• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:29
CEST 05:29
KST 12:29
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers19Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Leta's ASL S21 Ro.16 review BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C [ASL21] Ro16 Group D
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Diablo IV Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2121 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
Norway2147 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
BSL
19:00
RO16 TieBreaker - Group A
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 198
ProTech21
StarCraft: Brood War
Stork 347
ggaemo 84
Nal_rA 41
NaDa 14
910 1
Dota 2
NeuroSwarm534
ROOTCatZ4
LuMiX0
League of Legends
JimRising 682
Super Smash Bros
Mew2King38
Heroes of the Storm
Khaldor179
Other Games
summit1g10641
Fnx 1108
WinterStarcraft320
ViBE139
kaitlyn45
amsayoshi33
Organizations
Other Games
gamesdonequick1044
BasetradeTV174
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Sammyuel 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 68
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo913
Other Games
• Scarra2389
Upcoming Events
Sparkling Tuna Cup
6h 31m
WardiTV Map Contest Tou…
7h 31m
MaxPax vs SHIN
Clem vs Classic
Ladder Legends
11h 31m
Solar vs GgMaChine
Bunny vs Cham
ByuN vs MaxPax
BSL
15h 31m
CranKy Ducklings
20h 31m
Replay Cast
1d 5h
Wardi Open
1d 6h
Afreeca Starleague
1d 6h
Soma vs hero
Monday Night Weeklies
1d 12h
Replay Cast
1d 20h
[ Show More ]
Replay Cast
2 days
Afreeca Starleague
2 days
Leta vs YSC
Replay Cast
3 days
The PondCast
4 days
KCM Race Survival
4 days
Replay Cast
4 days
Replay Cast
5 days
Escore
5 days
Replay Cast
5 days
Replay Cast
6 days
IPSL
6 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W4
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.