• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:55
CEST 14:55
KST 21:55
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou5Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BW General Discussion Is there anyway to get a private coach? BSL Season 21 OGN to release AI-upscaled StarLeague from Feb 24 BW caster Sayle
Tourneys
[Megathread] Daily Proleagues [ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvZ Strategies and Builds [I] TvP Strategies and Build Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1214 users

[R]What do you like to see in Melee Maps? - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 10 2010 03:50 GMT
#21
I like to see maps with racial imbalances that aren't the most abusable by either zerg or terran.

I don't even know what a grossly protoss favored map would like like. Either way I'd like to see it.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 10 2010 04:33 GMT
#22
--- Nuked ---
CounteR
Profile Joined August 2010
New Zealand103 Posts
December 10 2010 05:16 GMT
#23
I like maps that dont have backdoors and expansions that are easy to take :D
BW style maps with small chokes at your front expo with more expansions which the current blizzard ladder maps lack :D
GG GL HF
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 10 2010 05:54 GMT
#24
--- Nuked ---
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-10 00:16:53
December 23 2010 14:06 GMT
#25
Mostly I like choices... I'll always want more...

Your op question is (deliberately or not) very open... and the thread and openness both are very conductive to debate, thank you. So.., is the player the viewer or the mapmaker suppose to answer?
+ Show Spoiler +

Mapmaker:
I like open mains, I like hard to take nat and impossible thirds, loads of attack paths (I feel the edges should be used more (a "dropable" main is a good thing), I like aggro maps with concepts applied that make these maps difficult to master, maps requiring sneak expoing and constant scouting (leading the opponent's forces to waste their time on fake expos etc), maps that you think "what ze fuck wins on this map! gotta try this!"...
Not because those favour me, they are damn hard and I mostly get plowed over, those types of map favour PLAY! What is the point of having diversity in the units if the maps nullify them... where is the fun in waiting around until the lag makes your mass of units unbeatable (whatever race) and you win by just 1 Aing around the map, beats me.

To sum up I'd say my wish is for maps that enforce a "universal" build order that provides incentive for developing (what I feel is the game) strategy, this from the get go...(build 2 workers and then stop sinking your resources mainly on economy, just leveling through, you'll still have massing and teching available, only it is simultaneous with the attacking (harass etc) ) why should I spend my time rallying workers when I can do more exiting stuff?

I hate maps that favour 200 food 1 A attack turtling players (if most blizz's map do, it's to get beginners to invest more time in the game and allow for simcity addicts to flourish).
I am sooooo sad that most players think this defines the game. You should attack harass, be doing something, f..k waiting for the 20 minute mark to get to PLAY!!! This game is like sex: the back and forth defines it... if I'm the ony one attacking in a game where there's a defender's advantage I must be "barney"(in trouble)..?!? ... thankfully there are ways to counter turtles...
So with aggro play and gradual macro and teching, you have to mass armies or tech gradually, and it's always more rewarding since the game didn't start with 20 minutes of boredom...

Also I like to see people produce the weirdest maps possible... but this doesn't happen much... every main is choked, every pathway is understood in one play... blablabla... and that's why I don't map that way, not because I think Blizzard's type of balancing via layout is wrong... on the contrary I think no one will surpass their initial pool of map concepts. In any case, they define the melee gameplay ... I like these concepts it's just that there's so many people producing maps on that wavelength that I got fed up with it surprisingly quickly. This coupled with the (map wise very disappointing) laddering experience.. , f..k what is Blizz doing on that front? We should have gotten extra ladder maps by now, even bad ones!


Player:
Laddering play:
I play random, which grants me the delight of killing the scout worker my opponents offer without fail every time... (which sums up the usual first 10 minutes of game, since most people turtle till then) ...since they "have to" in order to get their defenses to be tailored to my race... (when I "announce" I'm playing t z or p, I don't even get the pleasure of that first skirmish...) ... While laddering, I don't mind turtling players so much (still it takes no guts to turtle and tech and gg at once if it doesn't work because someone crashed your surprise party), but boy are they the norm.
I think my favorite ladder maps would not surprise anyone:
Metal, Xelnaga caverns, Shakuras ... but in fact I really like them all, cause they pose an array of challenges to overcome (the random tidbit is again a plus).
There should be no dead end discussions about such, one should always bend over backwards to win on any map (regardless of the map being good or bad ), providing you have marginally the same mileage as your opponent on said map (that's the only imbalance in this game)... there should be discussions on how to create new challenges and other such "evolution".. there should be lots of discussing done, after having played the maps...
Any play:
My personal choice has always been to get any type of units in my build orders (the choice defined by what will counter what you've "scanned" from your opponents, personal pet peeves, layouts timings, flavor of the week and what have you...).
I wish to go even further with mass reintroducing BLACK MASK, remember when you had to scout to view the overall layout on the minimap? Even if you've played through and through already it adds to the game (never take stuff out from a game without long consideration). This (among many other concepts) enriches the game, makes it exiting and insures constant varied plays...

