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[M] Freakling's map thread: New maps

Forum Index > BW General
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Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2015-03-10 18:27:52
August 17 2013 21:46 GMT
#1
This thread is currently undergoing major updates with lots of new maps and content.This thread has been extensively updated as of April 5 2014. I added 9 maps to the list, both my newest projects as well as some older maps of mine. There have also been some updates to some of the other maps and I completely reformated and rewrote most of the info texts, to make them both more appealing and more informative.

Explanation of short description:
[tileset] (number of Spawns)Map Name [size] (development state)

development states are as follows:
  • alpha: work in progress. Not meant to be played, at least not seriously.
  • beta: map is in a playable state, but not yet finished
  • finished: finished map, but not guaranteed to be 100% positionally balanced and bug free
  • tournament grade: has undergone additional testing, to ensure positional balance and bug fixing

Map overview (Click on Spoiler below map, to show details)

1v1 Melee Maps:
[image loading]
.......+ Show Spoiler +
[image loading](2)Tar Basin [96x96] (beta)
Current Version: 1.00 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • dark swarms at the island expansion are functional
  • the narrow ramps to the NW plateau are only passable by small units (they block Lurkers, Ultras, Defilers, Goons, Archons, Reavers and all factory units)
  • backdoor ramp to the nat is blocked by 32x0 minerals

Concept: The limited space of 96x96 maps makes nat-to-nat distance a major concern. The placement of the naturals as far away from each other as possible, in the corners, as well as the multiple paths, around and across a strategic central plateau, alleviate this problem. The unusual structure semi-island elements allow for the placement of relatively many expansions on limited space, such maintaining strategic depth and the capability to support a longer macro game.

Map title: alludes to the basin-like structure of the terrain as well as the tar pool at the SE corner

Deco theme: desert basin, surrounded by hills
.............+ Show Spoiler +
[image loading](2)Blood & Iron [128x96] (finished)
Current Version: 3.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • the creep in the SE sector is permanent and will only start deteriorating when a nearby Hatchery or creep colony is destroyed
  • Zerg can build colonies at two spots of the creep to spread it and help to establish a contain with further sunkens (one can only place sunkens around the mineral only expo, however, and not actually sunken rush your opponent this way)
  • scarabs can hit the workers from behind the 9 and 12 expos, but no other units can pass without the help of drops or worker pushing
  • to help with the worker splits, workers for the NE main will initally spawn to the right of the spawn point.

Concept: This map was originally developed for a BWMN competition that called for this kind of two-player map symmetry, but has undergone some heavy changes since then. This symmetry allows the usage of the otherwise rather impractical Structure terrain, and the basic structure of the map is defined by the requirements this kind of terrain makes. Those ramps are rather narrow and easily blocked with even single units, which is why I decided to make them unwallable and put most of the building space in the nat instead of, as usual, the main

Map title: derived from the 1862 "blood and iron" speech by Otto von Bismarck, Prussian Minister President at the time and later first German Reichkanzler (Imperial Chancelor), who was known not only as a skill full diplomat but also for his cunning war politics. The title is depicted at the map by the contrast between the rather metallic, artificial upper left and the more natural, organic lower bottom sections.

Deco theme: contrast between blood (organic/natural: mud, dirt, creep, skeletons) and iron (artificial: structure and asphalt)
........+ Show Spoiler +
[image loading](2)Oxide [128x112] (tournament grade)
Current Version: 1.04 + Show Spoiler [Changelog] +

+ Show Spoiler [History of use] +
- Used in C-Rank Team League 2.
- Used in SBWI Team League.

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [STL1 version])

Additional info:
  • the long vertical edges from platform to rusty pit act as ramps
  • the egg at the nat entrance allows for ling-tight wallins with any building.

Concept: The main focus here is to make good use of the rather unusual rusty pit terrain, which makes up the backbone structure of this map, resulting in a maze of ramps, ridges and valleys that makes positioning very important when picking a fight.

Map title: what else would one call a map that's so rusty?

Deco theme: a decaying industrial wasteland
..+ Show Spoiler +
[image loading](3)Incidence [128x128] (finished)
Current Version: 1.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • destructibles have 2000 hitpoints each, do not regenerate and cannot be repaired
  • destructibles are placed on top of vision blockers, such that they appear as a solid wall as long as they are up and make for a more strategic battlefield once they have been torn down.
  • the outer neutral expansions are also surrounded by vision blockers

Concept: My basic idea here was to design a map, that offered the multiple symmetry and interesting dynamic battlefield of maps like Arcanoid, but would still allow for more standard games by starting out as a real ground map.

