• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:27
CET 20:27
KST 04:27
  • 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 bracket13Weekly 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
soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Data analysis on 70 million replays [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET
Strategy
Game Theory for Starcraft Current Meta How to stay on top of macro? PvZ map balance
Other Games
General Games
Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation Path of Exile [Game] Osu!
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
US Politics Mega-thread Russo-Ukrainian War 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: 1772 users

Work In Progress Melee Maps - Page 138

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 136 137 138 139 140 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-05 04:26:56
December 05 2014 04:21 GMT
#2741
[image loading]
Not to much of a difference but mains are larger, and optional 4th is farther away. I must also note that the clockwise 3rd is also an option. Usually not preferable though. Last post for now.
Casual Mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
December 05 2014 07:23 GMT
#2742
Natural is too far from main ramp, will be hard to defend for zerg because of creep. Also, blink might be an issue.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 17:28 GMT
#2743
While the natural is far from the ramp, it is actually quite close to the main base hatchery. 1 creep tumor can reach the nat, i think. I don't think blink will be a huge issue, since stalkers can only blink to the main from the forward high ground, not the counterclockwise low ground, not to mention the ramp is very close to the naturals wall off location. But will take into account your feedback.
Casual Mapmaker
Asindee
Profile Joined August 2012
France26 Posts
Last Edited: 2014-12-06 12:06:06
December 06 2014 12:05 GMT
#2744
Hi, I'm looking for some feedback on this one please. (size is 158x150)

[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
December 06 2014 13:37 GMT
#2745
Map is a bit too big, but there is not much you can do about that in this point I think. 3rd's are a bit too hard imo, you could maybe make the horizontal one a bit closer, and/or add some rocks to the high ground one (blocking the far ramp, or choking up the mid ramp).

Overall pretty nice. I like the middle, seems like it would be very interesting. As the map is so big, some watch towers could help minimize the effort it takes to control the map. 2 towers are probably fine, although 4 could also be justified imo (2 in mid, 2 at sides).
SwedenTheKid
Profile Joined July 2014
567 Posts
December 07 2014 04:01 GMT
#2746
Ok, so new kinda imba map gimmick. Not quite the best execution but hopefully I can work it out. Basically Rock Tower Dominos, that can create a block between the optional free natural and the main. I thought this might hurt zerg, but if the enemy kills the towers, and the defensive player doesn't take the free natural in favor of the normal natural, he now has 2 rocks blocking his backdoor. If the zerg player doesn't take the in-base, he can still get a 3rd base pretty easy.
[image loading]
[image loading]
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 07 2014 04:03 GMT
#2747
oh yeah, and this abomination
+ Show Spoiler +
[image loading]
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 07 2014 04:07 GMT
#2748
On December 07 2014 13:01 SwedenTheKid wrote:
Ok, so new kinda imba map gimmick. Not quite the best execution but hopefully I can work it out. Basically Rock Tower Dominos, that can create a block between the optional free natural and the main. I thought this might hurt zerg, but if the enemy kills the towers, and the defensive player doesn't take the free natural in favor of the normal natural, he now has 2 rocks blocking his backdoor. If the zerg player doesn't take the in-base, he can still get a 3rd base pretty easy.
+ Show Spoiler +
[image loading]
[image loading]

Confused. If you kill either rock tower, rocks will cover the back door ramp? That's sort of cool. The rest of the map feels a bit rushed, though. I'm not sure what you're trying to accomplish with the center.

On December 07 2014 13:03 SwedenTheKid wrote:
oh yeah, and this abomination
+ Show Spoiler +
[image loading]


First of all, remove the gold minerals from the main unless you have a heck of a reason to have them there.

The islands between the vertical mains feel too large. You could make them smaller and add attack paths through there, since the only attack path is through the center right now.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-07 04:37:36
December 07 2014 04:37 GMT
#2749

Yeah, If one tower falls the other one does as well. And yeah, the map isn't close to being done.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 09 2014 03:15 GMT
#2750
Ok, any final thoughts?
[image loading]
+ Show Spoiler +
[image loading]
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 09 2014 07:28 GMT
#2751
I dislike the natural entrance (ZvZ, you know, or even ZvT), but apart from that I really like it, I like how whatever expansion path you choose for your fourth, it forces you to spread out because your nat or third is far away. Also some of your mineral placements (backdoor base) look unstandard/unefficient, and the main looks a bit too big to my taste.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
SwedenTheKid
Profile Joined July 2014
567 Posts
December 09 2014 07:51 GMT
#2752
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-12-09 08:45:21
December 09 2014 08:43 GMT
#2753
On December 09 2014 16:51 SwedenTheKid wrote:
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.