viewer:
great play can be found in any map!

As for graphics (I love eye candy but a map is not encompassed by that, it does SET the mood and that's vital though) anything goes if it works (a map filled with clouds as an oppressing "line of sight blocker feature" would be my personal goal, just haven't figured it out yet...

As for "features" (again with the imprecise) , ums is both accepted and rejected as "other" when referencing melee... if a feature goes beyond blizz's trademark, usually it's frowned upon (read me pontificate, "frowned upon", f..k this is a cool game where people still frown) ... but those are untested waters, for instance, melee mod are not even defined yet, the very tasty last Iccup map is arguably showcasing new features, so some hope is still there...
I love features, all of them providing they are showcased properly and work for the map (the more features the merrier, however a skyscrappershitload of work is needed just for pretesting said features, and mostly their conjunction into one "ready to play" map.. ready to be tested further.. very few "features" will go beyond a few months of play, but they should all be considered...

So in short I like new maps...



edit: spoilered for being in the "corner"
http://www.teamliquid.net/mirror/smilies/random-big.gif
Faze.
Profile Joined November 2010
Canada285 Posts
December 23 2010 16:43 GMT
#26
I want HUGE maps.
Actually I don't think the editor can generate maps as big as I would like them to be.
Too many ramps for any kind of walloff, or simply wide open bases.
High grounds so high that flying units can't see what's going on here unless they fly over it, and range units shouldn't be able to shoot through mountains and reach what's up there.
Water or gap blocking the normal ground path and weird air zones messing up air units going thought them.
Biological looking maps with trees so huge it blocks scan vision. You would need units there to actually have sight of the ground. (that could work with caves too)

Something probably no one else would like to see : a map where you have the choice of where you wanna start, maybe like 4 options out of 8 spawning points, and the map should be designed to make it so it's impossible to spawn at close position.
Inbefore: lol zerg player wants far position for imba play QQQQQQ selfish basterd. Sorry to be the one telling you this but every race can play far positions, it's just that zerg is not advantaged by close position like protoss and terran, not the other way around.
D:
l3lackjax
Profile Joined December 2010
Canada24 Posts
December 30 2010 08:16 GMT
#27
Awesome information guys. Sorry for my absence.

On December 23 2010 23:06 baskerville wrote:
Mostly I like choices... I'll always want more...

Your op question is (deliberately or not) very open... and the thread and openness both are very conductive to debate, thank you. So.., is the player the viewer or the mapmaker suppose to answer?


Both help greatly, but I guess it should be more directed to the people playing the maps as they're probably going to be your main contributors here, unless TL has a big mapping community. Either way I'm open to both and I'm sure others could agree to that - it all helps.
Mapmaker
Zero.Tha.Hero
Profile Joined August 2010
Canada155 Posts
Last Edited: 2010-12-30 08:45:32
December 30 2010 08:40 GMT
#28
On December 30 2010 17:16 l3lackjax wrote:
TL has a big ... community


Truncated for accuracy.

<on topic>
Melee maps should be made with a varying attention to both innovative design features and conventional balanced construction. The best maps are the ones that present multiple viable strategic options for each matchup, sometimes engineered towards a particular tactical approach through careful path geography.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-30 11:07:44
December 30 2010 11:06 GMT
#29
--- Nuked ---
Zero.Tha.Hero
Profile Joined August 2010
Canada155 Posts
December 30 2010 11:30 GMT
#30
I belive that we are talking about the same thing. Just to clarify, my statement was referring to terrain features like droppable cliffs behind expansions or xwt near LOS blockers for vision advantage. I strongly disagree with the practice of mapping long tight corridors, purely because they ruin the fun of engagement :D I respect maps that have the potential for both cheesy and macro games, while I as a player prefer big maps.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 30 2010 11:40 GMT
#31
--- Nuked ---
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
December 30 2010 13:57 GMT
#32
Attention to detail.

