• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:58
CEST 19:58
KST 02:58
  • 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] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers17Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Data needed ASL21 Strategy, Pimpest Plays Discussions Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group C Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Diablo IV Nintendo Switch Thread Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1833 users

Work In Progress Melee Maps - Page 102

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 100 101 102 103 104 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 05 2014 14:40 GMT
#2021
the gold base chokes up the map by quite a bit, watchtower at high ground 3rd seems silly and the low ground 3rd is really close to it, other than that everything seems fine
"Not you."
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 05 2014 17:29 GMT
#2022
On March 05 2014 23:28 And G wrote:
Seems to me like you need to force cross spawns because the high ground third is really, really close to the main of the player spawning counterclockwise. And for cross spawns, I feel the map is too big and T can easily take the gold as the third against Z. I'd say either make the golds into regular bases or turn the ramps around so they face the middle (and also make them bigger).



I think the spawns are ok because u can just take the 3rd by your main when spawned counterclockwise. Your'e right about the gold exps though. I will probably turn them to regular bases.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-05 17:35:08
March 05 2014 17:34 GMT
#2023
the gold base chokes up the map by quite a bit, watchtower at high ground 3rd seems silly and the low ground 3rd is really close to it, other than that everything seems fine


Yes at the second glance the watchtower seems silly... I need to rearrange this area.

The thing with the gold base areas is that without them the place is way too open.

btw it's 160x160 so it's a pretty big map. (a tad bigger than Frost)
WittyWhiscash
Profile Joined February 2014
Canada5 Posts
Last Edited: 2014-03-06 05:01:40
March 05 2014 17:37 GMT
#2024
On March 05 2014 22:41 And G wrote:
Show nested quote +
@WittyWhiscash: Don't bash yourself, your map really isn't bad compared to most people's 1st maps.
Well it definitely beats my first attempt. In fact I would say yours is better than half the maps of the original WoL ladder pool, so add a few trees and then go release it. Although with the new main, I would now always go for a blink all-in in HotS, and I don't even play Protoss. But you said you play WoL so who cares.

Well, considering I just actually analyzed the ladder standings for WoL, and there's only 2812 bronze level players in my region compared to the 6000 in the other leagues in my region, I can see how the ladder kept tossing me at silvers, golds, and platinums in my region. Gonna have to see if I can get HotS and hopefully have somewhat of a chance on the ladder. Because playing against silvers, golds, and diamonds on the ladder and getting owned because they have a better unit composition against your attempt at macro is frustrating beyond belief as a bronze.

Thank you for the encouragement. I only just joined recently, so it's encouraging to know I have some kind of potential. I've watched some Youtube timelapses on mapping, I've probably read the articles on the mapper's index two times over, and I've got lots of book smarts, if you will, on the game, reading up on the game, builds, and spending lots of my lunch times and free time watching old WCS Korea tournaments. I guess the last step before I can see where I REALLY sit on the ladder and in the mapping community, is to get HotS, play some ladder games on there, and release a few maps to the community. I'll update later when I release the map on the forum with some extra changes.

EDIT: Here it is, if you couldn't see it on the first page.
http://www.teamliquid.net/forum/sc2-maps/445293-fastfire
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-03-06 17:40:37
March 06 2014 17:38 GMT
#2025
Hello,
I have been busy and wasn't able to work on my map recently. Now I managed to change a few things on it!

[image loading]

pre-version:
+ Show Spoiler +
[image loading]


What exactly did I do?

1. Widened the space in front of the main ramp. But now it seems really open. Not sure what to do tbh :/ Tried different things that didn't go well...
2. Removed watch towers completely
3. Changed ramps for corner high grounds
4. Added, changed size and rotated direction of ramps in the center

I'd like to have more feedback on this. Thx in advance!
Random is hard work dude...
Harreh
Profile Joined September 2013
90 Posts
March 07 2014 01:14 GMT
#2026
Hello again, I have created another map so more criticism/feedback would be great.

A few thoughts on the design:
Originally I wanted there to be two valid options for a 3rd, one vertically and one horizontally.
Long path ways leading to additional bases along the perimeter.
Openness for battles. (I think it may be too open in some areas, I'm not sure).
Central pathway isn't covered by the watchtowers.

I'm not sure on the bases on the top right/bottom left but the gist is there.
Ramp sizes are experimental since I just made ramps. I was just trying to make sure they're not stupidly massive.