Map title: An incidence describes the likelihood for something to happen. And there are some very unusual things going to happen if one plays this map.

Deco theme: A tundra fortress
..
[image loading]
.......+ Show Spoiler +
[image loading](3)Architexture [128x128] (beta)
Current Version: 1.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • the central geyser has 10000 gas in it.
  • black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.

Concept: a 3 kingdoms kind of map with each player's starting section of the map being comprised of a set of distinct terrain types, giving each one a its unique appearance. The 3 sections are divided by wide ridges, that prevent the low ground section from having a distinct positional disadvantage.

Map title: a portmanteau of architecture and texture.

Deco theme: fractals
......+ Show Spoiler +
: [image loading](4)Roadkill [128x128] (tournament grade)
Current Version: 1.04 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [compressed for faster hosting])

Additional info:
  • nothing that wouldn't be apparent from the picture really

Concept: A very standard map, blending different elements from such maps as Icarus, Jade and Byzantium (Shades of Twilight would probably be another good pointof reference). The most unusual feature are the mains, which are not int the corners as on most maps.

Map title: If calling a map Roadkill and putting one of those huge skeletons in the middle of it doesn't sound like fun, I don't know what does.

Deco theme: a graveyard of skeletons by the road in the midst of some grassland.
....+ Show Spoiler +
: [image loading](4)Shadowplay [128x128] (beta)
Current Version: 1.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • the sunken ground the makes up the middle is considered low ground by the SC engine, just like the surrounding terrain, so this map is in fact, although the appearance may deceive this at first glance, totally flat

Concept: A straight forward macro map, that abstains from any unusual conceptual features in favour of innovative terrain work.

Map title: The shadows play on this map, and you will play it in the shadow...

Deco theme: some uneasy, cloud-like shades
........+ Show Spoiler +
[image loading](4)Atlantis [128x128] (beta)
Current Version: 0.99 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)

Additional info:
  • though this map is definitely unusual, the picture should suffice to give you the full impression.

Concept: Featuring a rather unusual layout for a four-player map, this map is a remake of (4)Venezia by Protoss4Ever, nowadays probably better known as Superouman (maker of the SC2 map (2)Cloud Kingdom).

Map title: Referring to Plato's legendary sunken city of Atlantis, obviously.

Deco theme: ancient city ruins
.......
[image loading]
.......+ Show Spoiler +
[image loading](4)Tenebra [128x128] (beta)
Current Version: 0.99 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • most of the centre is covered in a grid of vision blockers, severely limiting the vision range for all ground units (similar to (3)Demon's Forest, but without the movement impairment/bugs)
  • the small ramps to the neutral gas expansions do not allow large units to pass (Lurkers, Ultras, Defilers, Goons, Archons, Reavers and all factory units)
  • the wide ramps to the neutral gas expansions are blocked for all units but scarabs by 2500 HP (slowly regenerating, but not repairable) destructibles

Concept: The central idea was, to push the use of vision blockers to its extreme

Map title: Tenebra means darkness in Italian and Latin. The word is derived from the Tenebrae, who, in Roman mythology, are the equivalent of the greek Keres, the minor deities of such nice things as fate, discord, death and doom.

Deco theme: Crater landscape
............+ Show Spoiler +
[image loading](4)Voidrim [128x128] (beta)
Current Version: 1.02* + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • the long vertical edges between the rusty pit and platform terrains act as ramps

Concept: A map I made in cooperation with CrystalDrag (layout is mine, deco for the most part his), melding different aspects of such maps as (2)Oxide, (4)DeserTec, (4)Grand Line, (4)Ground Zero or (4)Circuit Breaker into a new whole.

Map title: Think of a space station at the brink of an infinity of empty space...

Deco theme: derelict space station
........+ Show Spoiler +
: [image loading](4)In the Way of an Eddy [128x128] (finished)
Current Version: 1.00 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [compressed and fog of war free for easy hosting])

Additional info:
  • the island expansions are blocked by 700HP destructibles (in theory repairable, but who'd want to do that?)
  • the ground-accessible neutral gas expansions heave geysers reduced to 3000

Concept: A fairly basic axially symmetric macro map, overlain by a rotational distortion pattern.