Actually community maps (at least from the most experienced mapmakers) tend to be better about gas efficiency than blizzard maps I think. Blizzard likes to use one particular resource formation that causes one of the geysers to be quite inefficient.
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 09 2014 19:17 GMT
#2754
On December 09 2014 16:51 SwedenTheKid wrote:
Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback.

I don't have any specific map in mind, but any map with a nat choke that is close enough to be covered by the natural hatchery's creep is a good example.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 09 2014 22:16 GMT
#2755
Update
[image loading]

Many screenshots of texturing in progress:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
December 10 2014 00:15 GMT
#2756
@xeno
Like the textures. I assume the map isn't cross spawns. If it was it would be quite big.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2014-12-10 02:13:51
December 10 2014 02:12 GMT
#2757
Redoing the textures. Other version was just to strange to play on. Thoughts?
[image loading]
Edit- No blending yet of course.
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
December 10 2014 03:51 GMT
#2758
On December 10 2014 09:15 SwedenTheKid wrote:
@xeno
Like the textures. I assume the map isn't cross spawns. If it was it would be quite big.

It's all spawns. Cross distance is big but not too big, about 47 seconds nat to nat. Map is 156x156, Nimbus sized.

As for your new one, I loove figure 8 / backdoor base layouts. The back door collapsible tower is a great idea and I'm interested to see how it plays. Other stuff, the back door base is kind of an odd shape. I recommend making that a 4-wide ramp with two rocks on it, and bringing the ramp a bit closer to the base so there's a wider space for defense. The top right generally needs refining - right now there's no particular reason to take an army into that huge open space, since the space doesn't help you defend or attack and the watchtower doesn't really see anything aside from said open space. Maybe switch the rocked ramp with the pod, make it a 3-wide ramp, and make that colossal ramp a bit smaller. Plus the non-standard mineral lines probably should just be standard, there's not really any reason to have them be non standard there.

Textures look good. I'm excited to see where it goes!
www.alonetone.com/xenotolerance
Coppermantis
Profile Joined June 2012
United States845 Posts
December 10 2014 04:27 GMT
#2759
On December 10 2014 11:12 SwedenTheKid wrote:
Redoing the textures. Other version was just to strange to play on. Thoughts?
[image loading]
Edit- No blending yet of course.


I quite like these new textures. Even without blending, it looks very nice.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 10 2014 04:44 GMT
#2760
[image loading]
[image loading]
Will probably lower foliage levels later. Its just for the Art Thread right now.
Casual Mapmaker
Prev 1 136 137 138 139 140 217 Next
Please log in or register to reply.
Live Events Refresh
OSC
17:00
Masters Cup #150: Group C
davetesta220
Liquipedia
IPSL
17:00
Ro16 Group B
Julia vs Artosis
JDConan vs DragOn
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 381
IndyStarCraft 195
SteadfastSC 158
BRAT_OK 71
MindelVK 36
StarCraft: Brood War
Britney 35847
Dewaltoss 94
Rock 50
Noble 29
Shine 12
NaDa 12
Dota 2
qojqva2836
League of Legends
Trikslyr76
rGuardiaN70
Counter-Strike
ScreaM1521
fl0m917
adren_tv4
Heroes of the Storm
Khaldor371
Liquid`Hasu152
Other Games
Grubby1887
FrodaN1642
B2W.Neo925
Beastyqt606
Mlord576
crisheroes458
TKL 241
Hui .133
KnowMe103
Organizations
Dota 2
PGL Dota 2 - Main Stream19488
Other Games
EGCTV1066
gamesdonequick921
BasetradeTV19
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• printf 70
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Airneanach162
• 80smullet 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4919
• Ler66
League of Legends
• Nemesis4409
Other Games
• imaqtpie1048
• Shiphtur297
Upcoming Events
BSL 21
33m
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
12h 3m
Classic vs SHIN
Maru vs TBD
herO vs TBD
Wardi Open
18h 33m
IPSL
1d
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1d
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
1d 3h
OSC
1d 13h
Monday Night Weeklies
1d 21h
OSC
2 days
Wardi Open
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Tenacious Turtle Tussle
4 days
The PondCast
4 days
Replay Cast
5 days
LAN Event
5 days
Replay Cast
6 days
Replay Cast
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.