• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:19
CET 13:19
KST 21:19
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice4Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Team Liquid Map Contest - Preparation Notice How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
BW General Discussion Soma Explains: JD's Unrelenting Aggro vs FlaSh It's March 3rd BGH Auto Balance -> http://bghmmr.eu/ CasterMuse Youtube
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1586 users

Work In Progress Melee Maps - Page 115

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 113 114 115 116 117 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
skdeimos
Profile Joined May 2013
Canada155 Posts
May 15 2014 20:52 GMT
#2281
The third was almost too easy with the last version. This version, I removed bridges, which made the third even easier to defend, so I felt I had to increase the nat-third distance or else the third would be essentially free.

I added gold minerals because I thought it'd be cool if that base was a potential third. It's harder to take since it's around 1.5x as far away as the other potential third, so I think it should be rewarded with additional income. Also it's just a general buff to TvZ, since Zerg will never take that base as a third but Terran might, which I think isn't a bad thing.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-05-15 21:13:27
May 15 2014 21:12 GMT
#2282
new folsom won with one vote over zerus and both were far in front. so i tried both setting on several screens and decided on the friendlier zerus.


the four normal bases and the central gold

[image loading]

[image loading]

[image loading]

[image loading]


The double-60gold XWT passage

[image loading]
WedRine
Profile Joined March 2013
Denmark64 Posts
May 16 2014 16:30 GMT
#2283
So back when I started playing SC2 my favorite map was Scrap Station unfortunately it wasn't really balanced and had some distance and symmetry problems, so it went of the ladder before long. Back then though, I had no idea about all of that, so I just really enjoyed that map. Now i've been wanted to make sort of a tribute map and this is what i got so far, I'd really like some input before i continue.

Overview:
+ Show Spoiler +

[M] (2) Scraplands
160x160
[image loading]
Mike Kilo Papa!
skdeimos
Profile Joined May 2013
Canada155 Posts
May 19 2014 08:09 GMT
#2284
Feedback on Xel'Naga watchtower placement? I think this might lead to dynamic battles to hold a third, where the player who controls their high ground (typically the defender, and defender's advantage is definitely good seeing the far distance from this third to the nat) can control the watchtower and thus keep tabs on enemy army movement. Thoughts?

[image loading]
Timetwister22
Profile Joined March 2011
United States538 Posts
May 19 2014 12:02 GMT
#2285
The tower placement is interesting, though I feel it would only be important once the to rocks are down. With the rocks up, it's very easy to keep track of things, but attacking the third is a pain with the rocks up, so I expect the rocks to drop fast each game. So yeah, nice little dynamic you have there. Rest of the map seems pretty nice as well.
Former ESV Mapmaker | @Timetwister22
IeZaeL
Profile Joined July 2012
Italy991 Posts
May 19 2014 18:26 GMT
#2286
Made a new map !
http://i.imgur.com/cYRY2qD.jpg ( sorry too large to link directly )

What should i change ? Keep in mind i wanted to make that 2 expansions 6m1g.
Author of Coda and Eastwatch.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-05-19 23:49:06
May 19 2014 23:48 GMT
#2287
On May 20 2014 03:26 IeZaeL wrote:
Made a new map !
http://i.imgur.com/cYRY2qD.jpg ( sorry too large to link directly )

What should i change ? Keep in mind i wanted to make that 2 expansions 6m1g.

A 3rd base seems difficult to take in general, the easier option has reduced resources and the other base is quite exposed. The idea of a reduced third is cool, but I feel it's a touch too difficult here. Very attractive map though, you've shown every bit of potential I thought you had, really cool stuff.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
moskonia
Profile Joined January 2011
Israel1448 Posts
May 20 2014 01:28 GMT
#2288
The rocks behind the mineral line should block all possible harass to it imo. Currently you can harass a part of it, and thus unless someone constantly manages their workers to not go to those minerals, it's almost the same as having no rocks at all.

It seems like your ignoring many balance issues such blink all ins, siege tanks that can attack the natural's mineral line, and far 3rds. The map overall looks interesting, but I doubt it will be welcomed, at least in the current meta. While siege tanks are not really an issue currently, after just exiting an era of blink all ins being the most common build in PvT, most new maps should as little surface area to the mains as possible.
And G
Profile Joined May 2012
Germany491 Posts
May 21 2014 20:14 GMT
#2289
New old map:

[image loading]

Natural:

+ Show Spoiler +
[image loading]

As you can see, both entrances can be plugged with a 3x3 and a 2x2 building plus an additional 3x3 building between nexus and minerals. The narrow path from the natural to the backdoor ledge is unpathable.
not a community mapmaker
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2014-05-22 03:42:02
May 22 2014 03:41 GMT
#2290
Having not one, but two backdoors into the mains seems like overdoing it, I think.

