• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:14
CET 12:14
KST 20:14
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Greetings.. No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[$1250] International ShieldBattery League Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
Can Game Data Analytics Help Players Improvements
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Trading/Investing Thread US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11097 users

[M] (4) Night Shade

Forum Index > SC2 Maps & Custom Games
Post a Reply
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2013-04-20 23:54:54
April 11 2013 16:40 GMT
#1
[image loading]
Night Shade By Caviar
Uploaded to Battlenet NA
Players: 4 (Cross-Spawn 1v1)
Bounds: 160x160 (playable)

Here is my most recent project.There are some aesthetics done to the map so far. The Textures are similar to what I am going to use but that's it.

Like most of my maps I wanted to create a unique layout. Since I have been really interested in safe naturals recently I wanted to put that towards a four player map and this is the result. Im rather proud of this one, It feels different.

As always feedback, suggestions, problems, are all welcomed.

Update - 4-20-2013
Shrank size of Base ramp
Increased size of Natural ramp
Altered Mid Significantly
Moved Towers high ground.
Natural Texture change.
Aesthetics improvements





Poll: Good layout?

yes (20)
 
59%

kinda (7)
 
21%

no (7)
 
21%

34 total votes

Your vote: Good layout?

(Vote): yes
(Vote): kinda
(Vote): no




Other Maps by Caviar
Initiation
Frigid Storage

I stream my progress on maps @ Twitch.tv/caviiar
algue
Profile Joined July 2011
France1436 Posts
April 11 2013 16:56 GMT
#2
Oh god I love this kind of funky maps, I wish more maps like these could be played ! This layout is very good imo.

My only concern is the middle, 4 xel naga tower and small ramps. Why not trying an Antiga shpiyard-ish middle with only one xel naga tower ?
rly ?
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-11 17:43:47
April 11 2013 17:43 GMT
#3
Shouldn't the ramp leading out of the main be a 1FF, and the ramp leading down into the pseudo in-base natural be a 2FF? (or both could be 1 FF, i suppose)
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
Antares777
Profile Joined June 2010
United States1971 Posts
April 11 2013 19:30 GMT
#4
In my opinion, there's going to be a strong positional advantage if you spawn clockwise from your opponent. You will have easier access to the natural's backdoor and yours will be more protected. I think the main ramp should probably be 1x and the one into the natural could be a 2x ramp. Having a 2x ramp into the middle is controversial, especially if there is already an alternate route into the base via the natural.
Chronocube
Profile Joined March 2013
Australia2 Posts
April 12 2013 15:54 GMT
#5
I think this is going to be a really cool map to play on. The mid and late game on this map is going to be filled with so many cool dynamics. Controlling the middle and is watchtowers are probably going to be very important on this map, as they overlook the thirds (or fourths, if you decide to take the expo by your natural instead of your main). Now about the double wide ramp to the middle... Is this to compensate for the easily defensible in base natural? It could be interesting to see how it plays out.
Caviar
Profile Joined April 2011
70 Posts
April 12 2013 18:12 GMT
#6
On April 13 2013 00:54 Chronocube wrote:
Now about the double wide ramp to the middle... Is this to compensate for the easily defensible in base natural? It could be interesting to see how it plays out.


That was the idea behind the design. One of the reasons why I chose the safe natural is to mix up ZvZ. Safe naturals seem to make the early game zvz play less predictable. But I didn't want to really alter the other match ups to wildly. So having the double wide ramp aswell as a backdoor to counteract 2 base all in's every game.

Now if it plays out like that is yet to be known. But that was my idea behind it.

KingCorwin
Profile Joined February 2013
United States134 Posts
April 12 2013 20:18 GMT
#7
If I were to play a game on this map, I would expand behind me, then as a third i would take the high ground bases (as opposed to the ones behind the rocks).
Don't know if this little tidbit of info helps you at all, just a lil something to get the mind juices a flowin
Corwin#12780
Caviar
Profile Joined April 2011
70 Posts
April 12 2013 20:36 GMT
#8
On April 13 2013 05:18 KingCorwin wrote:
If I were to play a game on this map, I would expand behind me, then as a third i would take the high ground bases (as opposed to the ones behind the rocks).
Don't know if this little tidbit of info helps you at all, just a lil something to get the mind juices a flowin


In the five games I have seen played on this map they all did the same (expanding outside base rather then the one by the natural). Which im okay with for now. I didn't originally intend it that way but it makes the backdoor more vulnerable which can to lead to interesting fights outside the safe natural.

I'll continue testing but so far the layout seems to be working out nicer then I originally anticipated.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 12 2013 23:41 GMT
#9
Well to start, i think that this kind of theme doesn't need too much doodads around maybe add some of these chiseled rocks, but not too many, for the rocks leading to the natural i would make them have more armor, around ~5 or so, that way zerg can´t put a few lings to destroy them and then do some kind of roach bust later if they spawned in a clock wise position from their opponent.

Other than that the map looks very very nice ^^
@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.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 13 2013 03:51 GMT
#10
I'm surprised so many people are saying good job to a map that has an awful lot of similarities with Jungle Basin.

http://www.rtsguru.com/game/1/article/2001/Making-Starcraft-2-Maps-Tick-An-In-Depth-Analysis.html

This is a horrible map for Zerg. They can take the further back third with rocks blocking them and a super long rally distance, which makes ground defense against 2 base pressure too difficult. Or else they're forced to take a forward third with high ground looking over it, a double whammy. They can't block the ramp into the main with their queen in ZvZ because it's two wide instead of one wide. Everything is too chokey, so there are no good spots to obtain a surround. The natural is super safe. The backdoor rocks are very far back, so can't really be accessed at any point in the game without risking getting killed by a flanking maneuver or a counter push from the opponent's main ramp.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 13 2013 06:29 GMT
#11
^ I don't think it's quite as bad as all that for zerg, but the distances are pretty short, and there isn't any really large open space except the lowground base.

