• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:44
CEST 16:44
KST 23:44
  • 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 Season 1 - Final Week5[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles6[BSL20] Non-Korean Championship 4x BSL + 4x China10Flash Announces Hiatus From ASL70
StarCraft 2
General
RSL Revival patreon money discussion thread TL Team Map Contest #4: Winners Esports World Cup 2025 - Final Player Roster Server Blocker RSL Season 1 - Final Week
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) $25,000 Streamerzone StarCraft Pro Series announced Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
A cwal.gg Extension - Easily keep track of anyone BW General Discussion Script to open stream directly using middle click ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/
Tourneys
2025 ACS Season 2 Qualifier [Megathread] Daily Proleagues Small VOD Thread 2.0 Last Minute Live-Report Thread Resource!
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread CCLP - Command & Conquer League Project The PlayStation 5 Nintendo Switch Thread
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Accidental Video Game Porn Archive Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 601 users

[M] (4) Galaxy - Darkspire

Forum Index > SC2 Maps & Custom Games
Post a Reply
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-05-15 20:36:56
May 08 2013 19:29 GMT
#1
[image loading]

Darkspire
(by Travis "Caustic" Willis)

Tileset: Char Marsh
Map Size: 148x148
Published on: [NA] [EU] [SEA] [KR]
+ Show Spoiler [Publishing Legend] +
Green means the map is live and up-to-date in the region.
Blue means the map is live in the region but on an outdated version.
Red means the map is not published to the region.


(click on images to view larger version)
[image loading]

[image loading]

+ Show Spoiler [Aesthetic Shots] +
[image loading]
[image loading]
[image loading]
[image loading]



Changelog:
+ Show Spoiler +

v1.2

General
  • Updated map info metadata to better present the map in the Battle.net client



v1.1

General
  • Fixed a publishing issue when released to Battle.net



v1.0

General
  • Initial Release





Introduction / Map Concept:
This map actually began its life as Abaddon Blaze, believe it or not. I was looking to alter the map to be more HotS friendly, similar to what I did with Gemini Heights, but ended up transforming things into a completely new map.

I wanted to have at least one Xel'Naga Tower due to the map's size (148x148), but I really wasn't feeling just another bland centre tower. So, I decided to play with high grounds a little bit. I always found the high ground pods on Shakuras Plateau pretty cool, even if the map was kinda wonked, so I decided to do a similar concept here. The Xel'Naga Tower will be able to reveal the high ground pods, so it becomes a back-and-forth between high ground and XNT control (or control both for dominance over the middle). The high ground pods also make for good positional defence of the low ground third options.

For the aesthetic design, I wanted to try something that was more doodad-light, rather than the intensive aesthetics I did for Gemini Heights and Khalani Sanctuary. I'm sure folks with lower-end PCs shall be pleased.



Map Information:

Adjacent Rush Distances
Naturals - 38 worker-seconds
Mains - 57 worker-seconds

Cross Rush Distances
Naturals - 46 worker-seconds
Mains - 66 worker-seconds

Measurements are based on the time it takes for a worker to reach one town hall location to another.



About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!

Twitter: @galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com

Contact the mapmaker by email at caustic [at] galaxyesports [dot] com
Twitter: @iamcaustic
llIH
Profile Joined June 2011
Norway2143 Posts
Last Edited: 2013-05-08 19:34:50
May 08 2013 19:34 GMT
#2
An individual ramp up 3rd also. I actually like that. Needs good planning. Especially for a P and T.
Would say this map could be Z favored. But maybe not again.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2013-05-08 19:47:52
May 08 2013 19:45 GMT
#3
Pretty solid map overall.

Main > Nat > 3rd are all fine, although I absolutely hate the angle of the ramp by the 3rd/4ths. Absolutely hate that.

I know in your post you said you wanted it to be more doodad-light, but I think I'd like you to do more doodad work. So much of it has a plain clean look, which isn't bad, but I think you could still spice up some areas of the map without hurting the lower end PC guys that much. :D

Keep it up yo, Galaxy maps just keep getting better and better.
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.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 08 2013 20:02 GMT
#4
That curved ramp makes the 3rd 10x more interesting. Also, I like the high ground pods versus the tower thing. That will lead to more creative play, which is always good, and keeps this from being standard.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
May 08 2013 20:12 GMT
#5
I think a lot of the textures in char marsh can be pretty difficult to "populate" without losing the dark/dreary feel of the tileset because a lot of doodads don't quite fit the theme.

This map and newsunshine's new one are both fairly barren in this regard (along with a ton of blizzard maps that people have been playing for years). I don't know if it's really a problem. As long as the aesthetics are at least solid, the only thing that matters is layout imo. But some people might disagree w/ that, idk.

