• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:54
CEST 16:54
KST 23:54
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon90Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Stormgate/Frost Giant Megathread Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8112 users

Work In Progress Melee Maps - Page 129

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 127 128 129 130 131 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
tooCasual
Profile Joined February 2013
Canada4 Posts
October 11 2014 06:49 GMT
#2561
I feel like my proportions are way off?
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 13 2014 17:55 GMT
#2562
I'm no expert... one thing that stands out to me is that the natural entrance looks a few spaces too wide.
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-15 22:17:38
October 15 2014 18:40 GMT
#2563
[image loading]

gave this one its own thread
www.alonetone.com/xenotolerance
theworldofdustoerba
Profile Joined November 2012
51 Posts
October 20 2014 04:58 GMT
#2564
worth to continue or not?

if so, any changes that can be made before progress continues to texture/doodading?

note: sea platforms behind 1st third and nat is no-pathing.

[image loading]
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 23 2014 19:05 GMT
#2565
bw map , cant blink to main directly using the cliff.

[image loading]

theworldofdustoerba , please finish it. Looking good already !
Author of Coda and Eastwatch.
Big J
Profile Joined March 2011
Austria16289 Posts
October 25 2014 00:20 GMT
#2566
Roguh drawing. Got any potential?
It's pretty choked up
[image loading]
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-25 01:51:13
October 25 2014 01:50 GMT
#2567
Yeah that looks like it's got legs. The middle is really interesting. It looks like the side path next to the high ground and the very wide low ground path are pretty awkward, and chokey right outside the middle.

My favorite idea: Bring the low ground closer to the two ramps off the high ground, make it so you can't pass around the center on mid ground. Remove the single ramp pointing at the gold base, move it closer to the middle and rotate it 90' clockwise, probs make it a double ramp. Expand the midground plateau toward the edge but leave an escape route in the low ground.

That probably makes no sense so I drew a picture
[image loading]

it might still make no sense. it may also be bad. no promises. But it keeps a sense that passing through the center is treacherous which I think is the coolest part about your idea. ymmv

oh yeah and expand the mains they're too small
www.alonetone.com/xenotolerance
Riski
Profile Joined October 2014
France15 Posts
October 26 2014 21:36 GMT
#2568
Hi to everyone ! Here is my first post on TL after following you guys for years now. I'm beginner to mapmaking and I've finally done a complete layout of a melee map (I'm doing art stuffs for a few months, but no full map yet). No aesthetics at all have been done and I'm open to any suggestions about the layout before prettying it up

Map is 124 x128 playable, 8 exp no gold.

Link to the pic
moskonia
Profile Joined January 2011
Israel1448 Posts
October 26 2014 21:47 GMT
#2569
On October 27 2014 06:36 Riski wrote:
Hi to everyone ! Here is my first post on TL after following you guys for years now. I'm beginner to mapmaking and I've finally done a complete layout of a melee map (I'm doing art stuffs for a few months, but no full map yet). No aesthetics at all have been done and I'm open to any suggestions about the layout before prettying it up

Map is 124 x128 playable, 8 exp no gold.

Link to the pic

Very nice for a 1st map. Your main-nat-3rd setup is really good, very standard, which is what you want to do mainly, before you try other kinds of layouts. A few things: Don't use straight ramps unless you have no other option, especially the main and nat ramps, Diagonal ramps are the standard, as they are easier to wall off, and can be blocked by Forcefields easier. Try to limit the pathable space behind the natural, so tanks can't siege the mineral line from the safety on a cliff, this is important to maintain a balance in TvZ, although not as big of a deal as it used to.

Overall very nice 1st map, keep making maps and they will get better each time!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 27 2014 17:19 GMT
#2570
I've been experimenting with different main/natural layouts.

[image loading]

Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.
ModeratorI am still alive, somehow
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 27 2014 18:22 GMT
#2571
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.
Twitter: @iamcaustic
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-28 22:11:31
October 27 2014 21:51 GMT
#2572
new one
[image loading]
168x168 all spawns

this map file got corrupted... TT
www.alonetone.com/xenotolerance
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 27 2014 21:57 GMT
#2573
On October 28 2014 03:22 iamcaustic wrote:
Show nested quote +
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.

Hmm, I mostly agree. To be honest, I've been trying to adjust the map around the first three bases (specifically the main/nat), it's been a lot of different maps already.
I may make the third more vulnerable and open up the rest of the map.
ModeratorI am still alive, somehow
TL+ Member
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 28 2014 22:46 GMT
#2574
Always save a new version before and after major changes... had to redo a bunch of changes around the inner bases.

[image loading]

www.alonetone.com/xenotolerance
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 29 2014 01:13 GMT
#2575
On October 28 2014 06:57 The_Templar wrote:
Show nested quote +
On October 28 2014 03:22 iamcaustic wrote:
On October 28 2014 02:19 The_Templar wrote:
I've been experimenting with different main/natural layouts.

+ Show Spoiler +
[image loading]


Size is 144^2.
Thoughts? Corners of the map are not very well defined yet.