Also, main is pretty vulnerable to blink stalkers already, and walling the natural seems too difficult. It seems like a partial walloff may be doable using the Nexus, so that could be okay given that attackers would have to go all the way around the bottom to get around it.

Ah, I didn't see the natural closeup. That's tricky, but it could work.
And G
Profile Joined May 2012
Germany491 Posts
May 22 2014 18:14 GMT
#2291
Actually, I think the natural entrance may be too narrow. Take a look at this wall-off:

+ Show Spoiler +
[image loading]


Add a Zealot and this wall is tight with only two 3x3 buildings. The forge isn't too exposed and the photon cannon is safe from roaches. You can also easily plug any holes with a second cannon if you need to wall off completely.

So, I think I actually need to make that entrance a little wider, right?


Also, main is pretty vulnerable to blink stalkers already
I assume you are considering a blink attack through the middle of the map, hitting the NE part of the main. Still, I don't understand why you feel that the main is vulnerable. There's a little cliff surface on top of the main ramp, and some more on the other side of the backdoor rocks, but that's it. The defender has a convex position and can reposition more easily than the attacker. On top of that, the main mineral line is a long way from the cliff, and tanks on the high ground near the natural geysers can lock down all approaches except hugging the edge of the main near the map border.

I think a blink attack would have to hit the natural from the wide ramp, but then you can't really blink up into the main, and you're very vulnerable to counterattacks.
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 22 2014 21:21 GMT
#2292
If you make the front entrance any wider, it will be really tilted toward aggression such as speedling / speed+bane / speed + roach pressure. Is this what you intend? Also, zvz will be a huge pain with this setup.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
May 22 2014 23:36 GMT
#2293
Maybe I'm just bad at reading map proportions from the overview, but it just seemed that it would be possible to blink in from the nat and be pretty damn close to the mineral line.
And G
Profile Joined May 2012
Germany491 Posts
May 23 2014 13:03 GMT
#2294
On May 23 2014 06:21 EatThePath wrote:
If you make the front entrance any wider, it will be really tilted toward aggression such as speedling / speed+bane / speed + roach pressure. Is this what you intend?

Not necessarily, but if I don't make it wider, then Protoss will always wall off super quick, and that is definitely not what I intend.

Here are some pictures of possible wall-ins with a wider entrance, depending on how fast you want to wall off, whether you first want to wall off the narrow entrance or from ramp to nexus, how protected you want your forge to be, whether you want pylons or cannons as part of the wall, whether you want to wall off completely (there's two backdoors after all) or leave a small gap, whether you want to be able to plug the other entrance with a 2x2 building if necessary, and so on:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Does this entrance look too wide to you?


On May 23 2014 08:36 Coppermantis wrote:
Maybe I'm just bad at reading map proportions from the overview, but it just seemed that it would be possible to blink in from the nat and be pretty damn close to the mineral line.

So you're thinking of an attack hitting the natural from the wide ramp, and then blinking up into the main from there, right?

Here's a picture of the unpathable area there (NW base):

+ Show Spoiler +
[image loading]


This seems pretty easy to defend economically; you can place a bunker right next to the mineral line and there are several good tank spots that lock down all approaches. The distance from the cliff to the main mineral line is about the same as on Yeonsu and Heavy Rain, but of course the exposed cliff section is much shorter and doesn't provide a safe retreat path. Combined with the short path through the middle of the map that allows for strong counterattacks, blinking up into the main would be quite all-in.

The bigger problem I see is that you may not know which angle the attack will hit from and would have to invest in defenses on both sides. In and of itself each side should be relatively easy to defend, though.


Anyway, I decided that making it absolutely impossible to bounce between the natural entrances before rocks are taken down was not a very good idea, but at the same time I wanted to keep the rocks at the gold base, so now the map looks like this:

+ Show Spoiler +
[image loading]


Also the rocks at the backdoor third have been removed. The map size is 152x152, by the way.
not a community mapmaker
EseNcEIncubus
Profile Joined February 2014
Canada39 Posts
May 23 2014 18:40 GMT
#2295
NightCloud City (WIP)
- 2 Alternate spawns points, ALWAYS forced cross spawns like Waystation
- Elevated cliff beside naturals in bottom right and top left are un-droppable

+ Show Spoiler +
[image loading]
NemRaC
Profile Joined May 2013
Germany12 Posts
Last Edited: 2014-05-23 19:53:05
May 23 2014 19:22 GMT
#2296
CJ Biome 2.0 (visual update) by NemRaC
[image loading]

After my map got "flamed" a bit, because it won the TLMC4, I thought I should redo the optic. I got some inspirating by a rework of the mapmaker Etcetra. Now I'm at the point that I wanted to show you guys the map and ask for some advice or tipps to make it better . I would like to know which region needs the most work , which you like the most and what i should do with the middle which is pretty boring at this point

