• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:11
CEST 13:11
KST 20:11
  • 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
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken?
Tourneys
HomeStory Cup 29 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf ASL 22 Proposed Map Pool
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4795 users

[M][2] Leviathan Isle

Forum Index > SC2 Maps & Custom Games
Post a Reply
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 19:36:06
April 14 2013 04:54 GMT
#1
[image loading]
Leviathan Isle, v1.0
148x124
Published on [NA][HOTS]


Overview:
[image loading]

Aesthetics:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Texture set:
+ Show Spoiler +
[image loading]


Other:
+ Show Spoiler +
[image loading]
FFE
[image loading]
Loading Screen


I'm still a pretty noobish mapmaker, but I think I'm getting better. This one's got a more interesting layout than my usual work, I think.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 14 2013 06:58 GMT
#2
Not to sound snippish, but this is the kind of thing that should go in the WIP thread. Or maybe everyone's given up on it? I realize it's slow in there but this map is finished neither in layout or aesthetics. Nevertheless...

Your FFE choke is smaller than it needs to be. 9-10 squares is standard, you have 7. This allows for some questionably exploitable plays like a walloff with a depot and a CC first. Also your unbuildable blocker is on the "wrong" side of the ramp.

This is indeed an interesting layout though. I think you need some proportions refinements, and possibly some reworked pathways. It looks kind of hard to attack before 4 bases because of the travel distance and the long time between changing attack paths. Not sure you designed it as a "macro" map but I would think about providing more connectedness or directness from the middle and across the map to give better aggressive options. Possibly a small connection with rocks to narrow or block it.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 08:38:04
April 14 2013 08:34 GMT
#3
I did post it in the WIP thread but no one said anything about it... I'm not happy with the aesthetics, but I had no other choice for feedback on the layout.

Although, most of the out-of-map stuff doesn't actually show up in-game, so it can basically be disregarded.

I'm not sure what makes the rocks on the "wrong" side of the ramp though. I wasn't even aware that there was a difference.

algue
Profile Joined July 2011
France1436 Posts
April 14 2013 08:54 GMT
#4
You should just widen everything
rly ?
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 14 2013 12:27 GMT
#5
I don't really like all the straight lines in your map. You should roughen it up a little bit to make it appear more natural. The textures are a bit dull as well. The layout seems quite good though.
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.
Caviar
Profile Joined April 2011
70 Posts
April 14 2013 14:22 GMT
#6
For just starting its not to bad. I think an overhaul of middle could completely change the feel of things. Right now your only 45 degree ramps (direct paths base-to-base) are on the widest part of the map. Perhaps connect the middle to make it all level 2 or change the ramps. It just feels a bit awkward as it stands. Good work though keep mapping
ScrubS
Profile Joined September 2010
Netherlands436 Posts
April 14 2013 15:42 GMT
#7
I think that ledge at the third covers both the third and natural with tanks. Tank drops on the ledge would be kinda OP just like it was on Lost Temple back in the days
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 19:31:22
April 14 2013 19:15 GMT
#8
On April 14 2013 21:27 Callynn wrote:
I don't really like all the straight lines in your map. You should roughen it up a little bit to make it appear more natural. The textures are a bit dull as well. The layout seems quite good though.


The straight lines (I assume you're mostly referring to the ones in the middle) Are actually man-made cliffs, but it's hard to see from the overview. I personally like the texturework, but that's a matter of opinion I suppose.

On April 15 2013 00:42 ScrubS wrote:
I think that ledge at the third covers both the third and natural with tanks. Tank drops on the ledge would be kinda OP just like it was on Lost Temple back in the days


Those were not supposed to be pathable, but I can put some props there to make it obvious.


I put up a new overview with the small, easy changes in. I've got a lot to do today so I'll work on the problem of the middle later on.

Agh
Profile Blog Joined July 2010
United States1072 Posts
Last Edited: 2013-04-14 19:57:23
April 14 2013 19:48 GMT
#9

I actually like the overall design and layout of the map. Some definite improvements which I have highlighted for you.

