expect something. I've mostly worked on some proportioning and distancing stuff. It would be a bit more open though once the rocks are down... Which I think is fine but people complain about that sometimes. What do you guys think?
all's fair in love and melodies
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 25 2013 20:30 GMT
#9
Seems like an interesing map, I really hope that your concept works out!
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Greenhit
Profile Blog Joined December 2010
United States200 Posts
March 25 2013 20:42 GMT
#10
This seems almost exactly like how Ohana "1.0" was as far as main, natural and 3rd. I liked it alot that way.
"And where do you live Simon?" "In the weak and the wounded, Doc."
Antares777
Profile Joined June 2010
United States1971 Posts
March 25 2013 21:03 GMT
#11
I love the middle layout. You took the main idea behind Sound Barrier and executed it very well.

I don't like the high ground piece between the natural and the third. It seems to me like you just put that there because you thought it would be a cool idea without much thought. I'm just having difficulty perceiving it's purpose on a map like this. Maybe if you blocked both ramps it could be a place to drop units but can later be opened up by the defender? Just a suggestion.

I think this map would promote more defensive gameplay. It's very easy to expand and not equally as easy to attack. I really like the overall layout though, so I would only suggest small changes, like increasing ramp width. I think that the alt. third's ramp should be at least 2x, or pointed towards the center of the map. Maybe both; whatever change you think would best complement the map. I even think you could make the natural ramp a 3x, but there's still the alternate entrance that the player would have to keep tabs on. I'd increase the ramp to a 2x and put a rock there, make the natural ramp a 3x, and then orient the ramp into the other third towards the middle.

It's nice to see high yield expansions in maps again. I think blocking them with unbuildable plates is something that we should start as a trend. I still believe that high yield expansions are too powerful to exist without some form of deterrent independent of your opponent, so I'd put some unbuildable plates down.

I'd just like to reiterate how impressed I am with how this map was created. Not only did you implement a destructible wall for the middle of the map, but you also managed to keep it at 120x136. That is a great size to get maps too; most of the current ones are larger than that by a solid margin and I think smaller maps will increase spectator value and make things more interesting to watch. After some refinement, I'd like to see some pro-level games on it.

Great job!
Gfire
Profile Joined March 2011
United States1699 Posts
April 13 2013 19:40 GMT
#12
I've updated with version 1.1, here's the change log.

+ Show Spoiler [1.1] +
-Widened the gap between rocks at the very center of the map
-Adjusted the placement of third bases to spread them out a bit more
-Far ramp into 1/7 o clock bases has been adjusted. It is now a 4x ramp and has destructible rocks. It is a big closer to the middle of the map.
-Unpathable high ground pods outside the nat have been enlarged slightly to reduce openness
-3/9 o clock paths (with losb lines) have been pushed outwards slightly
-Proportional adjustments to fit properly with the above changes
all's fair in love and melodies
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 13 2013 20:18 GMT
#13
so wait are those rocks just doodads or destructibles?
starleague forever
Gfire
Profile Joined March 2011
United States1699 Posts
April 13 2013 20:26 GMT
#14
Destructibles.
all's fair in love and melodies
LazyFailKid
Profile Joined September 2011
Canada750 Posts
Last Edited: 2013-04-13 21:27:34
April 13 2013 21:24 GMT
#15
I don't understand map balance much, but if you wanted to make it more aggressive couldn't you just put 2 mineral bases in the center? And just for clarification, are there rocks where there is a green outline of them?

Edit:you could also just lower the HP of some of the rocks to make some of them easier to break with early game armies, but increasing the hp of more important rocks to make it harder for late game armies to destroy them in like 2 volleys.
Gfire
Profile Joined March 2011
United States1699 Posts
April 13 2013 21:30 GMT
#16
On April 14 2013 06:24 LazyFailKid wrote:
I don't understand map balance much, but if you wanted to make it more aggressive couldn't you just put 2 mineral bases in the center? And just for clarification, are there rocks where there is a green outline of them?

If I understand what you mean, the greenish looking rocks are where the rock towers fall to.
all's fair in love and melodies
Please log in or register to reply.
Live Events Refresh
Ladder Legends
17:00
WWG Masters Showdown
SteadfastSC149
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SKillous 638
White-Ra 312
SteadfastSC 149
ProTech131
BRAT_OK 74
DivinesiaTV 23
trigger 22
MindelVK 19
StarCraft: Brood War
Calm 2849
Shuttle 503
Dewaltoss 124
firebathero 107
Mini 103
Hyun 95
hero 75
ggaemo 63
yabsab 41
910 24
[ Show more ]
soO 17
Killer 16
HiyA 10
Dota 2
Gorgc7730
singsing3524
qojqva2519
Counter-Strike
pashabiceps1346
fl0m943
chrisJcsgo43
Heroes of the Storm
Khaldor713
Liquid`Hasu459
Other Games
FrodaN3456
Beastyqt656
B2W.Neo629
KnowMe251
mouzStarbuck240
ToD203
ArmadaUGS182
QueenE100
Mew2King83
Organizations
Other Games
PGL1101
gamesdonequick699
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 31
• HeavenSC 26
• Adnapsc2 7
• Reevou 7
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV284
• HappyZerGling64
Other Games
• imaqtpie935
• Shiphtur192
Upcoming Events
BSL 21
1h 8m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
14h 8m
Wardi Open
17h 8m
Monday Night Weeklies
22h 8m
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.