Here some more pictures of the map :
Album

Edit: also playable on [EU] [US] [KR] to check out the map by yourself
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 23 2014 19:38 GMT
#2297
@NemRaC I actually liked the original aesthetics but the map was not very good for the following reasons, in order from most to least important:
-3rd and 4th bases are really close together. Once you take one, the other is fairly easy.
-Only 1 entrance for 4 bases (by ground). Pretty self-explanatory.
-20 bases, all of which are on low ground (except the mains). Borrrrring.
-Boring center.
-Third base gas might impede movement in front of the natural.
-Top right aesthetics look rushed.
Moderatorshe/her
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
May 23 2014 20:08 GMT
#2298
On May 24 2014 04:22 NemRaC wrote:
After my map got "flamed" a bit, because it won the TLMC4, I thought I should redo the optic.
No offense, but I don't think your map got flamed because of the optic.

That being said, it did win the contest, so I'd say don't change a winning formula. You apparently want to keep the one-theme-per-spawn look, which is totally okay, but maybe you should be a little more subtle about it. For example, you could give each spawn region its own texture near cliffs but keep the texture in the middle the same for all regions, or vice versa. Either way, this would give you more textures to work with, and you could then paint the middle region in its own scheme. Otherwise you should probably blur the textures there a lot more. In fact you can save texture slots by combining two similar textures of different colour. Also, the small central unpathable area could be filled with water.

On a different note, you could totally extend the main to the adjacent base of the clockwise spawn so reapers can jump up there. This would not make blink play dangerous in any way since you'd have to walk a really long way around from there to hit the natural, and it would make scouting less one-dimensional.
not a community mapmaker
NemRaC
Profile Joined May 2013
Germany12 Posts
May 23 2014 20:27 GMT
#2299
@The_Templar I know the " problems" the map has. I read through all the comments haha
I just read 5 player map in the contest rules , and wanted to make very bad, I soon realised that i would be to unsemetic to use ramps so I didn´t , which makes the map pretty unique. I will not change the basic map I just want to increase the optic , because I'm not happy with it, but thank you for saying me that you didn't like the top right so i will see what I can do we'll see.
@ And G
You apparently want to keep the one-theme-per-spawn look,
I will keep the one-theme-per-spawn .I think you wondered because I asked which region you liked the most(I just wanted to know)
to the reaper thing I already read this some , I think it wouldn't really upgrade the gameplay on the map, it would just make it easier for terran so I dont't think I will change it.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 23 2014 20:32 GMT
#2300
@NemRaC: Definitely a good improvement over the original, but why not just use eTcetRa's edit? I saw an incomplete version of it and to be honest it looked better (textures were blended more smoothly, resources were placed more efficiently).

As for improving the layout, I think the best option would be to just combine the adjacent 3rds/4ths (the close by air pairs, separated by a narrow gap) into single bases, which would reduce the base count to 15 and significantly open up the middle for you to do something more interesting. However this obviously would completely break the original concept of the map so it's understandable if you don't want to do it.

I'm glad you're not discouraged by all the criticism, though, and are willing to listen to feedback - that's the best possible attitude to have.
vibeo gane,
Prev 1 113 114 115 116 117 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 11h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 156
SC2Nice 15
Lowko13
StarCraft: Brood War
Sea 42288
Britney 35068
Calm 7243
Horang2 1110
Hyuk 1083
GuemChi 771
PianO 302
Larva 281
Mini 236
Soma 213
[ Show more ]
Light 192
Last 162
ZerO 143
Soulkey 114
Dewaltoss 96
Rush 95
Sharp 64
ToSsGirL 61
Backho 52
soO 50
Free 33
sSak 30
Hm[arnc] 30
sorry 26
Shine 25
JulyZerg 23
[sc1f]eonzerg 21
910 20
Yoon 20
Icarus 19
GoRush 15
ajuk12(nOOB) 11
Noble 10
Sacsri 9
NotJumperer 1
Dota 2
qojqva1118
XcaliburYe55
Counter-Strike
olofmeister1309
x6flipin444
allub197
Other Games
singsing1851
Liquid`RaSZi979
B2W.Neo902
XaKoH 287
Fuzer 179
crisheroes176
ZerO(Twitch)11
Organizations
Counter-Strike
PGL135
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 87
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV178
Upcoming Events
Replay Cast
11h 41m
The PondCast
21h 41m
KCM Race Survival
21h 41m
WardiTV Winter Champion…
23h 41m
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
1d 11h
Ultimate Battle
1d 23h
Light vs ZerO
WardiTV Winter Champion…
1d 23h
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
Replay Cast
2 days
CranKy Ducklings
2 days
WardiTV Winter Champion…
2 days
[ Show More ]
Replay Cast
3 days
Sparkling Tuna Cup
3 days
WardiTV Winter Champion…
3 days
Replay Cast
4 days
Replay Cast
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-03
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.