• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:46
CET 21:46
KST 05:46
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket12Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread EVE Corporation Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games?
Dota 2
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
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1973 users

Work In Progress Melee Maps - Page 132

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 130 131 132 133 134 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 06 2014 00:34 GMT
#2621
I agree with the feedback you've gotten so far STK. I'm no Meavis but I'll try to answer your question.

The middle high ground base is not usable as a 3rd simply because it's too close to your opponent. Of course there could be a gimmick strat like a fast PF or something, which is actually a good thing about it, but it doesn't make sense as a standard 3rd. Don't change it, but don't treat it like a 3rd.

The high ground 3rd continuing on from the natural is not usable as a 3rd because it gives no defender's advantage. The defender's army has to live right in front of that 2-FF ramp to defend the 3rd and nat, and can easily get trapped in a bad position, just because of that awkward spot. (Some would say the defender's army should have to move more in order to defend nat and 3rd base at once - another thing to consider) Meanwhile the attacker has a lot of flexibility and doesn't seem to have a downside from an aggressive position. There's more space on the attacker's route into the base and the ramp is in line with the army path - it's hard to get trapped, plus there's an escape route. You could try changing this by adding a collapsible rock tower in the attacker's route, adjusting the defender's ramp size and/or direction, and by giving the defender more space in the base.

The lowground 3rd isn't tenable either because it's forward to the opponent and wide, wide open. It's also too hard to defend, just because it's too close so timings come nice and quick and again because the attack has more space to maneuver and get a good angle than the defender.

As for changes, I recommend strongly against making the change suggested in orange, since it generally doesn't solve the main problem: The rush distance over the high ground is too short. You could try adding huge diagonal rocks or collapsible towers to those ramps, which also makes taking the middle high ground base more possible. You also should consider pushing the mains back deeper into the corners, giving you some space to move the lowground 3rd further away from the opponent (and also making it less blink-friendly - leave space between that 3rd and the main).

Good luck <3
www.alonetone.com/xenotolerance
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-06 01:36:30
November 06 2014 01:32 GMT
#2622
On November 06 2014 02:13 SwedenTheKid wrote:
[image loading]
will be away from my PC for a few days. How does this look? Low ground 3rd by nat ramp removed.

I'd say there's a simpler solution to improving the map:

[image loading]


Only downside is the high level of resource saturation with minimal army movement, so you might want to consider doing something about the low-ground third anyway.
Twitter: @iamcaustic
SwedenTheKid
Profile Joined July 2014
567 Posts
November 06 2014 04:29 GMT
#2623
Wow, that really helps Xeno and iamcaustic. Will be making the changes as soon as I can. Also probably will combine the 8 o'clock base and the low ground 3rd, or make it a half base. Don't like the amount of resources so close to the main base. Plus with that base gone it will give me more room to work with the main. Will have to experiment.
+ Show Spoiler +
still can't think of a good name. Maybe "solace night"? "Neo Neptune"?
Casual Mapmaker
daboss9635
Profile Joined September 2014
Canada21 Posts
Last Edited: 2014-11-06 05:56:28
November 06 2014 05:54 GMT
#2624
Sorry if i'm kind of spamming the forums but here's another update on the map sub-station.
Changes:
1) Easier to harass gold base.
2)Two towers for overlords on each side of the map. (one at the natural and near the gold base)
3)Extended map bounds for more air space.
4)Spread out ramps near the third and a untraversable cliff to make the third a bit easier to wall off and secure.
5) A small bit of low ground at the 4th base to make it less open.
6) Many additional aesthetics to improve on the atmosphere.
But I still need to work on the textures a bit more...

Also if you guys could give me some more feed back that would be amazing!!!
So here's the map:

[image loading]

OtherWorld
Profile Blog Joined October 2013
France17333 Posts
November 06 2014 14:48 GMT
#2625
I like it. I guess now only the potential blink issue remains, along with the ZvZ wall thing.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-11-07 01:49:18
November 07 2014 01:48 GMT
#2626
On November 05 2014 09:54 SwedenTheKid wrote:
[image loading]


Dude this map reminds me of this map:

[image loading]
"Crossfire" (name taken)
~ ~ <°)))><~ ~ ~
SwedenTheKid
Profile Joined July 2014
567 Posts
November 07 2014 02:57 GMT
#2627
hmmm its a stretch but I see the connection. Was originally going for the BW Blue Storm look, but its pretty clear to me that the final version of my map is going to look way diffirent.
+ Show Spoiler +
how do low ground mains sound?
Casual Mapmaker
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
November 08 2014 20:28 GMT
#2628
New map: Desolo

[image loading]

144x144
14 bases
Pocket mineral-only (8 patches)
Regular natural has 6 patches instead of 8
The smaller ramp is blocked on the bottom by 4 mineral patches with 5 minerals each
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-11-09 00:15:58
November 09 2014 00:15 GMT
#2629
to many ramps and chokes, far to many actualy, please browse through a couple of good maps and look how open terrain is on those to get a better idea of how open terrain needs to be.

