• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:46
CET 13:46
KST 21:46
  • 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
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV'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 win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies 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
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow 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
soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months
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
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile 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
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread 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
The Automated Ban List 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: 1789 users

[M] The Dread Vault

Forum Index > SC2 Maps & Custom Games
Post a Reply
KingCorwin
Profile Joined February 2013
United States134 Posts
Last Edited: 2013-03-22 19:44:07
March 21 2013 16:56 GMT
#1
The Dread Vault
Uploaded to [NA]
Version 0.4
Made by KingCorwin
[image loading]

click for angled view
+ Show Spoiler +
[image loading]


click for pre HOTS version
+ Show Spoiler +
[image loading]


Stats:
Spawns: 2
Playable Bounds: 140x152
10 base, 2 gold base (no high yield gas)


Aesthetics
+ Show Spoiler +

3 Base Set Up
[image loading]

Volcanic Minerals
[image loading]

Gold Base
[image loading]

Mining Gear
[image loading]




Changelog:
+ Show Spoiler +
3/22/2013 - Version 0.4
Removed backdoor rocks at natural.
Widened ramps at third and fourth
Pit in middle sized to be smaller and added no fly zone around doodads
Position LOS blockers at third/fourth changed
Added destructible debris in 5th base
Move golds closer to high ground platform for aesthetics


3/21/2013 - Publish Date.




Please leave comments and feedback below! Send me replays in pm
Corwin#12780
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 21 2013 17:39 GMT
#2
Love the aesthetics, nice use of some of the new HotS stuff. Some flaws/suggestions:

-Map overall looks too tight - to start with, try shrinking that huge gap in the center by a significant amount.
-3rds might be too easy once the rocks are down - you can practically park your army at the backdoor nat choke and defend the other entrance to the 3rd from there.
-The orientation of the main ramp might make FFE awkward (though this probably isn't as much of an issue in HotS)
-The high-ground pods overlooking the golds and the nat choke are probably imba if T pushes through the side corridor and sieges up there. Looks like tanks might even be able to hit the main ramp from there - they can definitely at least deny units from exiting the normal nat choke without fear of retaliation until the units can get up the ramp (while being shelled by tanks the entire way).
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
March 21 2013 20:07 GMT
#3
I support what negative said and I also wants to say that the map really reminds me of Ohana by the fact that all your bases are very close to each other, which is not a good fact. I think the best way to make the map better would be to widen most paths, make the high ground near the nat so it cannot be dropped on and open up the 3rd in a manner which should also make it possible to take it without breaking the rocks.

Some things I think should make the map better, but are more style oriented are making the gold minerals face the high ground pod, so it can be harassed from there, then make the 5th to be a bit separated from the 4th and thus a bit harder to take.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
Last Edited: 2013-03-21 20:50:23
March 21 2013 20:43 GMT
#4
On March 22 2013 02:39 -NegativeZero- wrote:
Love the aesthetics, nice use of some of the new HotS stuff. Some flaws/suggestions:

-Map overall looks too tight - to start with, try shrinking that huge gap in the center by a significant amount.
-3rds might be too easy once the rocks are down - you can practically park your army at the backdoor nat choke and defend the other entrance to the 3rd from there.
-The orientation of the main ramp might make FFE awkward (though this probably isn't as much of an issue in HotS)
-The high-ground pods overlooking the golds and the nat choke are probably imba if T pushes through the side corridor and sieges up there. Looks like tanks might even be able to hit the main ramp from there - they can definitely at least deny units from exiting the normal nat choke without fear of retaliation until the units can get up the ramp (while being shelled by tanks the entire way).


The 2nd and the 4th issue are the only two that I think will cause significant problems in matches. As for overall chokiness, I would widen the ramp into the third, and shrink or eliminate that triangular blocker between the third and the xel'naga tower, so that there's a good place to get a surround.

Three other things I noticed but possibly not serious:
You have the backdoor rocks positioned in such a way that Terran would have to bunker in two different places to defend 1 or 2base Protoss all-ins. This wasn't an issue on Metropolis because of the huge rush distance, but on Ohana, immortal/gateway timings were impossible to defend without falling behind.
The Xel'naga tower are positioned in a spot that makes them not very useful to 2base players.
It looks like siege tanks can attack the third from the high ground of the fourth. There's no real way for zerg to defend that spot. The high ground overlooking the third isn't such a big deal because it's reasonably close to the ramp, and tanks positioned there won't have a retreat path.

