• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:02
CEST 05:02
KST 12:02
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL S6 finale at Blizzcon Oliveira Would Have Returned If EWC Continued Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is effort ? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7997 users

Work In Progress Melee Maps - Page 123

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 121 122 123 124 125 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
algue
Profile Joined July 2011
France1436 Posts
August 10 2014 19:25 GMT
#2441
It doesn't add much though
rly ?
Coppermantis
Profile Joined June 2012
United States845 Posts
August 10 2014 19:31 GMT
#2442
On August 11 2014 04:17 jamesapjoyce wrote:
Show nested quote +

I like the water features

Which is unfortunate, because they're probably going to go away because excess water can hurt framerates on some systems. I like them too, but c'est la vie.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-13 06:56:33
August 10 2014 20:05 GMT
#2443
deleted
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 11 2014 02:04 GMT
#2444
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
skdeimos
Profile Joined May 2013
Canada155 Posts
August 11 2014 02:22 GMT
#2445
Starting to look extremely good for a first map. Fanatic. Well done. The only thing I don't like is the positioning of the mineral line on the central base. Other than that, you've got decent proportions and expansion flow, which almost no one gets right on a first map.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 12 2014 01:43 GMT
#2446
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 12 2014 03:56 GMT
#2447
On August 12 2014 10:43 SidianTheBard wrote:
Show nested quote +
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.



That's part of the concept though. The idea is to create a map conducive to early aggression that forces a stop to it when the water rises and turns the mains and naturals into islands.

Also, I've now decorated the map.

+ Show Spoiler +
Pre-flooding:
[image loading]
Post-flooding:
[image loading]
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 12 2014 04:00 GMT
#2448
On August 12 2014 12:56 Fanatic-Templar wrote:
Show nested quote +
On August 12 2014 10:43 SidianTheBard wrote:
On August 11 2014 11:04 Fanatic-Templar wrote:
Thanks a ton for your advice, Uvantak!

I think I've followed all your recommendations, except for the mains' sizes, which I feel needs to be a bit harder to cover because of the island nature of the map.

The second ramp on the central high ground formation was something that I'd been hesitant about because I feared it made the natural-to-natural distance to short during the later stages of the game, but then I remembered that the naturals were going to be inaccessible anyway, so third-to-third matters more.

+ Show Spoiler +
[image loading]


One thing you need to be careful about is it's just a straight line from nat to nat and that can get a little aggressive at times and also can be a little boring at times. 1 or 2 base play might be too strong especially since the 3rd is a little farther away and much more open so it'll be tough as it is to take. I'd suggest messing around with the middle a bit to see if you can increase nat to nat rush distance which will make taking an "open" third more desirable.



That's part of the concept though. The idea is to create a map conducive to early aggression that forces a stop to it when the water rises and turns the mains and naturals into islands.

Also, I've now decorated the map.

+ Show Spoiler +
Pre-flooding:
[image loading]
Post-flooding:
[image loading]


Oh snap, I didn't read that far back! It's pretty neat, would be fun how that works. Let me know how it all pans out. :D
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
skdeimos
Profile Joined May 2013
Canada155 Posts
August 12 2014 05:13 GMT
#2449
Oh wow that is starting to look awesome, Fanatic. Awesome work.
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 13 2014 19:55 GMT
#2450
The map has been published on NA as Insulation, though I was annoyed not to find a way to make the low ground unpathable through triggers. As it stands, units heading to the low ground after it has been flooded are forced to stop, and units that were either already on the low ground when it floods or who are dropped there post-flooding are killed.
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
August 14 2014 17:21 GMT
#2451
this is a map Ihad in the closet for about a year never got around to finish it looking around at some pics on the internet I got inspire to finish it i very little map 2v2


[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-14 19:20:44
August 14 2014 19:20 GMT
#2452
^This reminds me a lot of jungle basin, haha
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-08-16 10:49:10
August 16 2014 10:49 GMT
#2453
Some new layouts

[image loading]




[image loading]
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 16 2014 11:48 GMT
#2454
In the 1st one cannon rush would probably be too strong, as well as blink all ins.

I like the 2nd one though. While cannon rushes would probably be pretty strong here too, it's nothing extreme, and overall the layout seems really cool. Both 3rd's seem pretty viable, and I am always a supporter of open naturals. The only problem would be that there are not enough big open spaces for Zerg, although with the open natural it might be needed for Zerg to be balanced.

Would love to see it as an actual map.
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 19 2014 14:32 GMT
#2455
Desertec by Freakling
Looking to make it an actual sc2 map.
[image loading]
Author of Coda and Eastwatch.
moskonia
Profile Joined January 2011
Israel1448 Posts
August 19 2014 17:16 GMT
#2456
Only 1 gas was an actual choice, or were you just copying the map 1 for 1? Anyways close pos probably not going to work that well, but other positions should be fine. I would try and make close spawns possible though, because they usually produce different games, due to the close rush distance.
algue
Profile Joined July 2011
France1436 Posts
August 19 2014 17:21 GMT
#2457
@moskonia : I think he just took a BW map port made by someone named "Freakling" and is planing to work on this map to adapt it to Sc2.
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 19 2014 17:24 GMT
#2458
Actually it is an upcoming starbow map , and I just made a 1:1 copy of the bw map made by freakling. Planning on changing something to make it sc2.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 19 2014 20:30 GMT
#2459
Keep in mind that if you want to be entirely faithful to the original, the center is actually low ground - the ramps are hard to see since they're blended into the terrain since you can actually do awesome stuff like that in the hacked BW editor.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 19 2014 22:27 GMT
#2460
On August 16 2014 19:49 IeZaeL wrote:
Some new layouts

[image loading]

This is supposed to be a backdoor nat map? I'm confused about where the mains are but I assume they are highground. The rush distance looks absurdly short. I am loving the corner bases though. I think you need to redesign the middle (aka how you get between main bases), and maybe enlarge the map a little to make rush distances work. You could easily cannibalize some of the backdoor natural space, too.
Comprehensive strategic intention: DNE
Prev 1 121 122 123 124 125 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 7h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech88
StarCraft: Brood War
Rain 4851
GuemChi 3532
Mind 144
Sexy 43
NaDa 38
Dota 2
NeuroSwarm213
LuMiX0
League of Legends
JimRising 882
Super Smash Bros
hungrybox408
Other Games
summit1g13672
WinterStarcraft326
Maynarde107
ViBE48
Mew2King28
RuFF_SC226
Organizations
Other Games
gamesdonequick713
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 100
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo744
Upcoming Events
Wardi Open
7h 59m
OSC
20h 59m
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
OSC
3 days
CranKy Ducklings
4 days
BSL22 NKC (BSL vs China)
5 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
BSL22 NKC (BSL vs China)
6 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Liquipedia Results

Completed

Acropolis #4 - GSB
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.