• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:13
CET 04:13
KST 12:13
  • 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: Winners10Intel 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!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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 Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2138 users

[M] Ice-Breaker

Forum Index > SC2 Maps & Custom Games
Post a Reply
MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 08:08 GMT
#1
[image loading]

[image loading]

Hi. Im MrSunny. A noob map maker and master league player from Australia! :D

Back door ramp to main
+ Show Spoiler +
[image loading]


Hostile Zealot at WT
+ Show Spoiler +
[image loading]


Center High Yield base, blocked by neutral Nexus
+ Show Spoiler +
[image loading]


Playable size: 162x156
Published on: NA
Spawns: 2

Made by: MrSunny

Considerations -
The Zealot was originally a DT, i changed it to a zealot. Considering removing it completely.
The back door is experimental. Not enough player testing. Potentially exploitable. (it requires 5 trips of resources to break one patch)
I was considering plopping a Healing Shrine under the neutral Nexus in the center of the map, but i don't know if it's a balanced mechanic, or if players would enjoy it.


Any feedback would be much appreciated!
gl hf! :D


IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 19 2013 08:19 GMT
#2
Those main bases are huge lol. 162x156 is too big for a 1v1 map. Try and condense it anywhere between 136x136 and 146x146.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2013-04-19 08:29:53
April 19 2013 08:26 GMT
#3
On April 19 2013 17:19 IronManSC wrote:
Those main bases are huge lol. 162x156 is too big for a 1v1 map. Try and condense it anywhere between 136x136 and 146x146.


Fair comment. The main bases are a little big, however the distance from the first base to the main and natural ramp isn't to far. The playable size is quite deceiving due to a large amount of air space. I think the distance from natural to natural is 45 in game seconds.

Edit: making the main bases smaller would enable me to reduce the bounds quite substantially, hitting two birds with one stone, so an easy 'fix' in short. I'm just not sure if i want to
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-19 08:35:30
April 19 2013 08:34 GMT
#4
Some things I would change:

[image loading]

First, that backdoor allows vision up the ramp, so put the mineral blocks on or at the bottom of the ramp. To do this hold down shift while you place them (or use the checkbox in properties "ignore placement requirements"). I recommend using a series of patches because it's clear how much progress you've made in breaking the mineral wall down, and that way you can have each individual patch only hold 10 or so.

Anyhoo, the layout is pretty good, nice job for a newb mapper! I recommend take out the connection with rocks to the 3rd base. It's already very close and defensible, don't need an extra defender-path. The nexus in the middle is cool but that base is the definition of winner's base, aka totally unnecessary for the map. The resources also clog up movement through there. I wouldn't mind this except that's a major engagement area on this map. If you really want another base you should put them somehwere in all the extra space you have around the outside (reform some things).

I drew on the right side how you could use some of this airspace you have (like a 1/3 of the map is airspace). Also, are those destructible ice rocks on the middle bases, or is that a doodad wall? I would say it should be a single rocks entrance (not too wide).

Push the minerals in the main base back just a little bit, right now they're kind of close to the cliff, which makes cannon cheese more viable and its never good that tanks can hit the main base resources from outside (even though it's not relevant most of the time).

The watchtowers are pretty random. They really only serve for early warning on side attacks at the 3rd base. I really don't think you need this extra defender's feature. Hostile units is a great feature that should be used more often, but I recommend against it if you want to submit for the map contest. It's that kind of a party. Instead, here I would put destructible rocks that land on top of the watchtowers. That way a defender can use them until the rocks are destroyed, which "disappears" the tower.

Last, the backdoor is neat but not that impactful on this map. It's unlikely anyone would choose to open another entrance into the main to take that as a 3rd given the easy 3rd you already have. This makes is really a lategame feature, which is relevant mostly for reinforce rallies (I guess). I would consider redesigning something here to make it more impactful, or removing it because it's kind of ancillary to the map. Alternatively, you could just make it a normal back door with rocks, Blistering Sands style. This actually seems kind of interesting for this map.



Is that enough feedback? XD
Comprehensive strategic intention: DNE
MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 09:47 GMT
#5
Hey EatThePath

Thanks for the analysis and effort!

The point you make about blink-stalkers is unquestionably right. I will put the mineral patches at the bottom of the ramp, or perhaps how you explained them. Im not sure if a backdoor with rocks is viable? it seems potentially imbalanced for early rushes, however i suppose if any map would include that feature it would probably be this one.

The rocks leading from the nat to the 3rd were to serve as a potential attack-able path into the natural, as well as easier access between the 3 main bases to defend drops, but perhaps you are right. Both the rocks and the unusually placed watchtowers are both in place to help protect a very fast 3rd. The idea for this map is that you expand onto 3 bases quickly and safely, enabling high economy. The attack paths are generally very wide and open to account for quick large armies.

The rocks near the center are destructible.

I will probably push the mineral lines in the main back 1 or 2 hex's, however i don't want the base to be to far from the ramp.

I think you're right about the zealots and the contest , but i don't think 2000hp rocks on the towers would be the correct solution, as it would take to long for a few units to break them, and putting your entire army out of position to destroy them probably isnt feasible. Maybe 500hp rocks or something would work, however for the contest there's already constraints on manipulating rocks.
MrSunny
Profile Joined September 2011
Australia73 Posts
April 19 2013 10:26 GMT
#6
[image loading]

Changes:
Reduced the size of main
Removed Zealot at WT
Removed Center gold base and Nexus
Fixed the back door, thanks to EatThePath

New playable size: 136x148
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 19 2013 14:04 GMT
#7
Make water color blue or just transparent and color-less, I think it would be cooler rather than green water around ice planet

Or create something more green, like some green lighting a bit.
Please log in or register to reply.
Live Events Refresh
OSC
23:00
OSC Elite Rising Star #17
ReBellioN vs HiGhDrA
Shameless vs Demi
LetaleX vs Mute
Percival vs TBD
Liquipedia
BSL 21
20:00
ProLeague - RO32 Group B
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech129
RuFF_SC2 92
Ketroc 53
StarCraft: Brood War
Artosis 782
Snow 37
Noble 32
NaDa 17
sorry 8
Icarus 6
Dota 2
monkeys_forever249
NeuroSwarm76
Super Smash Bros
hungrybox1147
Other Games
summit1g13148
fl0m543
JimRising 438
ViBE145
Maynarde143
WinterStarcraft37
Models1
Organizations
Other Games
gamesdonequick917
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 89
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21827
Other Games
• Scarra830
• Shiphtur540
Upcoming Events
OSC
5h 47m
Wardi Open
8h 47m
Wardi Open
12h 47m
Replay Cast
19h 47m
WardiTV Korean Royale
1d 8h
Replay Cast
2 days
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
3 days
RSL Revival
3 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
RSL Revival
4 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
5 days
RSL Revival
5 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
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

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
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.