• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:37
CET 16:37
KST 00:37
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Season 2025 - Full Overview and Conclusion Video Footage from 2005: The Birth of G2 in Spain [ASL21] Potential Map Candidates
Tourneys
[BSL21] Grand Finals - Sunday 21:00 CET [Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2398 users

Work In Progress Melee Maps - Page 146

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 144 145 146 147 148 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 18 2015 12:26 GMT
#2901
@Antares: Nice start. I like the map size, small maps ftw. The center openness looks good to me, although a few of the outer areas could maybe be slightly more open. But I don't like the position of the 5th/6th bases relative to each other, since you can basically take them at the same time - I can't really think of a situation where you'd be able to defend one but not the other, except for some air harass.
vibeo gane,
algue
Profile Joined July 2011
France1436 Posts
January 18 2015 13:51 GMT
#2902
On January 17 2015 18:00 OtherWorld wrote:
Meavis : Honestly the first one feels Foxtrot-y to me, so I'd say the second one is better

I don't think foxtrot used the same textures as meavis's map.
rly ?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 18 2015 14:03 GMT
#2903
On January 18 2015 22:51 algue wrote:
Show nested quote +
On January 17 2015 18:00 OtherWorld wrote:
Meavis : Honestly the first one feels Foxtrot-y to me, so I'd say the second one is better

I don't think foxtrot used the same textures as meavis's map.

I was talking about the style for the lighted lines. The first one, with hard edges, reminds me of Foxtrot's mains.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-01-18 16:12:14
January 18 2015 16:12 GMT
#2904
On January 18 2015 21:26 -NegativeZero- wrote:
@Antares: Nice start. I like the map size, small maps ftw. The center openness looks good to me, although a few of the outer areas could maybe be slightly more open. But I don't like the position of the 5th/6th bases relative to each other, since you can basically take them at the same time - I can't really think of a situation where you'd be able to defend one but not the other, except for some air harass.


I've already opened up some areas. You're absolutely right about the 5th and 6th expansions. Will it matter since they are such late game expansions though? The only thing I could do that wouldn't mess up the layout is open a low ground path to the center outside of the natural ramp, but I don't really want to do that.

This is where I'm at right now:

[image loading]

Thanks for your feedback!
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 19 2015 00:49 GMT
#2905
I'm not a fan of the tight chokes at 3 and 9, feel kinda awkward and forced in.

I think joining the low ground to the center path would be best, if you're trying to avoid doing that I would suggest maybe pulling the raised terrain out and combining the two bases at 3 and 9 but that's probably just me wanting to get rid of those chokes.

Finally taking a good look at it makes me think of overgrowth, just dehydrated and shriveled up. I like it.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 19 2015 17:50 GMT
#2906
Any thoughts about this?
[image loading]
Bounds are 132x124, high ground pods and holes on the map are unpathable, and my main concerns are the use of the holes (initially I put them to reduce openness and favor army placement, but I think they're a bit useless) and the viability of the layout post 4-bases stage.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2015 23:25 GMT
#2907
@OtherWorld

I think the holes in the map are a bit gimmicky, but if it's something that you want to try, then do it and see how it works out.

The thirds are incredibly open. It would be difficult for a Protoss or Terran to expand there. You may want to try to shrink up that area.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-01-20 13:45:38
January 20 2015 13:45 GMT
#2908
Hmm ok I've worked on bit on it. Thoughts?
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
algue
Profile Joined July 2011
France1436 Posts
January 20 2015 13:51 GMT
#2909
@OtherWorld : the main doesn't need to be so far away from the forward third, you are wasting space.
rly ?
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-20 15:40:33
January 20 2015 14:01 GMT
#2910
@Otherworld: You can pull the third in and have a small spot for reaper harass/blink near the main entrance. I like the modified holes in front of the main, I think they can still get toned down a bit more. The ones at the edge of the map can be toned down too imo and also the 3 horizontal holes leading to the potential 4th you could probably remove the middle hole. I think the debris in the middle takes away from engagements and promotes base trades.