The blockage in the center doesn't make any sense to me. That should be far more open to make up for the severe choky ramps leading up there. The towers seem like overkill and definitely favor the CCW player who can get to them much more directly.

You need to put unbuildable blockers at the in-base ramp to prevent cannon wallofffs in ZvP. This ramp should probably just be a double ramp anyway to mitigate forcefield. Imagine a midgame timing that busts the rocks and moves up into that base, with a single FF to prevent reinforcements unless they go all the way around. Or just a prism drop.

This is an interesting concept but I don't think everything is put together exactly right. I will go into more detail on changes you could try if you're interested.
Comprehensive strategic intention: DNE
algue
Profile Joined July 2011
France1436 Posts
April 13 2013 09:31 GMT
#12
The main problem on jungle bassin was taking a third base, there is no third base problem on this map
rly ?
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2013-04-13 16:14:20
April 13 2013 16:03 GMT
#13
On April 13 2013 15:29 EatThePath wrote:
^ I don't think it's quite as bad as all that for zerg, but the distances are pretty short, and there isn't any really large open space except the lowground base.

The blockage in the center doesn't make any sense to me. That should be far more open to make up for the severe choky ramps leading up there. The towers seem like overkill and definitely favor the CCW player who can get to them much more directly.

You need to put unbuildable blockers at the in-base ramp to prevent cannon wallofffs in ZvP. This ramp should probably just be a double ramp anyway to mitigate forcefield. Imagine a midgame timing that busts the rocks and moves up into that base, with a single FF to prevent reinforcements unless they go all the way around. Or just a prism drop.

This is an interesting concept but I don't think everything is put together exactly right. I will go into more detail on changes you could try if you're interested.


Middle being a bit to chocky is something I plan addressing in the next update. Im pretty much revamping middle all together. Makes the expansion outside the third a little less noticable. A double ramp towards the natural is something I simply just overlooked. As far as other changes I would be very interested to hear your suggestions

I'm surprised so many people are saying good job to a map that has an awful lot of similarities with Jungle Basin.


As far as the jungle basin comparison, yes there is a safe natural and thats about it. The safe natural in Night Shade is significantly closer to the main. The ramp from main to natural are farther apart. The backdoor rocks can be viewed from the mains high ground. The path from backdoor to main can be accessed by ground units and isnt obstructed by a cliff break and there are two much easier thirds. These aren't just nonsense differences they make a big difference.
Caviar
Profile Joined April 2011
70 Posts
April 20 2013 23:50 GMT
#14
Just updated to NA.
Im not to happy with middle but Im going to put this project aside for a while to work on Contest entries.
Fatam
Profile Joined June 2012
1986 Posts
April 21 2013 01:10 GMT
#15
I think the map has a couple problems (most significantly - in close spawns the really short main-main rush distance is probably imba) but it's definitely a map I'm rooting for. The concept of optional thirds on either side of a main w/ in-base expo is pretty cool.
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
Caviar
Profile Joined April 2011
70 Posts
April 21 2013 02:50 GMT
#16
On April 21 2013 10:10 Fatam wrote:
I think the map has a couple problems (most significantly - in close spawns the really short main-main rush distance is probably imba) but it's definitely a map I'm rooting for. The concept of optional thirds on either side of a main w/ in-base expo is pretty cool.


Its currently cross-spawn only.
Ive been thinking about remaking this into a 1v1 two base map. I really like the individual bases but the middle is rather bland and I dont think Ill be able to keep the base layout while balancing close map spawns. Ultimately I will just be starting a new map with a similar base layout.
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
April 21 2013 04:49 GMT
#17
I think you should flip the ramps on the XNTs so that they do not completely favor the aggressor. Either that, or just honestly - completely remove them FFS and tighten up the middle. I don't think there's any reason to have XNTs and the map would be just as brilliant without them.

Awesome texture job btw.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
19:00
Sea Duckling Open #151
CranKy Ducklings69
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech135
Codebar 43
MindelVK 25
StarCraft: Brood War
Horang2 25399
Britney 10605
Shuttle 8443
Calm 4818
Rain 2104
BeSt 951
Jaedong 701
Hyuk 636
FanTaSy 335
actioN 297
[ Show more ]
Pusan 274
Larva 177
Zeus 154
Last 122
Mini 119
Mind 116
Rush 82
Mong 66
Bale 61
Killer 42
ZerO 40
ToSsGirL 31
sSak 30
Sharp 22
Hm[arnc] 21
Yoon 16
ZergMaN 15
Movie 15
Shine 14
ajuk12(nOOB) 13
Sacsri 13
sOs 12
sorry 11
yabsab 10
Sea.KH 10
Counter-Strike
fl0m4234
kennyS547
SPUNJ350
byalli95
Other Games
summit1g11085
singsing1381
Lowko283
FrodaN280
B2W.Neo272
ViBE90
ZerO(Twitch)7
Railgan5
[ Show 11 non-featured ]
StarCraft 2
• LUISG 35
• CranKy Ducklings SOOP24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1440
Upcoming Events
WardiTV Invitational
46m
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IPSL
5h 46m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
8h 46m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
22h 46m
WardiTV Invitational
1d
IPSL
1d 5h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 8h
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 22h
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
[ Show More ]
PiGosaur Cup
3 days
The PondCast
3 days
GSL
5 days
Replay Cast
5 days
KCM Race Survival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.