Pic:
+ Show Spoiler +
[image loading]


btw, I looked into that map analyzer and I can't get it to work. It looks like I've got a really old version or something? I get the error: could not open map MPQ archive file even on official blizzard maps downloaded from the editor.
meatpudding
Profile Joined March 2011
Australia520 Posts
March 07 2014 09:45 GMT
#2027
Ohhh the map analyser is kind of out of order atm. I think your problem is the WoL dependency. You could try adding the HotS dependency and try it then. My pc died in a power surge so I'm just on my macbook. I am in the process of recompiling it but I'm currently homeless (couch surfing) and busy at uni.
Be excellent to each other.
Harreh
Profile Joined September 2013
90 Posts
March 07 2014 11:35 GMT
#2028
I'm not sure what you mean. I've got the following dependencies:

- Liberty (Mod)
- Swarm (Mod)
- Liberty (Mod)

I'm pretty sure I've got an older version since I have 1.4.3 and that pic And G used says 1.63. *shurg*
meatpudding
Profile Joined March 2011
Australia520 Posts
March 07 2014 12:22 GMT
#2029
Maybe you have a really old version from DimFish. Try this thread to see if it works. http://www.teamliquid.net/forum/sc2-maps/414326-map-analyser-tool#1
Be excellent to each other.
Harreh
Profile Joined September 2013
90 Posts
March 07 2014 13:59 GMT
#2030
Nice one, thanks.

[image loading]

These pictures are beautiful :3
Coppermantis
Profile Joined June 2012
United States845 Posts
March 08 2014 00:57 GMT
#2031
On March 07 2014 10:14 Harreh wrote:
Hello again, I have created another map so more criticism/feedback would be great.

A few thoughts on the design:
Originally I wanted there to be two valid options for a 3rd, one vertically and one horizontally.
Long path ways leading to additional bases along the perimeter.
Openness for battles. (I think it may be too open in some areas, I'm not sure).
Central pathway isn't covered by the watchtowers.

I'm not sure on the bases on the top right/bottom left but the gist is there.
Ramp sizes are experimental since I just made ramps. I was just trying to make sure they're not stupidly massive.

Pic:
+ Show Spoiler +
[image loading]


btw, I looked into that map analyzer and I can't get it to work. It looks like I've got a really old version or something? I get the error: could not open map MPQ archive file even on official blizzard maps downloaded from the editor.


Looks generally okay, but seems really similar to Akilon Wastes, and not just the Tileset.

[image loading]
I haven't made anything in a while, but it doesn't matter 'cause my stuff was never that good anyway. Still, it's fun to be working with the editor again.

Here you a sort of safe third (though still vulnerable to siege weapons, especially dropped on the tower behind) after which expos get more difficult. I'm considering adding another option for the fourth at the 8/2:00 positions to make another possible direction to expand and compensate for the only viable fourth not being a complete base.
Harreh
Profile Joined September 2013
90 Posts
March 08 2014 02:09 GMT
#2032
Yeah, a bud of mine said that it reminded him of akilon wastes. Could've been the tile set, although I did originally start modifying akilon wastes to create that map. I was really just trying to get the main-nat and nat-3rd distances correct by doing that.
But there are many significant features that define akilon wastes.

- Backdoor via rocks into the nat
- rock tower leading to the 3rd
- Blinkable nat and main (particularly from the 3rd)

I guess it's really the perimeter areas that give it that akilon feel. I don't disagree though..
moskonia
Profile Joined January 2011
Israel1448 Posts
March 08 2014 17:40 GMT
#2033
[image loading]

There is a choice of 3rds, one has a high ground behind it, while the other is open. Circle syndrome means that the last expansions will be heavily contested, but 6 bases per player makes out for it. Playable bounds are 152x152.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 08 2014 19:19 GMT
#2034
the pathing looks somewhat limited, it's either straight throught the middle or an incredibly long way around it.

I also don't like the option between the 3rds with one having a cliff behind it, it makes it feel like you're flipping a coin wether the opponent will abuse them or not.
"Not you."
And G
Profile Joined May 2012
Germany491 Posts
March 08 2014 20:04 GMT
#2035
I don't dislike the high ground behind the third per se, but I think it's not done well here, because there's no space to build static AA behind the minerals (so you need more AA to cover all angles and also obstruct mining) and no ramp to the high ground either. Also it looks like there's space enough there for tanks to be out of reach of roaches. I'm of the opinion that any ranged unit should to be able to target units on high ground behind mineral lines if there's no ramp up to it.