[image loading]

Played around with this map a little bit and some magic started happening.

**Cross spawn only
**Going to be adding in a third expo horizontally beside the nat at the 10 and 4 spawns.
**Should I rotate the nat at 10 and 4 45/90 ccw? looks pretty easy to jump between mineral lines and harass workers.
(edit) ** Debris at the top of ramp at 10 & 4
**Free nat at 8 & 2 only has one gas.
Antares777
Profile Joined June 2010
United States1971 Posts
January 20 2015 14:15 GMT
#2911
I'm concerned about the mains at 10 and 4. There's no viable third, and the main ramp is a 2x. I'd open up a ramp from the other third to the low ground so that there's a path from outside the natural to the other main's third. This way, that third will work for whichever spawn. The downside would be it has two entrances, but that's acceptable since it's a third, and you can always adjust the chokes as you see fit.

The center reminds me of Secret Spring, but with less significance placed on the center path. On Secret Spring, The center was the only path open at the start of the game, and even during the late game, it was the fastest route between bases. Here, going around the center takes only slightly more time and effort since there are so many other options nearby. If you want to place an emphasis on that area, I think you should isolate it more from the other paths. Make the alternate routes further away and more of a hassle to use. This way you'll have a balance risk vs reward for whichever path you chose instead of one path making much more sense.
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-20 15:39:33
January 20 2015 14:33 GMT
#2912
**Going to be adding in a third expo horizontally beside the nat at the 10 and 4 spawns.


As for the double ramp, there's debris at the top to choke it up a bit. My bad I meant to put something in the last post about it.

I was thinking about opening the path to make that the third but my concerns are once you take your third you have 2 more bases pretty much free. Zerg would have a hayday at that point. I want to try to promote expanding in the other direction. I'll play around with the middle suggestion.
Antares777
Profile Joined June 2010
United States1971 Posts
January 20 2015 15:38 GMT
#2913
This is another map that I'm working on.

[image loading]

Features:
-many destructible rocks that offer alternative routes and strategy
-many variations in cliff height to stress army positioning
-a narrow middle that offers mobility to many different areas on the map, but in early game it is the only fast route
-two semi-island expansions

I'm looking for feedback on whether or not the semi-island idea is viable, overpowered, underpowered, or just plain stupid. I'm also curious on what people think of 6 destructible rocks on one map. I know it's a lot, but I think if placed correctly they can add a lot of depth to the game. I'm also curious on what people think of the third. I kinda had to force it in there or redesign the semi-islands. I think it works where it is, but I'd like to here what people think.
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 20 2015 15:54 GMT
#2914
I'm taking off for a bit but I'll throw down some immediate thoughts.

First thing I thought after reading your post was to make the island expansions the thirds and take the thirds out.

I can't remember the name of it, but there was a map that had tons of destructible rocks at half health (or something to that effect) in a checkerboard pattern so every game was different depending on what path was opened. I'm pretty positive it was used in competitive play too.

The map center gives me headache, it's not a bad thing imo though. It's not immediately obvious what's happening there but the complexity gives it some serious uniqueness that I enjoy to see in maps. If doodads and terraining is done right you can relieve it.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 20 2015 16:05 GMT
#2915
@Jared : I really like how the 2/8 positions would play out. The 4/10 positions however feel a bit strange, because the idea that taking you third is very hard but then gives you two free bases is... unexplored in the current meta I guess? Tbh I'm not sure if it would turn out well. In general Zergs need to be on three bases when T or P is on two, and here it'll be very hard to defend the third while the T/P can pressure and expand at the same time.
The aesthetics looks very good too.

@Antares : I don't think the semi-island is a problem. However my first thought when seeing that map is that you can immortal all-in without all the way from your nat to the Zerg's nat without having to go through a single open area. Besides that the general chokyness of the map strikes me more than the number of rocks.