Map title: An Eddy is a swirly disturbance, just like the one applied to the centre of this map. The title could mean, that this map is designed in the manner of an Eddy, or simply imply, that it just happened to be in the way, when the Eddy happened... For now it's just a working title, anyways.

Deco theme: Besides the pretty obvious Eddy, which is part of the maps underlying structure, non really yet. But the Eddy will be further accentuated by the deco, of course.
...+ Show Spoiler +
: [image loading](4)ChemLab [128x128] (tournament grade)
Current Version: 1.03 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [compressed for faster hosting])

Additional info:
  • nothing not apparent from the picture…

Concept: Does any one remember (4)Gaia? That map used a rather unusual skewed axis type of mirror symmetry. This map is one of so far three attempts to fathom the unique properties this kind of symmetry offers in a modern map.

Map title: A portmanteau/abreviation of Chemistry Laboratory. The title stems from the deco theme.

Deco theme: Processing plant (bases) and structural formulas of organic compounds (middle)
..
[image loading]
+ Show Spoiler +
: [image loading](5)Quintessence [128x128] (tournament grade)
Current Version: 1.03 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [compressed and fog of war free for easy hosting])

Additional info:
  • the generators block the entrance to the mineral only for all units but scarabs and are each stacked 8 times with 2 patches of 4 times stacked 0-mineral patches to allow unit drills
  • the central expansion has reduced minerals and gas (8x744m+6x496m; 2x2000g)
  • the top main (teal) has altered worker spawn positions for the initial workers to balance out splits.

Concept: Because of the severely limited space on a normal 128x128 map, there is a pretty strict limit as to what one can reasonably do with a 5 spawn map. There are probably only about a handful or so of feasible basic layouts. One of the more basic ones of them is this one, which is essentially the base layout of (4)Gaema Gowon modified for a modern meta-game.

Map title: According to old greek philosophy, the Quintessence or æther was the fifth element (after fire, water, air and earth) the presumably filled the space and/or formed the celestial bodies. Nowadays the term quintessential is often used to describe completeness and perfection.
Therefore the map title also refers to the general layout of the map (most notably the natural positions), which is strictly geometrically constructed to be the quintessential layout for a 5 spawn map.

Deco theme: I always liked the more rocky aspect of desert terrain, and so on this map I used a lot of dirt, cliffs and stones an only small patches of sand to avoid monotony.
..........+ Show Spoiler +
[image loading](4)Thin Ice [128x128] (beta)
Current Version: 0.02 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)

Additional info:
  • the island expansions are blocked with 2 0-mineral blocks each.
  • there are vision blockers below the minerals of the mineral only expansions, blocking vision between the centre and the worker line
  • the ice in the centre is the same terrain level as the rest of the map, making this map completely "flat"

Concept: This map already had its own topic on TL. It uses the same symmetry as (4)ChemLab and is above all intended to demonstrate the possibilities of advanced ice terrain editing:
- ice to water blends
- different ice ramps and ramp to dirt transition to minimize use of the infamous "snow" terrain type
- edited bridges and bridge terrain

Map title: This ramp is dominated by an open middle made of ice terrain, so the name fit perfectly.

Deco theme: Ice! Duh!
.............+ Show Spoiler +
[image loading](3)Hazard Black [128x128] (tournament grade)
Current Version: 1.04 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [BWMN Open version])

Additional info:
  • this map was one of 6 maps used in last year's BWMN Open tournament
  • originally the biohazard sign in the centre was visible as bright red outlines on the minimap, but this was removed during the BWMN Open to avoid confusion with enemy units
  • the open expansions on the plateaus around the centre only have 1000 minerals per patch and 2000 gas per geyser
  • the backdoor to the natural is blocked by a 2x2 egg matrix that allows only scarabs to move up or down the ramp

Concept: Hard to explain this concept in a few words... It was basically one of those ideas that form in my head when different conceptual features fell in place…

Map title: The Hazard part is an allusion to the Biohazard sign used as decoration in middle of the map, the black part, here's the big surprise, refers to the predominant colour appearance of the ash terrain used.