I think a lot of custom melee mappers forget that their maps aren't just for playing on, but for watching too. There are too many custom melee maps with 2-3 textures tops, little to no blending and obvious copy/rotate/pasting of terrain. It's lazy practice and while it wasn't too noticeable in sc1, it makes a huge difference in sc2 and I think some mappers haven't realised this yet.

Balance is always good, but it's only part of the picture.

In addition, people seem to strive to make the perfect map, rather than the perfect map pool. Maps with deliberate flaws like susceptibility to air attack or a short ground rush distance might not make for a "perfect" map, but it does create variety in playstyle and I think a lot of people forget this.

Just my 2 pence. I don't play melee, I prefer to watch, so take the above with a pinch of salt.
baskerville
Profile Blog Joined April 2010
541 Posts
December 30 2010 15:47 GMT
#33
+ Show Spoiler +
On December 30 2010 22:57 Eiviyn wrote:
Attention to detail.

I think a lot of custom melee mappers forget that their maps aren't just for playing on, but for watching too. There are too many custom melee maps with 2-3 textures tops, little to no blending and obvious copy/rotate/pasting of terrain. It's lazy practice and while it wasn't too noticeable in sc1, it makes a huge difference in sc2 and I think some mappers haven't realised this yet.

Balance is always good, but it's only part of the picture.

In addition, people seem to strive to make the perfect map, rather than the perfect map pool. Maps with deliberate flaws like susceptibility to air attack or a short ground rush distance might not make for a "perfect" map, but it does create variety in playstyle and I think a lot of people forget this.

Just my 2 pence. I don't play melee, I prefer to watch, so take the above with a pinch of salt.



" it does create variety in playstyle and I think a lot of people forget this "

more power to this!
http://www.teamliquid.net/mirror/smilies/random-big.gif
jon osterman
Profile Joined June 2013
71 Posts
August 17 2013 01:32 GMT
#34
i always wondered about this thread .. so young to die

i say thee nay!!!!
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
October Qualifier #1
WardiTV693
IndyStarCraft 155
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko309
IndyStarCraft 155
LamboSC2 56
Codebar 28
StarCraft: Brood War
Britney 41645
Calm 8078
Rain 3745
Horang2 1730
Hyuk 1377
Bisu 1096
Jaedong 951
Flash 788
firebathero 622
Soma 492
[ Show more ]
Light 337
Larva 316
actioN 290
Stork 289
EffOrt 278
Mini 248
ZerO 216
BeSt 174
Pusan 157
Snow 156
Hyun 124
Soulkey 122
sSak 120
Shuttle 114
PianO 109
Killer 85
ggaemo 71
JYJ60
Sea.KH 56
Rush 56
scan(afreeca) 55
Sharp 44
Movie 34
sorry 30
Shinee 27
TY 26
Free 24
soO 21
Shine 20
Bale 15
Sacsri 15
HiyA 12
Noble 10
Icarus 6
Terrorterran 4
Hm[arnc] 3
Mong 1
Dota 2
Gorgc1817
qojqva1190
Dendi518
XaKoH 352
XcaliburYe172
Fuzer 124
BananaSlamJamma119
syndereN36
Counter-Strike
oskar77
markeloff58
edward21
Other Games
summit1g7843
singsing1963
olofmeister1345
B2W.Neo892
hiko492
Liquid`LucifroN187
Sick162
Happy71
Mew2King59
QueenE34
Trikslyr27
ZerO(Twitch)10
ArmadaUGS5
Organizations
Counter-Strike
PGL421
StarCraft 2
IntoTheiNu 38
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV402
• Noizen52
League of Legends
• Jankos3691
Upcoming Events
Wardi Open
1h 35m
PiGosaur Monday
11h 5m
Replay Cast
21h 5m
Tenacious Turtle Tussle
1d 10h
The PondCast
1d 21h
OSC
1d 23h
WardiTV Invitational
2 days
Online Event
3 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
WardiTV Invitational
3 days
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
5 days
CrankTV Team League
6 days
Replay Cast
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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.