• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:28
CET 23:28
KST 07:28
  • 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
TL.net Map Contest #21: Winners2Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!20$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage3Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
$5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review [BSL21] RO32 Group Stage Practice Partners (Official) [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion 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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1423 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 States10231 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
OSC
22:00
Masters Cup 150 Open Qual
davetesta34
Liquipedia
LAN Event
18:00
Day 3: Ursa 2v2, FFA
SteadfastSC447
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 425
White-Ra 270
ProTech114
JuggernautJason32
StarCraft: Brood War
Shuttle 454
UpATreeSC 129
Bonyth 105
NaDa 12
Counter-Strike
Foxcn130
Super Smash Bros
AZ_Axe79
Liquid`Ken31
Heroes of the Storm
Liquid`Hasu514
Other Games
tarik_tv12614
fl0m858
shahzam401
FrodaN326
Pyrionflax197
ToD182
C9.Mang0122
ArmadaUGS101
Mew2King79
PPMD15
Organizations
Counter-Strike
PGL165
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 48
• musti20045 39
• Dystopia_ 2
• iHatsuTV 2
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• mYiSmile12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler101
League of Legends
• TFBlade1239
Other Games
• imaqtpie1411
• Scarra521
• Shiphtur217
Upcoming Events
Replay Cast
32m
OSC
13h 32m
LAN Event
16h 32m
Korean StarCraft League
1d 4h
CranKy Ducklings
1d 11h
LAN Event
1d 16h
IPSL
1d 19h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 21h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
WardiTV Korean Royale
2 days
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
3 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
6 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest: Constellation Cup
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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.