Deco theme: The kind of hexagonal patterns used for almost all parts of the map are derived from the structure of cells in tissue, giving the map a kind of "organic" look. And then there's a big glowing biohazard sign, made of lava in the middle. Not that you miss that, because it's more badass than the misshapen "Python" on Python ;-)
.............+ Show Spoiler +
[image loading](4)DeserTec [128x128] (tournament grade)
Current Version: 1.02 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version (BWMN Open version))

Additional info:
  • this map was one of 6 maps used in last year's BWMN Open tournament and subsequently was added to the iCCup map pack
  • units on the pylon field areas are under cover, giving them a ~50% chance to dodge ranged attacks. For those interested, I wrote a detailed article about this effect, as well as the implementation of vision blockers in BW, on BWMN.
  • the expansions at the top and bottom edge have geysers reduced to 2496 gas.

Concept: I made this map to demonstrate the possibilities of cover terrain areas on a map as well as test their effects on gameplay and racial balance (in short, they turn out along the line of T>P and Z>T). Another unusual aspect about this map's layout is that I used a simple axial symmetry as a basis, but then superimposed a ripple-like distortion pattern on it to give it a unique appearance.

Map title: DeserTec is the name of a proposed European large-scale project to put solar power plants into the Sahara. In the context of this map it refers to the "Tec" aspect of it, which is the "Force Field" mechanic.

Deco theme: Force Fields
.......
[image loading]
+ Show Spoiler +
: [image loading](3)Vårens Töväder [128x128] (tournament grade)
Current Version: 1.03 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version [compressed and fog of war free for easy hosting])
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
....+ Show Spoiler +
: [image loading](4)Pyrolysis [128x128] (finished)
Current Version: 3.02 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.......+ Show Spoiler +
: [image loading](4)Shízì [128x128] (finished)
Current Version: 1.00 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.....+ Show Spoiler +
: [image loading](3)Inner Coven [128x128] (beta)
Current Version: 0.90 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.
[image loading]
+ Show Spoiler +
: [image loading](5)Boron [128x128] (alpha)
Current Version: 0.00
[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.....+ Show Spoiler +
: [image loading](4)Everflow [128x128] (finished)
Current Version: 2.06 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (melee version)
Download from Broodwarmaps.net (observer version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
....+ Show Spoiler +
: [image loading](2)High Road [128x96] (beta)
Newest Version: 0.90 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
..+ Show Spoiler +
: [image loading](4)Dies Iræ [128x128] (beta)
Current Version: 0.90 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.

Extended body of work:
These are map concpet of other mappers that I have edited or remade.
[image loading]
+ Show Spoiler +
: [image loading](3)Demonio Azul [128x128] (tournament grade)
Current Version: 2.02
[image loading]
Download from Broodwarmaps.net (melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.....+ Show Spoiler +
: [image loading](4)Atlantis [128x128] (beta)
Current Version: 0.99 + Show Spoiler [Changelog] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
....+ Show Spoiler +
: [image loading](4)Melting Pot [128x128] (finished)
Newest Version: 1.04 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version [BWMN Open version])
Download from Broodwarmaps.net (observer version [BWMN Open version])
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
..+ Show Spoiler +
: [image loading](4)Lilac Unicorns [128x128] (finished)
Current Version: 2.02 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
.

Teamplay Melee/FFA Maps:
[image loading]
.......+ Show Spoiler +
[image loading](8)Times of Splendour [128x128] (tournament grade)
Current Version: 1.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • top bases have altered worker spawn positions. The initial workers will spawn on top of the the spawn point, to balance worker splits for those positions.

Concept: Another cooperation with CrystalDrag, who had told me that he was looking for teamplay maps for the upcoming StarServer. So I made this one. My goal was to make something that is more interesting to play on and has better positional balance than Hunters. This layout is roughly based on Crystal's map (8)Versailles (don't look for it, it's no longer available anywhere). He also helped out with the deco and a lot of the detailwork.

Map title: There are an album and song called "Back to Times of Splendor" by German metal band Disillusion; I just liked the title.

Deco theme: Just the finest of Twilight terrain that we could pull off.
.............+ Show Spoiler +
[image loading](8)Arachnid [128x128] (tournament grade)
Current Version: 1.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (melee version)

Additional info:
  • the centre base can both be taken by just one player or act as a shared base for two allies.
  • The top bases have altered worker spawn positions. The initial workers will spawn on top of the the spawn point, to balance worker splits for those positions.

