• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:16
CET 08:16
KST 16:16
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)20Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1650 users

[M] (2) Star Breaker

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-04-04 21:10:23
April 04 2013 21:08 GMT
#1
[image loading]

Star Breaker
(by Ethan "Lore" Jones)

Tileset: Daelaam Ark
Map Size: 140x148
Published on: [NA] [EU] [SEA] [KR]

{NOTICE: SOME DOODADS ON THE GEYSERS DON'T SHOW UP ON THE OVERVIEWS BUT THEY DO IN GAME}
(click image for larger version)
[image loading]

[image loading]

Other images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Introduction / Map Concept:

This is a map that I actually created the layout to a while back, not long after the HotS Beta came out. After HotS was released I set about polishing everything up and making sure any glitches or bugs were dealt with. In regards to that, I have had some issue with the map loading in "fast" mode, I guess it has something to do with it being a Beta map.

Anyway, gameplay-wise this is a map that utilizes LoS blockers to make the easiest path a little more treacherous and a little more important to scout. The towers cover counter-attack paths and the high grounds in the middle allow for good army positioning. The third is fairly standard, but you have to have units (an army) to defend it well. This map has been played on quite a bit is a fav of some of my practice buddies. GLHF, and enjoy!

About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!

Twitter: @galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com

You can contact me at lore@galaxyesports.com
SC2 Mapmaker
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
Last Edited: 2013-04-04 21:43:18
April 04 2013 21:42 GMT
#2
The thing I love about this map layout is although it's pretty easily splittable in the middle, it's large and wide enough to allow even mech and most zerg compositions to punish skytoss' immobility by mass expanding. Was that something you actively looked in to when making the map or was that kind of an afterthought? Either way, cool map, I also like how the "easy" fourth is hittable from the highground too.

One of the things that excites me personally as a mech player is thanks to your middle of the map, you can really punish movement through that center choke if you can make liberous use of positioning to control that with tanks/the ramp with hellbats. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Kruxxen
Profile Joined April 2010
United States149 Posts
April 04 2013 22:11 GMT
#3
Awesome map. I love the way the middle is like Qikz said. The straight path is very dangerous if your opponent is holding the highground but it should be possible to go around one side depending on which is less fortified. Should lead to interesting positional play. Great job.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 04 2013 22:21 GMT
#4
On April 05 2013 06:42 Qikz wrote:
The thing I love about this map layout is although it's pretty easily splittable in the middle, it's large and wide enough to allow even mech and most zerg compositions to punish skytoss' immobility by mass expanding. Was that something you actively looked in to when making the map or was that kind of an afterthought? Either way, cool map, I also like how the "easy" fourth is hittable from the highground too.

One of the things that excites me personally as a mech player is thanks to your middle of the map, you can really punish movement through that center choke if you can make liberous use of positioning to control that with tanks/the ramp with hellbats. ^^


Thanks, first off. As pertaining to your question, I like to take how massive air armies play into most of the maps I make, but I did spend a little extra time how armies like mass air (powerful and slow) work on the terrain here. There are some really powerful positions in and around the middle, but there are things that off-set it at the same time. Longer paths around, fairly open low-grounds and lots of bases round the perimeter. In practice, the player really has 3 tough choices in regards to a 4th. The more natural one has the high ground. The other bases in the "flow of expansion" (i.e. the same expansion direction from your 3rd) is a little further, and the base on the other side benefits from the tower, but may seem as though it splits your defenses. I do think your analysis was pretty correct.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
April 04 2013 22:24 GMT
#5
Yeah the middle path actually works pretty well even though it's a "straight shot" to the enemy. Not only can you get attacked from the highground, but as you enter that middle path the enemy can set up a huge flank/concave for when you come out on his side.
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
KingCorwin
Profile Joined February 2013
United States134 Posts
April 04 2013 23:03 GMT
#6
to me the low ground in the middle may as well be unpathable, no player is going to take their army there when there is a high ground ramp on either side of that pit
Corwin#12780
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
April 04 2013 23:09 GMT
#7
On April 05 2013 08:03 KingCorwin wrote:
to me the low ground in the middle may as well be unpathable, no player is going to take their army there when there is a high ground ramp on either side of that pit


Which if you think about it is why it's really good. It's very positional based and controlling the highground gives you a nice pathway through the map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Bionicrm
Profile Joined June 2012
United States116 Posts
Last Edited: 2013-04-06 00:52:34
April 06 2013 00:49 GMT
#8
I think there should be a bit extra room in the mains (adding space by the 3rd), which would move the 3rd closer to the ramp. The middle looks too plain and open. In my opinion, I think that a 3×3 structure (for example, a spawning pool) should be able to fit in at least one place behind mineral lines, which I don't think is possible regarding the middle expansions, the 3rd, and maybe the expansions on the side. It may just be the middle that gives the illusion of this: the map looks a little plain, so maybe add some more doodads that really add to the theme of it (again, the boring middle may give the illusion of this).

Overall, I really like the theme and layout. Keep up the good work, and it looks like a fun map to play on! Have fun!

Edit: You should probably add polls to the OP asking if people agree on a change. Otherwise viewers will have to be in the mood to comment if you want their thoughts.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 06 2013 01:50 GMT
#9
Hmmm i don't really like the map, dunno if i just aren't in good mood the layout, theme and texture positioning i feel that they just aren't right, i think that the map have a principiant feel to it (maybe coz of these looong straigth cliffs in the middle), there are some really oversized areas around the map.
Overall i think that you could have done a better job with the map (since you do some really kickass maps), but i must say that you had some really good ideas too that i will surely steal, like using the protoss tarmacs for the vespene geisers or using the metalic roads for the ramps :b
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2013 02:27 GMT
#10
Main needs more room, you could easily add this by scooting the 3rd over a 4-8 squares and rotating it. Excellent concept though, your best map yet by far imo. I don't like the towers. They are in a kind of random location that doesn't make sense for really any phase of the game as far as I can tell, and I hate that they shut off the entire flight path into the natural for drops / air harass. This map probably doesn't need them actually, but you might find a better setup if you really want to keep them.

I could see adjusting proportions here and there but nothing major, and easy changes if they become necessary.

Nice work.
Comprehensive strategic intention: DNE
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Rongyi Cup S3 - Group A
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
FoxeR 76
StarCraft: Brood War
Rain 11232
Sea 4274
Hyuk 547
Jaedong 408
Hm[arnc] 200
Larva 110
Shinee 54
Shuttle 46
Zeus 40
Hyun 39
[ Show more ]
Bale 30
Noble 13
Backho 11
Dota 2
NeuroSwarm208
febbydoto27
League of Legends
JimRising 771
Super Smash Bros
Mew2King81
Other Games
summit1g5452
WinterStarcraft520
C9.Mang0397
monkeys_forever302
RuFF_SC2216
Hui .100
Organizations
Other Games
gamesdonequick1148
StarCraft: Brood War
UltimateBattle 64
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 51
• practicex 29
• Sammyuel 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt469
Upcoming Events
RongYI Cup
3h 44m
SHIN vs Creator
Classic vs Percival
OSC
5h 44m
BSL 21
7h 44m
QiaoGege vs Sziky
Dewalt vs Bonyth
Mihu vs TBD
RongYI Cup
1d 3h
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
1d 4h
BSL 21
1d 7h
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Invitational
3 days
[ Show More ]
WardiTV Invitational
4 days
The PondCast
5 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.