• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:01
CEST 05:01
KST 12:01
  • 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] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
[BSL22] RO32 Group Stage1Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion [BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. Gypsy to Korea Pros React To: JaeDong vs Queen
Tourneys
[ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Broowar part 2
qwaykee
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11522 users

[M] (4) Eureka

Forum Index > SC2 Maps & Custom Games
Post a Reply
Shiger
Profile Joined March 2008
Sweden118 Posts
Last Edited: 2013-11-13 16:56:03
May 12 2013 19:21 GMT
#1
[image loading]

Eureka (3.4)
Created by Quidios

Specifications
  • 4 Spawning Points
  • 160x160 Bounds
  • 16 Bases (8m 2g)
  • 4 Collapsible Rock Towers
  • 4 2x4 Destructible Rocks
  • 4 small droppable high grounds in the center
  • 49 in game seconds natural to natural cross positions
  • 39 in game seconds natural to natural close positions

Gallery Updated 130929

Idea / Concept

I wanted to create a true 4 player map with a familiar base layout but with a different take on pathing and focus points. Usually 4 player maps have paths leading straight to the center and along the edges of the map. The focus points are often in those areas with terrain to emphasize it. Eureka's focus is between those areas. You could say the map consists of 3 parts. The outer frame with all the bases, the constricted center and the middle surrounding it with the major paths. Controlling these middle spaces is emphasized by favourable terrain for the attacker. The center of the map is de-emphasized by pathing and terrain and being able to avoid it. The middle paths are open, adequate for maxed-out engagements, but there are also nooks and crannies for early-game situations, supported by line-of-sight blockers.

The scenery is set on the planet Mar Sara at a Xel'Naga excavation site at night. As the operation seems to be coming close to discovering what it's searching for, Zerg have been awoken in the gorges below.

Published on EU, NA, KR and SEA*
*as "Eureka by Quidios"
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 12 2013 19:30 GMT
#2
Finally non-day desert map. Looks epic
Gfire
Profile Joined March 2011
United States1699 Posts
May 12 2013 19:57 GMT
#3
You have a little bit of an imbalance with the thirds. To defend one of them, you have to defend two entrances, but for the other one, you have to cover three. Maybe you could utilize some rocks and whatnot to improve it somewhat.

That's the only real issue here. I think it's kinda simple, but nice.
all's fair in love and melodies
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
May 13 2013 12:29 GMT
#4
It looks quite decent.
Really Blizz, really? - Darnell
Shiger
Profile Joined March 2008
Sweden118 Posts
Last Edited: 2013-06-03 05:02:25
May 15 2013 21:02 GMT
#5
On May 13 2013 04:30 Existor wrote:
Finally non-day desert map. Looks epic

On May 13 2013 21:29 Zax19 wrote:
It looks quite decent.

Thank you! I have been working on it for a long time, I hope it shows

On May 13 2013 04:57 Gfire wrote:
You have a little bit of an imbalance with the thirds. To defend one of them, you have to defend two entrances, but for the other one, you have to cover three. Maybe you could utilize some rocks and whatnot to improve it somewhat.

That's the only real issue here. I think it's kinda simple, but nice.

Thank you for pointing this out, I hadn't really thought about it clear-cut like that and you have a good point. But I think other elements factors in aswell, such as size and location of the chokes, how fast the attacker can bounce between one choke and another, and terrain. Also I think in some matchups and situations it can be reasonable to take the clockwise base as a forward third. I actually had a rock on the smaller ramp to the counter clockwise third, but I came the conclusion that it would be too easy to take it as a forward third in clockwise spawns, and taking it as a fourth in the other direction would be too much of a hassle. However, I have another idea to help with the issue you pointed out. Please tell me your opinion on it. (removed pic)

On the point of being simple, I agree that it gives a simple impression, but it's different from the other true 4p maps that are out there and it has features to supplement it and make it interesting in it's own way.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
May 15 2013 21:38 GMT
#6
Yep, I’m trying to go through various scenarios in my head but it’s probably ok to have slight differences due to positioning, barring that people might simply veto the map because of the relative randomness. About the additional rocks, usually maps have rocks somewhere to slow down the third, this way it defends the natural for counter clockwise third and it limits fast clockwise third by zerg. Although I’m not sure if the rocks don’t give advantage to a clockwise third for protoss against zerg.
Really Blizz, really? - Darnell
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
May 16 2013 04:47 GMT
#7
The lighting on this map is sick. Love the tileset - but ONCE again:

The XNG feels useless - as if it was just put there out of respect for "tradition." I would really love to see it removed. The map doesn't need it at all - it's one of those things that is either (if I underestimated the range and it actually covers the circular pathway) a herp/derp catchall to proper scouting and map control, or completely unnecessary. Would also like to see the center ramps mirrored on all four sides.