also your minerals/geyser placement is very awkward on some bases.
"Not you."
SwedenTheKid
Profile Joined July 2014
567 Posts
November 09 2014 02:38 GMT
#2630
trying to figure out a good layout for the outer 4th/3rd. I think its a good idea to make it a half gold. Obviously very rough draft. Concerned about how cramped the middle is.
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
November 09 2014 02:51 GMT
#2631
+ Show Spoiler +
[image loading]

better main-nat-3rd idea? Yes its a low ground base. (rocks will be added to nat-to-3rd hill)
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-11-09 23:47:06
November 09 2014 03:48 GMT
#2632
So this is my last upload today...hopefully. What do you guys think of the center? The Main/nat/3rd layout? any feedback would be great <3
[image loading]
Or this other version I just sketched. Idk which is a better layout. Green is collapsible rocks, purple walls are defensive positions (light to dark-early to late).
+ Show Spoiler +
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-11-11 05:12:47
November 11 2014 04:38 GMT
#2633
New map I'm finishing. Inspired by Fighting Spirit. Also, gold naturals. (Updated Image)
[image loading] No pathing behind the natural. Path to the main-side 4th is blocked off by rocks. 3rd is the only mineral line/gas that can be hit by tanks. Tower in center can spot pretty much everything crossing the map. Maybe to OP. Textures could use some work. Also I have no doodads at this point.
+ Show Spoiler +
[image loading][image loading]
Casual Mapmaker
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2014-11-11 04:50:50
November 11 2014 04:49 GMT
#2634
If I were you I'd widen the bridges that lead to the center as well as the ramps that come off of the 4ths. It feels way too easy to 4-base (with higher income because gold) and only have to hold two relative narrow chokes, and only be vulnerable mostly at the 3rd. For instance I know in PvZ I could open phoenix to deter a spire opener, and then sit on 4 bases with a bunch of sentries. And in PvT conversely I'd have a hard time doing anything with a turret and two bunker-walls barring my avenues of mid-game attack.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
SwedenTheKid
Profile Joined July 2014
567 Posts
November 11 2014 05:15 GMT
#2635
Thanks for the advice, updated. It was a concern I had. Hard to convert BW layouts because of stuff like that. Still a bit of a turtle map, but I'm decently happy with it.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-11-13 03:16:51
November 13 2014 00:49 GMT
#2636
cool stuff yo. I quite like the middle. It might look a little off at first, but I think army movement is pretty interesting... in cross positions. In close positions the counter-clockwise player just gets stuffed, especially against tanks and air.

oh yeah - I've always had the impression that easy, close gold bases really strongly favor Terran - see Gangnam Terran. I don't see the gold natural as crucial to the concept, so you might consider switched the gold to, say, what's currently the 3rd, and make either 4th easier.
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
November 13 2014 03:14 GMT
#2637
Its only cross-spawn at the moment, btw. Thanks for the feedback.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-11-13 04:28:36
November 13 2014 04:10 GMT
#2638
(Updated) I think is pretty much done. What do you think of the sort of 2 in 1 map style with the different gold base placements? The theme? Made the 3rds more exposed to limit turtle play. Cross-spawn only of course. [image loading] + Show Spoiler +
[image loading][image loading]
[/url]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-11-15 05:47:30
November 15 2014 05:20 GMT
#2639
So really been map making a lot lately. Sorry if this is a bit spam.
Edit- I am aware of the blink-2-main problem. Will be fixed soon
[image loading]
+ Show Spoiler +
[image loading] [image loading]I'm getting a hang of cliff doodading, think it looks good so far?
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 15 2014 14:16 GMT
#2640
theres no attack paths but through the middle, bad design
"Not you."
Prev 1 130 131 132 133 134 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 10h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 225
IndyStarCraft 200
SpeCial 172
UpATreeSC 156
JuggernautJason46
StarCraft: Brood War
Britney 27842
Calm 2885
Dewaltoss 99
Leta 45
HiyA 15
Dota 2
Gorgc6439
Counter-Strike
fl0m1364
pashabiceps1273
Heroes of the Storm
Liquid`Hasu347
Other Games
Grubby3032
FrodaN2030
B2W.Neo530
DeMusliM410
crisheroes394
Sick183
RotterdaM180
mouzStarbuck155
C9.Mang094
Trikslyr53
SteadfastSC32
KnowMe23
ZombieGrub21
OptimusSC24
Organizations
Dota 2
PGL Dota 2 - Main Stream24897
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• intothetv
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• Kozan
StarCraft: Brood War
• FirePhoenix20
• 80smullet 15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3681
• WagamamaTV508
• masondota2425
• Ler108
League of Legends
• TFBlade1182
Other Games
• imaqtpie1022
• Shiphtur239
Upcoming Events
RSL Revival
10h 44m
Classic vs MaxPax
SHIN vs Reynor
herO vs Maru
WardiTV Korean Royale
15h 14m
SC Evo League
15h 44m
IPSL
20h 14m
Julia vs Artosis
JDConan vs DragOn
OSC
20h 14m
BSL 21
23h 14m
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
1d 10h
Wardi Open
1d 17h
IPSL
1d 23h
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1d 23h
StRyKeR vs Artosis
OyAji vs KameZerg
[ Show More ]
OSC
2 days
OSC
2 days
Monday Night Weeklies
2 days
OSC
3 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
5 days
The PondCast
5 days
Replay Cast
6 days
LAN Event
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.