Concept: Another teamplay map for StarServer. I was up late, reading some wikipedia articles about spiders, saw this photo of a garden spider from below (+ Show Spoiler +
[image loading]
) and thought "nice map"...
CrystalDrag helped out with decoration on this one yet again.

Map title: Arachnids are a class of arthropods, containing such animals as spiders, scorpions, mites, ticks or harvestmen. The term is derived from the greek word for spider, ἀράχνη.

Deco theme: inspired by spiderwebs and spider anatomy.
.............+ Show Spoiler +
[image loading](8)Rise and Ruin [128x128] (alpha)
Current Version: 0.01 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)

Additional info:
  • top base hay altered worker spawn positions. The initial workers will spawn on top of the the spawn point to balance worker splits for that location.
  • tanks in the mains cannot reach any vital buildings or workers in the adjacent natural, nor can they cover most of the choke.

Concept: Another draft for a 8 spawn concept. I tried to keep things as basic as possible.

Map title: Picked for the alliteration…

Deco theme: not much deco yet…
.......+ Show Spoiler +
: [image loading](6)Tectonic Ridge [128x128] (alpha)
Current Version: 0.03 + Show Spoiler [Changelog] +
+ Show Spoiler [Pending updates] +

[image loading]
Download from Broodwarmaps.net (preliminary melee version)
Additional info:

+ Show Spoiler [Notes and Background Information] +
Map title:

Concept and development:

Deco theme:
..
ToastedBagel
Profile Joined September 2010
Canada90 Posts
August 17 2013 22:34 GMT
#2
On Shadowplay is there still a miss chance when shooting at units on what appears to be high ground but isn't considered to be by the sc engine?

There should be a Freakling map tournament.
thezanursic
Profile Blog Joined July 2011
5478 Posts
August 17 2013 22:38 GMT
#3
I like that you are trying to be creative, but I highly doubt that these concepts will work.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5478 Posts
August 17 2013 22:39 GMT
#4
black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.


Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 17 2013 23:16 GMT
#5
On August 18 2013 07:39 thezanursic wrote:
black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.


Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on?

you can make it up to 50000 on melee maps
Moderatorshe/her
TL+ Member
Greg_J
Profile Blog Joined July 2010
China4409 Posts
August 18 2013 00:29 GMT
#6
Wow, you've put some real effort in, that's always apreciated. Not sure I can be more constructive than they are really pretty and thanks.
vndestiny
Profile Blog Joined September 2011
Singapore3440 Posts
Last Edited: 2013-08-18 04:28:19
August 18 2013 01:38 GMT
#7
After a quick look I really like Roadkill. That map seems both quite standard but still different enough from normal map to make me wanna play it.
p/s: Atlantis is Terran heaven ...
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
August 18 2013 03:39 GMT
#8
I like Incidence and Roadkill...

Yes...
twitch.tv/dizzywee
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2013 04:46 GMT
#9
These look sexy. If I could subscribe to this thread, I would.
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
August 18 2013 11:46 GMT
#10
Well done! You're really creative.
I'm hoping we'll see a tournament or something with at least some of these maps.
화이팅
shaftofpleasure
Profile Blog Joined December 2011
Korea (North)1375 Posts
Last Edited: 2013-08-18 12:06:59
August 18 2013 12:01 GMT
#11
Tar Basin .. Muta Heaven
Incidence .. Terran Map
Roadkill .. Feels like a Zerg Map
Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~
It's either the holes of my nose are getting smaller or my fingers are getting bigger. /// Always Rooting for the Underdog. Hyuk/Sin/Jaehoon/Juni/Hyvva/Hoejja/Canata //// Hiding in thread somewhere where BW is still in it's pure form here on TL.
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 18 2013 12:38 GMT
#12
On August 18 2013 06:46 Freakling wrote:
[image loading](4)Atlantis [128x128] (beta)
+ Show Spoiler +
[image loading]
Download (melee version)

Additional info:
  • though this map is definitely unusual, the picture should suffice to give you the full impression.

Concept: Featuring a rather unusual layout for a four-player map, this map is a remake of (4)Venezia by Protoss4Ever, nowadays probably better known as Superouman (maker of the SC2 map (2)Cloud Kingdom).

Map title: Referring to Plato's legendary sunken city of Atlantis, obviously.