@ those ramps, I was a little weirded out by them at first, but I think it's more of a "oh that looks weird" thing than an actual bad feature. It makes engagements a little different, how armies come up the ramp, and such. When you really think about it, there are some decent reasons for it to be shaped that way. It slightly increases the close-spawn rush distances, it makes your 4th not as close to your third (assuming you expanded that way), it allows you to do highground stuff above that lowground base, and units on the highground on the other side of the ramp (inbetween nat and 3rd) can possibly hit stuff coming up the ramp.
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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
May 08 2013 20:24 GMT
#6
On May 09 2013 04:45 SidianTheBard wrote:
Pretty solid map overall.

Main > Nat > 3rd are all fine, although I absolutely hate the angle of the ramp by the 3rd/4ths. Absolutely hate that.

I know in your post you said you wanted it to be more doodad-light, but I think I'd like you to do more doodad work. So much of it has a plain clean look, which isn't bad, but I think you could still spice up some areas of the map without hurting the lower end PC guys that much. :D

Keep it up yo, Galaxy maps just keep getting better and better.

Haha, sorry you don't like the angle of the ramp. There are reasons for it! Actually, I think Fatam covered it the best:

On May 09 2013 05:12 Fatam wrote:
When you really think about it, there are some decent reasons for it to be shaped that way. It slightly increases the close-spawn rush distances, it makes your 4th not as close to your third (assuming you expanded that way), it allows you to do highground stuff above that lowground base, and units on the highground on the other side of the ramp (inbetween nat and 3rd) can possibly hit stuff coming up the ramp.


I'll look at the possibility of making a doodad-intense version of the map and see how I feel about it, but for now I prefer the benefit of Blizzard-style lower-end PC performance since I'm probably going to submit it for TLMC.
Twitter: @iamcaustic
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 08 2013 21:35 GMT
#7
+ Show Spoiler +
[image loading]

That's in there twice, bro.

On May 09 2013 05:24 iamcaustic wrote:
I'll look at the possibility of making a doodad-intense version of the map and see how I feel about it, but for now I prefer the benefit of Blizzard-style lower-end PC performance since I'm probably going to submit it for TLMC.

The effect the number of doodads has on performance is almost zero, unless you're talking doodads that have animations/glow to them, which isn't many. Not really a reason to not do aesthetics for a map. Also, textures come off as bland, each screenshot has 3 or 4 textures apiece, you can certainly do more with them.

For the map, the natural choke looks oddly wide, and in general doesn't look FFE-friendly. The map also seems to have a case of the-whole-map-is-the-same-width syndrome, which isn't very interesting and makes battles much more predictable, regardless of where armies meet. Overall I feel it's a slightly less solid, slightly less interesting version of Khalani.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 08 2013 22:41 GMT
#8
On May 09 2013 06:35 NewSunshine wrote:
+ Show Spoiler +
[image loading]

That's in there twice, bro.

Show nested quote +
On May 09 2013 05:24 iamcaustic wrote:
I'll look at the possibility of making a doodad-intense version of the map and see how I feel about it, but for now I prefer the benefit of Blizzard-style lower-end PC performance since I'm probably going to submit it for TLMC.

The effect the number of doodads has on performance is almost zero, unless you're talking doodads that have animations/glow to them, which isn't many. Not really a reason to not do aesthetics for a map. Also, textures come off as bland, each screenshot has 3 or 4 textures apiece, you can certainly do more with them.

For the map, the natural choke looks oddly wide, and in general doesn't look FFE-friendly. The map also seems to have a case of the-whole-map-is-the-same-width syndrome, which isn't very interesting and makes battles much more predictable, regardless of where armies meet. Overall I feel it's a slightly less solid, slightly less interesting version of Khalani.

This is a 4p map, but it's similarities to khalani pretty much end there. Sometimes less is more when it comes to aesthetics and this tileset is not really rich with corresponding doodads that fit the theme.
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 08 2013 22:53 GMT
#9
On May 09 2013 07:41 lorestarcraft wrote:
Sometimes less is more when it comes to aesthetics and this tileset is not really rich with corresponding doodads that fit the theme.

Sometimes less is more, and sometimes less is just less.

And no, there is no shortage of doodads whatsoever to choose from. Remember all those Char doodads from WoL that nobody used because there wasn't a good Zerg tileset back then? Yeah. Look at Blizzard's map Queen's Nest if you don't believe me.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 08 2013 23:01 GMT
#10
On May 09 2013 07:53 NewSunshine wrote:
Show nested quote +
On May 09 2013 07:41 lorestarcraft wrote:
Sometimes less is more when it comes to aesthetics and this tileset is not really rich with corresponding doodads that fit the theme.

