• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:34
CET 13:34
KST 21:34
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mechabellum PC Games Sales Thread Path of Exile
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1566 users

[M] (4) TPW Nimbus

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-06 22:23:26
May 06 2013 21:33 GMT
#1
[image loading]
TPW Nimbus
Layout by Icetoad
Aesthetics by wrl
Version: 0.2
Based on the BW map MoonLight Shadow by sTY_leZerG-eX
Published: [NA]

[image loading]
Angled Overview:+ Show Spoiler +
[image loading]

HD Overview
Details Album
HD Angled View

Features:
Map Size:152x152
XNT:1
Bases:16 8m2g
Rush Distance:
Close Position main to main: 52s
Cross Position maint to main: 59s

Aesthetic Information:
+ Show Spoiler +
Umoja Panels Medium Light
Moros Panels Large
Skygeirr Lab Inner Grid Medium
Korhal Platform Panels Medium
Korhal Platform Panels Small Dark
Castanar Small Tiles
Umoja Grid Small
Korhal Platform Manmade Cliffs
Skygeirr Platform Manmade Cliffs
Custom Skygeirr Platform skybox


Description:
Main has an in-base natural. The main ramp is a large ramp but blocked by debris to have the ramp wall-off like a normal main ramp. The natural has the mineral line oriented towards the center which favours air harass. The third is rather close, but can be harassed by the side cliff and has a fairly open space just in-front of the third.

For your forth, you will probably want to expand away from the opponent. In the center, you have a xel'naga tower that can only be approached by small and medium unit, which means that archon, thor, ultra,etc... Can not go near it because of the small choke surrounding the tower.

In conclusion, the map favours macro game, but offers a lot of harass opportunity.

Changelog:
Map Maker of Nimbus
wrl
Profile Joined April 2011
United States209 Posts
May 06 2013 21:43 GMT
#2
Wow, what a pretty map!
It's funny; I dream a lot, but I'm not a very good sleeper.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 21:43 GMT
#3
Good map.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 21:43 GMT
#4
On May 07 2013 06:43 wrl wrote:
Wow, what a pretty map!

Lol, think so? ahah
SC2 Mapmaker
MarcusRife
Profile Joined March 2011
343 Posts
May 06 2013 21:45 GMT
#5
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.
yoigen
Profile Joined September 2010
Germany369 Posts
May 06 2013 21:57 GMT
#6
your map looks like a swastika
Today I didn't even have to use my AK, I gotta say it was a good day.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 22:04 GMT
#7
On May 07 2013 06:45 MarcusRife wrote:
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.

Planet S does not have an in base natural
SC2 Mapmaker
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-05-06 22:08:57
May 06 2013 22:07 GMT
#8
On May 07 2013 06:45 MarcusRife wrote:
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.


That's a valid point. We obviously didn't want to have just a single-wide ramp to the main, but because the natural is so exposed to air we didn't want the main to be too vulnerable either. This is the safer route which we decided to go with, its possible, given testing, that an unblocked 2-wide ramp may suffice.

On May 07 2013 06:57 yoigen wrote:
your map looks like a swastika


sigh...
It's funny; I dream a lot, but I'm not a very good sleeper.
llIH
Profile Joined June 2011
Norway2144 Posts
May 06 2013 22:44 GMT
#9
Really crisp and clean
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 06 2013 22:46 GMT
#10
Damn this thing looks sexy as fuck :drools:

In the layout, i would remove the central xel'naga since i feel it removes from the game more than it adds to it, but other than that the map is good, maybe too good....
@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.
Veloh15
Profile Joined January 2012
United States161 Posts
May 06 2013 23:06 GMT
#11
I hate to say it but... It does resemble a swastika. If you remove the intersection at the end of each road it should fix that.
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 06 2013 23:35 GMT
#12
Oh no it's a swastica! Hitler has risen from the dead and he's going to gas anybody that plays the map!
https://liquipedia.net/starcraft2/Monitor
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-07 00:35:19
May 07 2013 00:10 GMT
#13
In all seriousness the swastika is not only the symbol of the Nazi, it's even a symbol for many ancient religion.
I would also like to quote something very interesting that Nightmarjoo said on a post on Broodwarmaps.net about swastika:
Either math is a code of nazism, blizzard is a wing of neo-nazism, or fractals are a very inherant part of mapping; which makes sense since chaos theory and fractal behavior is very much so part of landscape and of nature and shapes

But for me I don't see a swastika...
Map Maker of Nimbus
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 07 2013 01:16 GMT
#14
Well, it's better than Crevasse and Calm Before the Storm, so
Comprehensive strategic intention: DNE
Icetoad
Profile Joined May 2010
Canada262 Posts
May 07 2013 01:24 GMT
#15
On May 07 2013 10:16 EatThePath wrote:
Well, it's better than Crevasse and Calm Before the Storm, so

Thank you
Map Maker of Nimbus
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 07 2013 01:34 GMT
#16
Could I see the original map as well?

Btw, map looks really good.
Mapmaker of Frost, Fruitland and Bridgehead
SidianTheBard
Profile Joined October 2010
United States2474 Posts
May 07 2013 01:39 GMT
#17
The TPW circlejerk is strong in this thread. I can make out a swastika, but it's not bad at all, so I don't think arguing about it is necessary.