Other than that the visuals are quite refreshing.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Shiger
Profile Joined March 2008
Sweden118 Posts
May 19 2013 21:06 GMT
#8
On May 16 2013 13:47 Qwyn wrote:
The lighting on this map is sick. Love the tileset - but ONCE again:

The XNG feels useless - as if it was just put there out of respect for "tradition." I would really love to see it removed. The map doesn't need it at all - it's one of those things that is either (if I underestimated the range and it actually covers the circular pathway) a herp/derp catchall to proper scouting and map control, or completely unnecessary. Would also like to see the center ramps mirrored on all four sides.

Other than that the visuals are quite refreshing.

Thanks! It's actually just the Mar Sara Night Test lighting, it just works really well with the textures.

I agree that features such as Xel'Naga Towers should be implemented with good thought out reasons depending on the map.
It does cover the rock archs exactly and my reason for it was because of the high grounds and pathing. But I've been thinking and I've made an alternative center which I think might work better without a Xel'Naga Tower, as you suggested. Please post your opinions and vote in the polls.

[image loading]

Poll: Best Alternative?

New Center (4)
 
80%

Old Center (1)
 
20%

Other (explain) (0)
 
0%

5 total votes

Your vote: Best Alternative?

(Vote): Old Center
(Vote): New Center
(Vote): Other (explain)


Poll: Remove Xel'Naga Tower?

Yes (3)
 
60%

No (2)
 
40%

Other (explain) (0)
 
0%

5 total votes

Your vote: Remove Xel'Naga Tower?

(Vote): Yes
(Vote): No
(Vote): Other (explain)






Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Shiger
Profile Joined March 2008
Sweden118 Posts
Last Edited: 2013-06-28 20:41:45
May 25 2013 17:26 GMT
#9
New version published! Here are the new changes:
  • Reworked the center by adding paths and removing the Xel'Naga Tower
    Flanks and counterattacks are now more potent. Also the line-of-sight blockers are always useful.
  • Made the ramps at the 8/11/2/5 bases wider
    Expanding pattern circumstances are more fair.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Shiger
Profile Joined March 2008
Sweden118 Posts
September 29 2013 16:41 GMT
#10
Version 3.3 published!
  • Improved the lighting by making it darker and less bloom effect
    Less straining on your eyes and refreshing night feel
  • Added Destructible Debris to the ramps of the clockwise thirds
  • Narrowed the chokes between the naturals and the counter clockwise thirds
    Helps Protoss midgame
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 29 2013 16:55 GMT
#11
Yay, finally desert map with night!
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
00:00
TLMC #22: Map Judging #1
CranKy Ducklings56
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 236
ROOTCatZ 84
StarCraft: Brood War
GuemChi 6044
Artosis 716
Noble 27
Dota 2
monkeys_forever884
NeuroSwarm155
League of Legends
JimRising 844
Counter-Strike
taco 649
C9.Mang0310
Super Smash Bros
hungrybox502
Mew2King52
Heroes of the Storm
Khaldor60
Other Games
summit1g9458
tarik_tv5120
Day[9].tv391
Organizations
Other Games
gamesdonequick1226
BasetradeTV145
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo467
Other Games
• Scarra776
• Day9tv391
Upcoming Events
Sparkling Tuna Cup
7h
PiGosaur Cup
21h
Replay Cast
1d 6h
Kung Fu Cup
1d 9h
Replay Cast
1d 21h
The PondCast
2 days
CranKy Ducklings
2 days
WardiTV Team League
3 days
Replay Cast
3 days
CranKy Ducklings
4 days
[ Show More ]
WardiTV Team League
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Sparkling Tuna Cup
5 days
WardiTV Team League
5 days
BSL
5 days
Replay Cast
5 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 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
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
uThermal 2v2 Last Chance Qualifiers 2026
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.