• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:04
CEST 11:04
KST 18:04
  • 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
uThermal's 2v2 Tour: $15,000 Main Event8Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
SC2's Safe House 2 - October 18 & 194Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4
StarCraft 2
General
uThermal's 2v2 Tour: $15,000 Main Event The GOAT ranking of GOAT rankings TL Team Map Contest #5: Presented by Monster Energy Rogue Talks: "Koreans could dominate again" RSL Revival patreon money discussion thread
Tourneys
RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 LiuLi Cup - August 2025 Tournaments $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ StarCon Philadelphia ASL Season 20 Ro24 Groups BW General Discussion BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams
Tourneys
[Megathread] Daily Proleagues KCM 2025 Season 3 Small VOD Thread 2.0 [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 637 users

[M] (2) Testmap Ribcage

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
ekcolnovkol
Profile Joined June 2012
United States14 Posts
Last Edited: 2013-05-06 08:25:04
April 28 2013 12:36 GMT
#1
EK Icecrown
Version 1.0
Map by EKCO
Published to NA (let me know if you want it on a EU/CN/KR/SEA)

Version 0.1
+ Show Spoiler +
[image loading]

Version 0.2
+ Show Spoiler +
- Moved gold bases up towards center of map.
- Improved trafficking to the lower expos.
- Moved lower Xel'Naga Tower closer to epicenter.
* We're looking at the distance between bases as players expand further and further (mid-late game) to see if added range between the 3rd, 4th and 5th lower expos will yield better relationships. It is worth noting that on conventional designs, as players expand past the 3rd expo, additional expansions put you in closer proximity to your opponent, wheras on Ribcage, the distance increases.
** We are noticing that early game pressure from hellions were a little on the weak side, and are re-evaluating the Main2Main rush times.
[image loading]

Version 0.3
+ Show Spoiler +
- Standardized 3-base expo locations with optional defensive terrain modifications.
- Removed main base destructible rocks.. Was a false-choice strategic error for lower-tier players without clear benefits.
- Main2Main reduced to 56, down from 60.
- Nat2Nat reduced to 46, down from 50.
- Enlarged pathways between southern expos.
- Split southern Xel'Naga tower to both sides to improve utility and frequency of use.
[image loading]

Version 1.0
- Added some stuff.
[image loading]

Context A:
+ Show Spoiler +
Testmap Ribcage is currently just that. No serious terrain work has been done on the map as of yet. If you play this map, let me know what you think of the layout (not the terrain) in this thread here.

So far, we've focused on making adjustments to mineral lines and combat zones to get the 'feel' of a ladder map correct, but further playtesting is needed to better understand mechanics of the map that may have been overlooked. Some terrain between ridges may be accessible to reapers, this will be cleaned up in a later patch.

The map is supposed to gravitate towards the bottom as the game progresses, where both teams can access gold expos that are relatively easy to protect or hide if not scouted early (we're trying to bring back gold expos for that late game pizzazz).

Context B:
Give it a spin with your friends and let me know what you think!

You can playtest it with us as well on Mumble at aeonofstorms.mumble.com:8896 (disclaimer: Master League+). PM RNG in Development (9pm-2am EST) to get hooked up.

Eye Candy:
[image loading]
More Eye Candy:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Size:
150 x 150 playable

Rush Distances:
Main to Main: 56s
Nat to Nat: 46s
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-04-28 13:08:48
April 28 2013 13:07 GMT
#2
I think you should remove the gold base and move the other nearby base to that location.

edit: I see you want to keep that. Then perhaps remove the other base.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ekcolnovkol
Profile Joined June 2012
United States14 Posts
Last Edited: 2013-04-29 00:54:57
April 29 2013 00:53 GMT
#3
We did switch the gold expos with the open area expo in a more recent update, since undiscovered gold expos leave a pretty nasty impression in games where they drive the pacing (ie: that puzzling effect you get when you're up against an opponent that seems to expo slowly, but has actually invested in getting rich mineral fields).

To me, the weakest part of the design seems to be the bottom-most area between the (current) two gold sites, since they receive very little traffic even in the midgame, unless a player aggressively expands south.
Timetwister22
Profile Joined March 2011
United States538 Posts
April 29 2013 02:21 GMT
#4
I'm assuming this is one of your first maps, and if that's that case I am impressed. This map shows a solid understanding of proportions, base distancing, and choke placement and sizing. It's a fairly good layout as well.

However, it's huge. 150x150 is way too big for this style of map. This size is capable of hosting a 4p map such as whirlwind. 60s main-main is longer than Taldarim Altar cross positions, which is 52sec if I recall correctly. Nat-Nat is at 50sec is also quite long, as 42ish seconds should be max. Generally speaking, a 2p map should be between 128x128 or 140x140. The respectable distance ranges between main-main is around 40-50 seconds, with the nat-nat wanting to be 30-45 seconds.