I don't mind the lack of attacking routes, but I also wouldn't mind another path from the top left to the bottom right connecting the attacking paths perpendicular to the general direction of aggression. But I guess this would go directly against the map concept.

I do not like the 6th base at all. I'm certain the low ground base near the tiny ramp will always be taken last, for any race in any matchup, and once the 5th bases are taken, it doesn't just seem difficult to hold the 6th like on Akilon, but straight up impossible, so this basically looks like a 10-base map. I'd definitely make the tiny ramp much wider and remove the middle ground path behind the 6th base.

Also, I think Zerg would prefer a less choky area in front of the natural. Maybe move the larger ramp even closer towards the middle and widen the choke between the third and the area between natural and ramp? Or otherwise move that ramp even closer to the nat so it's easier to defend on the low ground. The distance from the main to the low ground third looks a little long anyway.
not a community mapmaker
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-03-09 18:13:16
March 09 2014 18:11 GMT
#2036
I realized I haven't posted anything in this awesome thread for ages

recently had an idea for a 4p and quickly build it to see what it is like. imo 4p just are the most elegent designs if you get them to work.

map is 160x160 and the four chokes per spawn together with the rather open, but defendable third as well as the tight fourth (semi-islands) should make many styles possible. not so sure about the rock towers yet. some shapes, especially the semi-islands are to be adjusted obviously. doodads are just placeholders.

not much more to explain, the design is pretty clear i assume - thoughts?

[image loading]
And G
Profile Joined May 2012
Germany491 Posts
March 09 2014 18:46 GMT
#2037
It looks like the only non-chokey area of the map is the middle, but I guess that's the map concept. What I definitely don't like, though, is that the third isn't ambiguous at all and the natural has only one entrance that is also covered by the third. I don't think that's a good combination for an all-spawns-enabled 4p-map and I'd expect to see lots of similar games here regardless of spawning positions at least until you get to four bases, and even then there's not that much difference. I mean, I do kind of like the layout of the third, but it doesn't seem to be a layout that would work well on a 4p-map. Strangewood Mire is much superior to this map, in my opinion.

But I'm not an accomplished map maker so what do I know...
not a community mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 09 2014 18:57 GMT
#2038
I found this in my "you are crazy" folder

[image loading]
Bounds are 144^2
Moderatorshe/her
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-03-09 19:58:04
March 09 2014 19:45 GMT
#2039
On March 10 2014 03:46 And G wrote:
It looks like the only non-chokey area of the map is the middle, but I guess that's the map concept. What I definitely don't like, though, is that the third isn't ambiguous at all and the natural has only one entrance that is also covered by the third. I don't think that's a good combination for an all-spawns-enabled 4p-map and I'd expect to see lots of similar games here regardless of spawning positions at least until you get to four bases, and even then there's not that much difference. I mean, I do kind of like the layout of the third, but it doesn't seem to be a layout that would work well on a 4p-map. Strangewood Mire is much superior to this map, in my opinion.

But I'm not an accomplished map maker so what do I know...


thanks for the feedback. and thanks for the praise for Strangewood Mire. Strangewood definitely is a concept i'd like to work on again some time. Yet my last map, Neo Jungle Valley is also more on the adventurous side of things with being all semi-island and no non-flying/cliffwalking scouts. On the one hand it is (SHOUTcraft CW) and both were played (TLMC2 & RSL season 5 and Red Bull Map Contest respectively), on the other hand I felt I should elaborate on some recurring ideas in most of my maps while keeping stuff more straight forward and easier to digest XD. streamlined for mainstream.

So what are these ideas? First and foremost a play with closeness/remoteness in combination with chokes (think Strangewood's horizontal thirds). Another thing is the idea of position and spatial awareness, I especially think the idea of a forward positioning is appealing, but also the idea to utilize terrain features. You can find that in both of my last maps. Another important "feature" I always look for is the emphasize of a concept or the attempt of finding something in a design that stands out clearly. This is a quality that I always try to get at, but that has to emerge more clearly in the future I assume: an almost radical conceptual-ism. Strangewood Mire accomplished that with its imho interesting symmetry and (Neo) Jungle Valley with its very strict layout (third is overlooked by main, third overlooks next third and so on). I think all three ideas are present in this map, together with a very much multi-pathed layout that combines in an open and tower-less middle.