My gut feeling says map flow feels painful. Tight/awkward paths in mid-map, out-of-the-way paths for main army, a 3 base setup that makes me wonder how you'd ever attack it unless you do a crazy all-in to exploit the forward-positioned main ramp, etc.

Hmm, I mostly agree. To be honest, I've been trying to adjust the map around the first three bases (specifically the main/nat), it's been a lot of different maps already.
I may make the third more vulnerable and open up the rest of the map.

I did some work on it. Mainly changed the size of choke points and cliff outlines.
+ Show Spoiler +
[image loading]

ModeratorI am still alive, somehow
TL+ Member
daboss9635
Profile Joined September 2014
Canada21 Posts
Last Edited: 2014-10-29 03:24:54
October 29 2014 03:24 GMT
#2576
Hey guys it's me daboss here, finally I think i've made a decent map to post on team liquid.

The name of the map is Sub-station
It was uploaded on the american server
The playable bounds are 140x140

Some constructrive critism and opinions on it would help me a lot.

Thanks
-daboss

[image loading]

Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-29 17:03:35
October 29 2014 17:02 GMT
#2577
Boss that's a sweet map. The base layout is pretty standard and well executed. Proportions look good, with the exception that the low-ground in front of the 3rd is too choked and awkward to move into from the middle. Maybe find a way to combine the two ramps coming from the gold and split the difference there.

ps the look is fantastic, very cool texturing, but something's up with the cliffs
www.alonetone.com/xenotolerance
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
October 29 2014 19:46 GMT
#2578
I completely disagree with Xeno here, the ramps leading from the center towards the clockwise third base are fine for the most part, you could even say that they may be too open, and blocking the farthest with a single set of diagonal rocks may be a good idea. atm the distance from the natural to the third bases is just too far away, one is blocked by rocks, and the other one is very far away, what it can be done to address this is to reduce the size/outer perimeter of the main base a bit and use the new space to shorten the distance to the clockwise third.

Regarding the counterclockwise third, i highly suggest you to use a similar layout than the one in yeonsu, you can even use a cardinal ramp as a non-blocked ramp if you really want it, but just try to reduce the walking distance as much as possible.

Other thing is that you are using an unnecessary amount of terrain to avoid getting the gold bases be exposed, you can trim down the area, and use that space to increase this place

Another tip is to remove the xel'naga, that tower has no particular reason to be there other than for the lulz, the center is a vital enough place in the map as it is, there is no need to reward even more to the player that's holding it or make it easier for him.

The core layout of the map looks pretty nice and overall has a quite decent flow, but there are things such as the third bases that must be looked upon. Also regarding the aesthetics, we all passed the stage where the discovered the protoss decals and we left a map unplayably bright because of them, try to avoid this.

Oh! Also try to avoid using straight lines for the cliffs, i realize that you put thought into them, that's clear to the eye, but try to avoid them even more, check Templars map for example or IeZael's.

@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
daboss9635
Profile Joined September 2014
Canada21 Posts
October 29 2014 20:23 GMT
#2579
Thank you guys very much for the feed back!

I'll take all your guys's ideas into consideration and i'll make an update later tonight.

Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 29 2014 20:27 GMT
#2580
3rd is to far from nat, rush distance is to short because it's 1 straight path to opponent
"Not you."
Prev 1 127 128 129 130 131 217 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
#104
IntoTheiNu 1318
WardiTV945
OGKoka 273
Rex150
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 273
Rex 150
StarCraft: Brood War
Britney 72590
Calm 6484
Bisu 2733
Jaedong 1355
Shuttle 1348
Horang2 856
Soulkey 694
Leta 374
Soma 372
actioN 313
[ Show more ]
Mini 306
Rush 287
Stork 231
Larva 201
ZerO 158
Light 121
Pusan 119
Mong 107
Hyun 87
Sea.KH 69
910 63
Sharp 62
Aegong 39
Barracks 38
ToSsGirL 36
Bale 33
sorry 31
soO 23
Terrorterran 22
Sacsri 20
HiyA 15
ajuk12(nOOB) 12
Noble 10
zelot 9
NotJumperer 6
Dota 2
qojqva3186
Dendi1244
syndereN462
KheZu129
Counter-Strike
byalli1308
Other Games
Grubby10884
singsing1915
hiko862
Lowko507
Liquid`VortiX205
KnowMe138
Sick130
XaKoH 120
QueenE114
ArmadaUGS69
ZerO(Twitch)5
Organizations
Other Games
gamesdonequick995
StarCraft: Brood War
Kim Chul Min (afreeca) 12
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile121
• iHatsuTV 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV559
League of Legends
• Nemesis2207
• TFBlade884
Upcoming Events
Monday Night Weeklies
1h 7m
Afreeca Starleague
19h 7m
Snow vs Shinee
Shine vs EffOrt
GSL
20h 7m
PiGosaur Cup
1d 9h
The PondCast
1d 19h
Kung Fu Cup
1d 20h
Replay Cast
2 days
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
[ Show More ]
IntoTheTV X SOOP
3 days
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Shopify Rebellion Sundays
6 days
Spirit vs Mixu
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #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

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.