If your sizes are too big, as seen here, you begin to have really long rush distances that actually devalues scouting and greatly discourages any early game pressure plays or timing attacks.You want your map to be versatile enough so that way players can still be unpredictable.

You can easily shave off the area that is the bottom 4 bases, and then bring the mains 10 tiles closer together to achieve these reasonable sizes. Though, this will force you to rearrange some of your bases along the bottom, and you'll probably have to get rid of one or two.
Former ESV Mapmaker | @Timetwister22
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
April 29 2013 03:28 GMT
#5
haha i'd recognize that name anywhere
map author is maker of SOTIS in the arcade
133 221 333 123 111
ekcolnovkol
Profile Joined June 2012
United States14 Posts
Last Edited: 2013-04-29 08:23:50
April 29 2013 04:36 GMT
#6
Yeah this is my first try at a melee map. Thanks for the compliments!
SotIS was rebranded to AoS (Aeon of Storms) some time before HotS, it's cool that people still recognize my long-form username



The mapsize was one of my concerns as well, considering Ribcage is designed with 1v1 in mind.

Part of the reason for the size was that we had started with an approximation for Main2Main at about 58-60 seconds using the larger 1v1 tourney maps like Whirlwind (~56-58s)* and Cloud Kingdom (~58s). The horizontal mapsize was then increased to augment the goal of making a map that is mirrored across the vertical axis.

*Estimating that Whirlwind is 160x160, uses relatively same start locations, travels across the diagonal of the map, whereas TM Ribcage is 150x150, and travels across the diagonal of the map (albeit with one ~90-degree turn).

We'll test reductions to the Main2Main rush times and see how it goes. Our zerg players had a blast with the map size (maybe disproportionately so) since they had so many attack vectors.

There are several things I'm considering testing individually:
- Making it easier to expand south. This will explore setups where expos have comparable (or maybe even superior) tactical advantages in serving as a production site (proxy or otherwise).
- Reductions to Main2Main rush times.
- Reductions to vertical map size. This makes it so that a larger percentage of the map is being accessed, but reduces player options past the midgame. I figured it would be interesting to see a map with flexible attack vectors that develop well into the later stages of the game, thus the abundance of destructible terrain and focus on relatively safe expos.


I should mention though, that during playtesting we did see some great pressure plays from all the races (reapers / proxy pylons / zerglings). Some voiced concerns about the potency of reapers and colossi on the map, particularly due to the layout of the coastal access points.

Muta/zergling/baneling has also shown to be very potent during playtesting, although that may have just been a general trait of zerg, and not a direct effect of the layout.



There is one thing I don't fully understand though:
While Main2Main times are important to scouting and early pressure tactics, what is the significance of Nat2Nat times? Is that for mid-game mobilization?
Timetwister22
Profile Joined March 2011
United States538 Posts
April 29 2013 05:03 GMT
#7
Nat-nat is for mid game. It's important to have a reasonable rush distance so that 2 base all-ins do not dominate your map. If they're distances are too short, then there isn't any reason to macro. Short distances also hurt zerg quite a bit.
Former ESV Mapmaker | @Timetwister22
HellNino
Profile Joined September 2011
France156 Posts
April 29 2013 07:38 GMT
#8
Have you considered replacing the two gold bases by a unique one in the middle of the bottom side?

So that if both players want a gold base, they'll have to fight for it, thus pushing the fights to the bottom?

26
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 29 2013 08:55 GMT
#9
On April 29 2013 16:38 HellNino wrote:
Have you considered replacing the two gold bases by a unique one in the middle of the bottom side?

So that if both players want a gold base, they'll have to fight for it, thus pushing the fights to the bottom?



I think this is what you mean right?

+ Show Spoiler +
[image loading]
KCCO!
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
April 29 2013 09:10 GMT
#10
I was expecting a ribcage shaped map upon reading the title.

I am slightly disappointed right now : (
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-29 11:11:16
April 29 2013 09:23 GMT
#11
150x150 is bigger than usual, but I don't think it's necessarily too big for a mirror map, or for this one in particular. You could definitely decrease the vertical dimension, especially if you adjust some bases. I think the horizontal is fine.

As said above, this is a really great first map. Main problem is the cluster of bases at the bottom as scorp pointed out. Try to avoid having bases that cover each other so easily in the lategame. I think removing the 4/8oclock outside bases would be best. Map would be better off with normal bases (no rocks) at the bottom. If you keep gold, put some rocks with less HP, like the unbuildable ramp blocker rocks.

Proportions... maybe a little too narrow in a few places, but it's fine. However, you definitely don't need those little highground pods in the middle. Remove those for sure, it's too chokey vs a colossus or mech army, and that spot is a crucial midmap engagement point.

Nice work.
Comprehensive strategic intention: DNE
ekcolnovkol
Profile Joined June 2012
United States14 Posts
Last Edited: 2013-04-29 11:45:47
April 29 2013 11:34 GMT
#12
Updated with version 0.2.