Overall though, this looks like a great map. The main seems well-sized. The attack paths are laid out nicely. And there's a very clear expansion path laid out throughout the map. I especially like the 6 gold mineral patches idea in the center.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
March 21 2013 20:55 GMT
#5
The only issue I have from the overview on this map, is although the expansions are well layed out, it feels with the fact you expand out in a line, there's pretty much going to be little room to punish any kind of bases later on as you can move your army back and fourth fairly quickly along the main pathway to the map.

That and it feels that the third (looks) from the overview that it's a little bit too easy to defend with both the ramps down to it being next to each other and it being nicely tucked back. However, saying that it's got the nice air path to it around the back so maybe that's how you've planned on working it I imagine.

Overall a pretty solid map, it's nice to see another map with this tileset, it doesn't get used enough <3
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Callynn
Profile Joined December 2010
Netherlands917 Posts
March 21 2013 21:37 GMT
#6
I think the curvy shapes are very well done, but I really urge you to reconsider the base layout which (as said before) looks a bit like Ohana - but worse in a sense that it really draws a straight line between north and south.

This will probably create rather boring matches, as it is as easy to expand as it is hard to deny an opponent to expand in extreme senses.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
KingCorwin
Profile Joined February 2013
United States134 Posts
March 21 2013 22:42 GMT
#7
originally the map had no ramp from nat to third, which put that base (the third) super exiled from the rest of the map. this was changed to how it is now but if someone could draw up a good suggestion i may change it back.

i intended on the high ground near the main with the ramp to be able to seige the base, as it encourages use of the furthest route away from a player to position an attack. but if it actually is within siege tank range from that highground to the ramp, ill shorten the high ground slightly. if the base is siegeable from that high ground i dont see this really being a problem, you have to build pretty far out of your base in order for things to be hit there

I like the idea of shrinking the middle crystal area, and thats actually in the current unpublished version of the map

im glad that you all like the tileset, i think it looks very indicative of broodwar char and i plan on using the same tileset again


question about the comments; when you say widen the third ramp, do you mean the ramp from the nat to the third, or the third to the high ground?
And would you like to see the xel nagas removed? im not sure i like them in this map at all
Corwin#12780
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 22 2013 00:01 GMT
#8
On March 22 2013 07:42 KingCorwin wrote:when you say widen the third ramp, do you mean the ramp from the nat to the third, or the third to the high ground?

third to the high ground

On March 22 2013 07:42 KingCorwin wrote:And would you like to see the xel nagas removed? im not sure i like them in this map at all

Definitely. Because of where they're positioned, they don't really add to defense in the early game, and in the late game, players have enough scouting units that they shouldn't have to rely on watchtowers to get the information they need, and it turns into a crutch. Players on 2 bases can still get the information they need by positioning their units at only two chokes, which is standard. Daybreak/Cloud Kingdom/Ohana/Whirlwind/etc norms dictate that Xel'naga towers, if included, should cover the primary attack path, but leave one unblocked secondary attack path open.
KingCorwin
Profile Joined February 2013
United States134 Posts
March 22 2013 19:44 GMT
#9
So I did many of the things you guys suggested in the update!

Also added a picture of what this map was pre HOTS... its considerably different.
Corwin#12780
Please log in or register to reply.
Live Events Refresh
Next event in 23h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko310
Livibee 108
Creator 94
SC2Nice 27
StarCraft: Brood War
Sea 12356
Horang2 1370
firebathero 824
EffOrt 486
Mini 363
actioN 315
ZerO 302
Sharp 208
Rush 207
ggaemo 163
[ Show more ]
Snow 144
Soma 141
Light 119
Mind 74
Killer 72
Hyun 72
hero 70
Barracks 62
soO 48
ToSsGirL 47
JulyZerg 45
Sea.KH 43
Yoon 41
Pusan 33
Movie 32
Terrorterran 23
sorry 23
scan(afreeca) 16
ajuk12(nOOB) 14
HiyA 11
Noble 11
Dota 2
XcaliburYe235
League of Legends
C9.Mang0322
Counter-Strike
olofmeister2743
x6flipin952
shoxiejesuss898
zeus485
byalli404
oskar121
edward54
Other Games
Fuzer 403
Pyrionflax245
Mew2King98
ArmadaUGS79
QueenE52
nookyyy 32
Trikslyr30
ZerO(Twitch)9
Organizations
StarCraft: Brood War
UltimateBattle 1330
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV400
• Noizen41
League of Legends
• Jankos3771
Upcoming Events
WardiTV Invitational
23h 14m
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 20h
WardiTV Invitational
1d 23h
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

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 2
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 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.