Sometimes less is more, and sometimes less is just less.

And no, there is no shortage of doodads whatsoever to choose from. Remember all those Char doodads from WoL that nobody used because there wasn't a good Zerg tileset back then? Yeah. Look at Blizzard's map Queen's Nest if you don't believe me.

I am familiar with the editor. At any rate, aesthetic preference doesn't determine map quality, and long as the aesthetics don't detract from the map and are tasteful.
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
May 08 2013 23:04 GMT
#11
On May 09 2013 06:35 NewSunshine wrote:
+ Show Spoiler +
[image loading]

That's in there twice, bro.

Whoops, good catch.

On May 09 2013 06:35 NewSunshine wrote:
Show nested quote +
On May 09 2013 05:24 iamcaustic wrote:
I'll look at the possibility of making a doodad-intense version of the map and see how I feel about it, but for now I prefer the benefit of Blizzard-style lower-end PC performance since I'm probably going to submit it for TLMC.

The effect the number of doodads has on performance is almost zero, unless you're talking doodads that have animations/glow to them, which isn't many. Not really a reason to not do aesthetics for a map. Also, textures come off as bland, each screenshot has 3 or 4 textures apiece, you can certainly do more with them.

For the map, the natural choke looks oddly wide, and in general doesn't look FFE-friendly. The map also seems to have a case of the-whole-map-is-the-same-width syndrome, which isn't very interesting and makes battles much more predictable, regardless of where armies meet. Overall I feel it's a slightly less solid, slightly less interesting version of Khalani.

I do use tendrils on this map, which are animated and produce a glow, but maybe I can add in more static doodads.

While I always encourage critique, as always I have to remind people to actually spend some time reviewing a map instead of trying to just eyeball a map overview without a grid.

+ Show Spoiler [A typical FFE on Daybreak] +
[image loading]

+ Show Spoiler [A possible FFE on Darkspire] +
[image loading]


Speaking in terms of required structures, it's about the same as you'd expect. I also made the Darkspire wall to be deliberately wider than necessary; you could technically start from the protruding high ground in order to reduce the length of the wall by 1 unit, on top of bringing the wall closer to the ramp/natural.

There are plenty of chokes on the map, but overall I wanted the map to retain a more open feel. Also, where chokes are lacking, there's usually some other creative terrain option to make use of.

+ Show Spoiler [Choke Locations] +
These chokes are located in key defensive positions on the map.
[image loading]
[image loading]
[image loading]

+ Show Spoiler [Mid-map Dynamic] +
Siege units are unable to completely deny XNT control from the high ground, but still provide strong coverage over the middle of the map.
[image loading]
Twitter: @iamcaustic
Please log in or register to reply.
Live Events Refresh
FEL
12:00
Cracov 2025: Qualifier #3
IndyStarCraft 491
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 491
Hui .198
StarCraft: Brood War
BeSt 1923
Jaedong 1119
Mini 999
EffOrt 960
Light 545
Stork 463
ToSsGirL 430
Larva 345
firebathero 299
PianO 212
[ Show more ]
GuemChi 175
Snow 152
Last 116
Movie 101
soO 96
Shinee 61
Mind 56
sas.Sziky 51
JulyZerg 50
sorry 43
Dewaltoss 40
sSak 38
Barracks 36
zelot 27
Terrorterran 20
yabsab 14
HiyA 11
Noble 11
Rock 9
Dota 2
Gorgc8108
qojqva2315
XcaliburYe242
LuMiX1
Counter-Strike
chrisJcsgo318
edward100
Heroes of the Storm
Khaldor566
Other Games
tarik_tv25648
gofns10449
FrodaN5965
B2W.Neo1895
singsing1806
DeMusliM527
shahzam446
Lowko360
Fuzer 343
crisheroes325
oskar293
KnowMe224
ArmadaUGS71
Trikslyr33
Organizations
Other Games
gamesdonequick40238
StarCraft: Brood War
UltimateBattle 3049
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• HeavenSC 50
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis5647
Upcoming Events
FEL
1h 17m
Gerald vs PAPI
Spirit vs ArT
CSO Cup
1h 17m
BSL20 Non-Korean Champi…
3h 17m
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
DaveTesta Events
3h 17m
Sparkling Tuna Cup
19h 17m
RSL Revival
19h 17m
Classic vs Clem
FEL
1d
BSL20 Non-Korean Champi…
1d 3h
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Wardi Open
1d 20h
Replay Cast
2 days
[ Show More ]
WardiTV European League
3 days
PiGosaur Monday
3 days
uThermal 2v2 Circuit
4 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Epic.LAN
5 days
CranKy Ducklings
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 2
HSC XXVII
NC Random Cup

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.