[image loading]

Upon giving it some additional thought, It might be best to reposition and reface the middle ramps, making the main to main distances shorter.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-14 21:09:26
April 14 2013 21:08 GMT
#10
The #1 thing that would make this more aesthetically pleasing is to make sure no cliffs have a straight line for longer than like 4-6 of the smallest grid squares. (assuming it's a natural area and not manmade) The mains and some other areas here would look a lot better with those straight cliffs eliminated.

@ the layout i think it has some potential. I do think it looks sorta hard to take a 4th, and it's probably just about impossible to take the bases below the XNTs.. so maybe those are some things that could be changed. The choke going to the linear 3rd from the nat miiight be too narrow as well, not 100% sure. anyway GL
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
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 21:19:09
April 14 2013 21:10 GMT
#11
The black border already does represent the edge (although you can't tell from my overview), and yeah, the pods around the third are undroppable.

I don't understand what you mean by "Make sure symmetry is accounted for," though. The rest of it is understandable .

[image loading]

This is what I have planned for the center right now. It maintains a similar layout but provides more of a direct attack route that EatThePath suggested.
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
April 15 2013 02:49 GMT
#12
And here I was hoping for an island map
For the swarm
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2013 07:19 GMT
#13
Copper, I kind of like that idea for connecting the highgrounds. But the way you've drawn it loses one of the aspects of the map I do like which is the curviness. I know this is kind of contradictory to what I was saying, but: one of the strengths I see in the design of the map is how you need to have a plan beforehand for moving your army around. You can't just a-click the minimap mindlessly, except maybe if you're camping outside your natural and you need to defend one of the first 4 bases.

Maybe adding an additional ramp instead of extending the highground would work just as well? If you make it like you drew, you create kind of a Planet S situation where the middle isn't really useful to move through except in very particular army position situations, and it isn't valuable to hold at all really. (That's fine it just seems like it's not really what this map is about.) That's kind of a complete 180 from how the map was before where holding the middle was amazingly good.

So it's an improvement I think but you're losing something that I don't think it's worth trading. Does that make sense? Hope this helps.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
April 16 2013 23:23 GMT
#14
I see what you mean. I think I can work with that.
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
#14
IntoTheiNu 360
RotterdaM278
SteadfastSC176
Ryung 73
TKL 68
Rex61
IndyStarCraft 0
Liquipedia
The PondCast
10:00
Episode 100
CranKy Ducklings29
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 278
Lowko236
SteadfastSC 176
Ryung 73
TKL 68
Rex 61
IndyStarCraft 0
StarCraft: Brood War
Britney 59253
actioN 1713
Shuttle 826
BeSt 677
Soulkey 450
Jaedong 415
Hyuk 398
Mini 216
Stork 207
Hyun 196
[ Show more ]
Light 189
Soma 174
Mong 165
Larva 147
Dewaltoss 142
Last 116
EffOrt 115
PianO 106
ggaemo 82
Rush 75
hero 57
Snow 51
Aegong 40
Sharp 38
ToSsGirL 33
scan(afreeca) 29
Free 29
[sc1f]eonzerg 20
Shine 16
Bale 15
Sacsri 15
HiyA 14
Movie 12
IntoTheRainbow 11
sorry 11
Yoon 10
Icarus 9
Barracks 8
Noble 8
Purpose 6
Dota 2
Gorgc5522
Dendi76
League of Legends
JimRising 366
Counter-Strike
olofmeister2069
byalli379
kRYSTAL_42
Other Games
Sick240
Happy181
B2W.Neo152
Mew2King88
amsayoshi37
RuFF_SC221
BEARDiaguz15
Organizations
Other Games
gamesdonequick22561
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP92
• LUISG 40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota281
Other Games
• WagamamaTV107
Upcoming Events
Replay Cast
21h 50m
CrankTV Team League
23h 50m
OSC
1d 5h
Replay Cast
1d 12h
Replay Cast
1d 21h
CrankTV Team League
1d 23h
OSC
2 days
Replay Cast
2 days
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
3 days
GSL
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.