So I redesigned things a bit, taking into account algue's and Jared's feedback :
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 20 2015 18:31 GMT
#2916
Opened up the middle and put in the thirds for the 4/10. Will probably still tweak the thirds some more so the geysers will be on each side of the mineral line.

[image loading]
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 20 2015 18:34 GMT
#2917
Looks really good now.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-01-21 02:08:43
January 21 2015 00:05 GMT
#2918
I completely redesigned the layout after determining that the middle was too confusing.

[image loading]

Thoughts?

EDIT: Just made a quick change and updated the image.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 21 2015 09:55 GMT
#2919
The third is not open enough for my taste, and some paths feel too narrow. But it's personal preference. Other than that looks good, although the corner bases feel a bit unnecessary.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-21 16:31:33
January 21 2015 15:24 GMT
#2920
I feel like the third would be pretty easy to flank if you caught your opponent out of position, once the TC is dropped in the third; the whole corridor will be really choked up.

That being said ... Z could go for the forward more open base while P would probably go for the lowered third and T would most likely go for the aggresive third towards the opponents base. idk if race tailored bases would work in game, but it's something I didn't recognize right away and seems like it has some pretty cool potential.

What I would do is pull the terrain out in the lower third so there's no 'pit' between the lower third and base right below/above it. I would also take the bases at 3/9 and lift the terrain there and pull the terrain together a wee bit (or just totally join all terrain there - that late in the game I don't think a terribly open fourth is a broken feature) making that a potential fourth (should you choose to expand in the direction). I would take the corner bases out as mentioned by Otherworld - make them engagements points between the lower third and the 'potential fourth'. Maybe XNT instead of bases will give the corners of the map valuable engagements points to hold.

I liked the old middle

Edit:typos

Edit:
Having issues with close proximity cooling towers.
+ Show Spoiler +
[image loading]
[image loading]


You've all probably encountered this before, even I have, just never really looked for an answer to it.
Both the cooling towers are connected somehow, (maybe the overextending pre-collapse glitch?) and when you damage/destroy one, the other imitates.
Prev 1 144 145 146 147 148 217 Next
Please log in or register to reply.
Live Events Refresh
OSC
12:00
Season 13 World Championship
Gerald vs MaNaLIVE!
Creator vs Nicoract
WardiTV1326
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 127
StarCraft: Brood War
Calm 4468
Shuttle 1833
Soma 995
EffOrt 785
ggaemo 628
Larva 619
Stork 614
Light 561
BeSt 497
NaDa 303
[ Show more ]
Rush 253
Hm[arnc] 208
Mini 171
Sharp 154
Nal_rA 125
Movie 120
yabsab 82
Hyun 70
JulyZerg 63
Aegong 59
Sexy 37
GoRush 29
910 26
Terrorterran 18
HiyA 16
Sacsri 8
Rock 7
SilentControl 7
Dota 2
Gorgc6457
singsing2965
qojqva2406
syndereN384
Counter-Strike
byalli1565
Heroes of the Storm
Khaldor393
Other Games
Liquid`RaSZi1823
B2W.Neo794
Grubby438
crisheroes407
Happy344
Hui .310
DeMusliM230
KnowMe121
ArmadaUGS104
Harstem84
White-Ra79
Mew2King30
XaKoH 4
Organizations
Other Games
gamesdonequick2649
StarCraft 2
ComeBackTV 1110
Other Games
EGCTV649
StarCraft: Brood War
Kim Chul Min (afreeca) 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• HappyZerGling 89
• StrangeGG 72
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2890
League of Legends
• Jankos3577
Upcoming Events
BSL 21
4h 23m
Bonyth vs Sziky
Mihu vs QiaoGege
Sziky vs XuanXuan
eOnzErG vs QiaoGege
Mihu vs DuGu
Dewalt vs Bonyth
IPSL
4h 23m
Dewalt vs Sziky
Replay Cast
17h 23m
Wardi Open
20h 23m
Monday Night Weeklies
1d 1h
The PondCast
2 days
Big Brain Bouts
5 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

Escore Tournament S1: W4
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.