Deco theme: ancient city ruins


Oh wow Venezia! I didn't know you modified it :D
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
thezanursic
Profile Blog Joined July 2011
5478 Posts
August 18 2013 13:46 GMT
#13
On August 18 2013 21:01 shaftofpleasure wrote:
Tar Basin .. Muta Heaven
Incidence .. Terran Map
Roadkill .. Feels like a Zerg Map
Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~

Guardian rush... And you can also defend your own base since it's so close, but then again I don't know 68x68 game theory.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
traceurling
Profile Joined December 2012
United States1240 Posts
August 18 2013 17:49 GMT
#14
I would imagine tar basin would play out a bit like close spawn python...and remember that old map was it called paranoid android?
"Appreciate the things you have before they become the things you had."
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2013-08-18 18:09:52
August 18 2013 18:09 GMT
#15
I would love to play on Tar Basin for fun.

Good maps as always.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
August 18 2013 18:45 GMT
#16
Shadowplay and Atlantis look freaking amazing! Not only do they look beautiful to me but from a gameplay point of view I feel they could serve good grounds for nice and balanced games.
I'd really love to examine all those maps thoroughly but I probably won't have time to do so.
If there's a mapmaker though, to my knowledge, that could integrate fresh and awesome concepts in the map making community that would also not harm significantly game balance - that's Freakling. I'll def keep an eye on that thread ^. ^
Enjoy the game
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2013-08-18 19:01:06
August 18 2013 19:00 GMT
#17
Interesting maps! Third looks hard to take in Atlantis though.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Freakling
Profile Joined October 2012
Germany1529 Posts
August 22 2013 19:09 GMT
#18
Made two new additions to the list, including my latest map project. Enjoy.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2013-08-22 19:36:46
August 22 2013 19:30 GMT
#19
Thanks to every one who has answered this so far.

On August 18 2013 07:34 ToastedBagel wrote:
On Shadowplay is there still a miss chance when shooting at units on what appears to be high ground but isn't considered to be by the sc engine?
No high ground advantage means no hit and vision advantage.

Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on?

Haven't you ever played any Fastest Possible Maps?
1500 is simply the standard amount of minerals that a patch will always have when one places it first in the editor.

On August 18 2013 10:38 vndestiny wrote:p/s: Atlantis is Terran heaven ...
People see bridges and tight chokes and automatically go into "tank imba" mode By that logic, Fighting Spirit is Terran imba, too, not even to mention (2)Chain Reaction, which has a very similar middle, but is rather tighter and has a backdoor cliffing the main.

On August 18 2013 21:01 shaftofpleasure wrote:
Tar Basin .. Muta Heaven

Again, people see mains at shorter air distance and automatically deduce muta imbalance. If that were even remotely true, there'd be no Python, and no Ground-Zero-like layouts, which have a short nat-to.nat air distance. What really makes mutas strong on a map is a lack of turret and ground unit moving space and cliffs from which mutas can harass. This map is pretty much the opposite of that.
Incidence .. Terran Map
Roadkill .. Feels like a Zerg Map
Could you be more specific?
Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~

Would probably work better with those vision blockers, but it's bot as easily done as it may seem. Ash cliffs are weird.

On August 18 2013 21:38 Superouman wrote:Oh wow Venezia! I didn't know you modified it :D
Wanted to remake this like forever, but as you can see, I had to develop a bunch of new terrain editing techniques first, to allow me to create what I had in mind.

On August 19 2013 03:45 LRM)TechnicS wrote:
Shadowplay and Atlantis look freaking amazing! Not only do they look beautiful to me but from a gameplay point of view I feel they could serve good grounds for nice and balanced games.
I'd really love to examine all those maps thoroughly but I probably won't have time to do so.
If there's a mapmaker though, to my knowledge, that could integrate fresh and awesome concepts in the map making community that would also not harm significantly game balance - that's Freakling. I'll def keep an eye on that thread ^. ^
Thanks for your kind words. It's greatly appreciated.

On August 19 2013 04:00 BigFan wrote:
Interesting maps! Third looks hard to take in Atlantis though.
Layouts like this (4 spawns, mains not in the corners) always have the problem of unequal ground distances to the neutral expansions. I think I'll tighten up the ramps to make them overall more easily defensible.
Peeano
Profile Blog Joined March 2009
Netherlands4985 Posts
August 22 2013 20:59 GMT
#20
Can someone forward this to Sonic?
SRT n SSL need new maps badly. FS is more than ready to hit the graveyard if you ask me.
FBH #1!
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