We've experimented with 2 alternate versions of the map and the layout seems to work pretty well in a number of setups. Will probably add those to the log in a later update.
HellNino
Profile Joined September 2011
France156 Posts
April 29 2013 18:43 GMT
#13
On April 29 2013 17:55 ihasaKAROT wrote:
+ Show Spoiler +
On April 29 2013 16:38 HellNino wrote:
Have you considered replacing the two gold bases by a unique one in the middle of the bottom side?

So that if both players want a gold base, they'll have to fight for it, thus pushing the fights to the bottom?



I think this is what you mean right?

+ Show Spoiler +
[image loading]



Yeah something like that. The bases on the bottom seemed a little overconcentrated IMO, but the map is pretty big so i don't really know if this is a problem.
26
llIH
Profile Joined June 2011
Norway2143 Posts
April 29 2013 19:12 GMT
#14
Cool map indeed
Fatam
Profile Joined June 2012
1986 Posts
April 29 2013 21:51 GMT
#15
I agree that the bottom bases should be merged. A solid start to melee mapmaking for sure, though.
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
ekcolnovkol
Profile Joined June 2012
United States14 Posts
Last Edited: 2013-04-30 22:38:17
April 30 2013 22:36 GMT
#16
Why would we merge the bottom? It creates balance problems, which is why most competitive maps don't have an odd number of expos.

Controlling the odd expo would either be uncommon, or common enough such that it grants a hard advantage to specific style of play.
HellNino
Profile Joined September 2011
France156 Posts
May 01 2013 10:05 GMT
#17
On May 01 2013 07:36 ekcolnovkol wrote:
Why would we merge the bottom? It creates balance problems, which is why most competitive maps don't have an odd number of expos.

Controlling the odd expo would either be uncommon, or common enough such that it grants a hard advantage to specific style of play.


Hmmm...
I don"t really see how merging the bottom gold would make the game imbalanced. By adding a big air space around air units can deny a turtling terran, letting a xelnaga nearby should help seeing if someone tries to steal it, etc...

I understand your point about giving advantage to some strategies, but is it bad, though?
All maps are like that: mutas map, mech favored map, do you go brood lords or ultras, etc...

The point was just to give players an easy reason to drive the fights to the bottom of the map, though i understand it may not be the best way to do so.
26
Sated
Profile Blog Joined March 2011
England4983 Posts
May 01 2013 10:15 GMT
#18
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 01 2013 10:18 GMT
#19
6oclock neutral base would be fine, there are enough other bases on the map that it's not a determining factor; either way is fine.

There's an old problem with gold bases towards the center of the map. The best example is Xel'Naga Caverns. It lets terran take a great position and gives them a base that is most productive for them (minerals) vs the other races, who want gas primarily from lategame expansions. On this map, it doesn't really help that much positionally, but it's still just really good for tvz especially to take it as your 4th base with a PF. I would think about changing these to normal bases.

It'd be nice if there was a path that dodged the tower vision. Like a very narrow path along the bottom edge.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 01 2013 10:18 GMT
#20
On May 01 2013 19:15 Sated wrote:
I kinda feel like those gold bases are far too easy for Terrans to take if they plonk a Planetary Fortress there. They kind remind me of the gold bases on Xel'Naga Caverns...

But that's just theory-crafting...

WHOA^^^^
Comprehensive strategic intention: DNE
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 56m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Mini 565
ggaemo 278
PianO 212
TY 188
Leta 187
Soma 123
Dewaltoss 114
Killer 97
Free 74
soO 66
[ Show more ]
HiyA 35
sorry 12
Hm[arnc] 10
ZerO 1
Dota 2
XcaliburYe681
ODPixel334
XaKoH 320
Counter-Strike
Stewie2K1000
allub360
Super Smash Bros
Mew2King87
Westballz32
Heroes of the Storm
Khaldor182
Other Games
singsing1070
WinterStarcraft668
Happy530
Nina312
Fuzer 138
SortOf97
Pyrionflax48
ZerO(Twitch)1
Organizations
Other Games
gamesdonequick1043
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt501
• HappyZerGling154
Upcoming Events
Sparkling Tuna Cup
56m
uThermal 2v2 Circuit
5h 56m
BSL
9h 56m
Bonyth vs Hawk
Wardi Open
1d 1h
RotterdaM Event
1d 6h
Replay Cast
1d 14h
WardiTV Summer Champion…
2 days
RSL Revival
2 days
PiGosaur Monday
2 days
WardiTV Summer Champion…
3 days
[ Show More ]
The PondCast
4 days
WardiTV Summer Champion…
4 days
Replay Cast
4 days
LiuLi Cup
5 days
Online Event
6 days
SC Evo League
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

StarCon 2025 Philadelphia LAN
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty 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.