Against this background your comment on the third is interesting. Why is it not ambitious? Too close to the nat and not open enough? I feel like on the one hand its close-distance should lead to a very quick mid-game and less two base-timings, yet on the other hand it is open enough for attacks from different angles, because of the terrain in between the open middle and the third. while it is not easily harassed and quite defendable from a player sitting back, this player gives away a lot of map control (the area from fourth to fourth) and is in danger of being sieged in. Also I felt like I need to give it a simple looking third to get away with the fourth design. But yes, I am okay with a turtle-map to a certain extent. So what to do, to make that idea stronger? Should I open up the third more or create an even chokier area in-front to punish players who give up on the area between the middle and the third? Please also consider the rock towers in this context.

another more general question: why is an unambitious third worse on a 4p map?

regarding matches that are similar although they theoretically grant 3 different spawn-relations: well, remember what happened to Strangewood Mire, that tried to have three very different playing experiences and Frost, that tried to have all three nat2nat distances the same.

also I disagree on your remark "what do I know". sometimes its a player, sometimes its a spectator knows more than a map makers. of course that is all untrue for accomplished map makers

edit: oh, you wrote ambiguous, not ambitious. well I guess that does not change my answer, yes I think this third can be rather boring in itself, if I get the area between center and the thirds right.
And G
Profile Joined May 2012
Germany491 Posts
March 09 2014 21:55 GMT
#2040
To possibly answer your question: I think that when ground aggression against a three-basing player can only ever hit in one place, and that one place is the third, and it is always in the same location, then that is too little diversity for a four-player map. This is not something I have inferred through conclusive theoretical thought processes, just something that seems empirically true when looking at 4p-maps that often lead to interesting games, and why they lead to those interesting games. You mentioned Frost, and while it's true that the nat2nat distances are pretty similar, it's also true that there are two possible third bases (and once those are taken, two possible fourths) and that which base you expand to impacts where you can be attacked and how you can attack etc. and it seems to add a certain diversity that your map would be missing.

Now I'm only saying this in regards to 4p-maps because I feel that the point of 4p-maps is to have games play out differently just depending on where you spawn, and that a map needs to be sufficiently good at this to overcome the inherently lower balance. Your map seems to go against that, at least in the early and mid game. I know some people are of the opinion that 4p-maps only exist to add an early element of randomness, so if you subscribe to that, please ignore everything I said in regards to ambiguous thirds.
not a community mapmaker
Prev 1 100 101 102 103 104 217 Next
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
17:00
#113
PiG vs DeMusliM
Reynor vs Bunny
RotterdaM833
IndyStarCraft 196
Liquipedia
RSL Revival
17:00
Season 5 Europe Qualifier
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 833
IndyStarCraft 196
UpATreeSC 93
StarCraft: Brood War
Britney 8011
EffOrt 1903
Soma 659
Stork 371
Snow 364
ggaemo 266
firebathero 173
Hyun 88
Dewaltoss 73
JYJ 51
[ Show more ]
Barracks 49
BRAT_OK 46
sSak 45
soO 35
Rock 20
Terrorterran 16
Shine 13
scan(afreeca) 12
Dota 2
Gorgc6357
qojqva1491
Counter-Strike
byalli488
Super Smash Bros
Mew2King55
Other Games
Grubby2327
singsing1529
FrodaN832
ArmadaUGS143
QueenE141
C9.Mang0137
Liquid`VortiX122
Fuzer 104
KnowMe76
Liquid`LucifroN72
Trikslyr49
Organizations
Dota 2
PGL Dota 2 - Main Stream17360
StarCraft 2
ComeBackTV 512
Other Games
BasetradeTV437
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• intothetv
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
• Kozan
StarCraft: Brood War
• 80smullet 17
• FirePhoenix2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV373
League of Legends
• Jankos1744
Counter-Strike
• Nemesis1032
Other Games
• imaqtpie669
• Shiphtur415
• Scarra311
Upcoming Events
Replay Cast
6h 2m
WardiTV Map Contest Tou…
17h 2m
Classic vs SHIN
MaxPax vs Percival
herO vs Clem
ByuN vs Rogue
Ladder Legends
21h 2m
uThermal 2v2 Circuit
21h 2m
BSL
1d 1h
Sparkling Tuna Cup
1d 16h
WardiTV Map Contest Tou…
1d 17h
Ladder Legends
1d 21h
BSL
2 days
CranKy Ducklings
2 days
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Soma vs hero
Monday Night Weeklies
2 days
Replay Cast
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
Leta vs YSC
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
6 days
Replay Cast
6 days
Escore
6 days
Liquipedia Results

Completed

Proleague 2026-04-23
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W4
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 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

Upcoming

Escore Tournament S2: W5
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.