Now, regarding the map.

I'd like maybe a little more room behind the mineral line in the in-base natural. It'd make the base a little safer from air because you could plant more static defense or units behind the mineral line, yet it'd still be exposed quite a bit. With Air being much stronger in HotS I think doing that would help out quite a bit.

I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Cross positions I like, but close might be a problem. How fast is it main ramp to main ramp in close positions? I assume you did the main hall to main hall to measure the distance, but it'd probably be another ~15 seconds closer if measured from ramp to ramp. Also getting off a 3rd base close positions might prove to be very difficult.

XWT, I'm on the fence about. I like having it in the middle, you see a lot, but you can also sneak around the sides. With that said, have you tried it without a watchtower? The map itself isn't very complicated so maybe you might be better without one?

Aesthetics are great. Props on using the orange outline because without that the map would be very bland and not as appealing.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 07 2013 01:40 GMT
#18
This doesn't resemble a Swastika any more than other rotationally symmetric maps.

That said, I really like the map, especially the aesthetics. Although I agree that the debris on the main ramp could probably be removed.
wrl
Profile Joined April 2011
United States209 Posts
May 07 2013 02:01 GMT
#19
On May 07 2013 10:39 SidianTheBard wrote:
The TPW circlejerk is strong in this thread. I can make out a swastika, but it's not bad at all, so I don't think arguing about it is necessary.

Now, regarding the map.

I'd like maybe a little more room behind the mineral line in the in-base natural. It'd make the base a little safer from air because you could plant more static defense or units behind the mineral line, yet it'd still be exposed quite a bit. With Air being much stronger in HotS I think doing that would help out quite a bit.

I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Cross positions I like, but close might be a problem. How fast is it main ramp to main ramp in close positions? I assume you did the main hall to main hall to measure the distance, but it'd probably be another ~15 seconds closer if measured from ramp to ramp. Also getting off a 3rd base close positions might prove to be very difficult.

XWT, I'm on the fence about. I like having it in the middle, you see a lot, but you can also sneak around the sides. With that said, have you tried it without a watchtower? The map itself isn't very complicated so maybe you might be better without one?

Aesthetics are great. Props on using the orange outline because without that the map would be very bland and not as appealing.


What circlejerk? Icetoad and I both worked on the map, Monitor and I both made jokes.

Area behind the Nat: We went back and forth about that, the consensus was that you can't be able to tank the fourth mineral line from the nat, or vice versa, and the resulting amount of space is what we have, that said the minerals could probably be moved in a tick or two to make it easier to defend without static d.

Ramp above third: it certainly favors zerg the least, I'm a bit worried about it, and if testing proves it, changing it to a 2-wide is definitely doable.

XWT: I really see no problem with the tower on this map other than the fact that its a tower and has all inherent problems every other tower has. There is PLENTY of space to avoid the tower on this map and the center is very wide open, making it difficult to defend.

Cheers.
It's funny; I dream a lot, but I'm not a very good sleeper.
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-07 02:03:16
May 07 2013 02:02 GMT
#20
On May 07 2013 10:34 Semmo wrote:
Could I see the original map as well?

Btw, map looks really good.

[image loading]

On May 07 2013 10:39 SidianTheBard wrote:
I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Well I've talked with Sasquatch about it and said that section above the third will only see it being used in TvT and maybe PvZ, PvT, but he said it wouldn't cause that much of a problem since you could easily stop before it happens. However, it's true that he pointed that it would probably be abused a bit by a 3base all-in with a collosi timing or a blink stalker 2 base all-in. But overall he wasn't very concern about that part.

Map Maker of Nimbus
1 2 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:30
#18
LiquipediaDiscussion
WardiTV 2025
11:00
Playoffs
Reynor vs MaxPaxLIVE!
SHIN vs TBD
TBD vs Cure
Solar vs herO
Classic vs TBD
TBD vs Clem
WardiTV1099
ComeBackTV 919
TaKeTV 346
IndyStarCraft 195
Rex122
CosmosSc2 40
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #99
CranKy Ducklings53
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 195
Rex 116
Lowko91
BRAT_OK 72
CosmosSc2 34
MindelVK 19
DivinesiaTV 10
StarCraft: Brood War
Horang2 1546
firebathero 750
Leta 445
Stork 371
Larva 291
EffOrt 219
Zeus 191
Last 190
ggaemo 99
ZerO 87
[ Show more ]
Mong 85
yabsab 34
Shinee 22
zelot 15
Movie 14
Noble 11
SilentControl 8
Dota 2
Gorgc4298
singsing2879
XcaliburYe296
Counter-Strike
edward233
oskar170
Heroes of the Storm
Khaldor201
Other Games
B2W.Neo1480
crisheroes292
Pyrionflax265
XaKoH 125
Trikslyr23
ZerO(Twitch)12
Organizations
Other Games
gamesdonequick911
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota274
League of Legends
• Jankos1909
Upcoming Events
Ladder Legends
6h 26m
BSL 21
7h 26m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
21h 26m
Ladder Legends
1d 4h
BSL 21
1d 7h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 20h
Wardi Open
1d 23h
Monday Night Weeklies
2 days
WardiTV Invitational
3 days
Replay Cast
4 days
[ Show More ]
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.