• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:53
CEST 18:53
KST 01:53
  • 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 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo20Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)12[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted Is the larve respawn broken? Yamato Cup Series What kind of tool would you be interested in?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) GSL CK #4 20-21th June Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Beyond All Reason Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile ZeroSpace at Steam NextFest - Last free demo
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
TL Mafia
Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
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
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
ICO Development for AI, G…
Joshlittle
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5802 users

Work In Progress Melee Maps - Page 149

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 147 148 149 150 151 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 26 2015 23:45 GMT
#2961
That's the best thing I can think of doing too. Probably have both sides ramp down to it. Got some pretty cool ideas already on how I'm going to do it, I'll upload pics as soon as I get around to it.
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-27 05:44:45
January 27 2015 04:20 GMT
#2962
Bleh. Not too happy with it atm, feel like it still stretches the player a little thin. I want to pull the base closer but it makes the base really awkward in proportion to the ramp placements and passing through the base with large numbers or units.

The area behind the mineral line will be unpathable, probably going to put some kinda Egyptian looking ruin there.

[image loading]

Edit: Updated pic for small edits. Feeling better about it.
TheSkunk
Profile Joined September 2010
82 Posts
January 27 2015 15:51 GMT
#2963
Just getting in to map making and would love some feedback on this map concept (Phaethon Oasis)

Overview:
[image loading]

More Images:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2015-01-27 15:55:57
January 27 2015 15:54 GMT
#2964
Mr. Skunk: Looks nice. I'm not sure how easily Protoss can FFE but that should be fine. More importantly, I'm worried about the watchtower next to the main. It seems like the attacker can abuse this quite a lot. Definitely an improvement over your previous maps though :D
ModeratorI am still alive, somehow
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 27 2015 16:02 GMT
#2965
General proportions are good. Layout is standard but solid, the gold bases in the middle are a nice touch but could suffer from the "winner wins more" syndrom. I dislike the positioning of the main's ramp, the Xel'Naga near bases and protoss geysers over natural textures. I'd suggest you put an overlord pod near the natural's ramp too. I think you could reduce the dead space between the horizontal third's low ground access and the corner bases.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheSkunk
Profile Joined September 2010
82 Posts
January 27 2015 16:08 GMT
#2966
On January 28 2015 00:54 The_Templar wrote:
Mr. Skunk: Looks nice. I'm not sure how easily Protoss can FFE but that should be fine. More importantly, I'm worried about the watchtower next to the main. It seems like the attacker can abuse this quite a lot. Definitely an improvement over your previous maps though :D

The watch tower is definitely a risky concept, but its very unique so I wanted to give it a try.

Do you think there are any major concerns with it aside from Blink and Siege Tanks? It's close to the natural ramp and there is plenty of high-ground space to deny the opponent from taking it from the high ground. The idea was that at the early stages of the game you probably couldn't deny them from taking it, but later on (around when blink or a 1-base tank play would hit) the aforementioned factors would keep it from being abused. Obviously it could still be used for such attacks, but not to the point it broke the map.

The Protoss can wall the natural with 1 forge, 1 gate, 1 core, 1 pylon -- I don't think its unreasonable?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 27 2015 16:10 GMT
#2967
On January 28 2015 01:08 TheSkunk wrote:
Show nested quote +
On January 28 2015 00:54 The_Templar wrote:
Mr. Skunk: Looks nice. I'm not sure how easily Protoss can FFE but that should be fine. More importantly, I'm worried about the watchtower next to the main. It seems like the attacker can abuse this quite a lot. Definitely an improvement over your previous maps though :D

The watch tower is definitely a risky concept, but its very unique so I wanted to give it a try.

Do you think there are any major concerns with it aside from Blink and Siege Tanks? It's close to the natural ramp and there is plenty of high-ground space to deny the opponent from taking it from the high ground. The idea was that at the early stages of the game you probably couldn't deny them from taking it, but later on (around when blink or a 1-base tank play would hit) the aforementioned factors would keep it from being abused. Obviously it could still be used for such attacks, but not to the point it broke the map.

The Protoss can wall the natural with 1 forge, 1 gate, 1 core, 1 pylon -- I don't think its unreasonable?

I wasn't sure about the FFE, it's hard to tell from the overview.

I think contains in general will just be really easy with the watchtower, and blink being imbalanced is reeeeally important.
ModeratorI am still alive, somehow
TL+ Member
TheSkunk
Profile Joined September 2010
82 Posts
Last Edited: 2015-01-27 16:29:55
January 27 2015 16:18 GMT
#2968
protoss geysers over natural textures.

..oops, mistake.

I'd suggest you put an overlord pod near the natural's ramp too.

Good idea.

I think you could reduce the dead space between the horizontal third's low ground access and the corner bases.

Not sure I properly understand what you are suggesting -- I move both third choices closer to the natural? Perhaps a quick MS paint would help me visualize it.

I think contains in general will just be really easy with the watchtower, and blink being imbalanced is reeeeally important.

Is it really going to be too strong for that, though? The bunker can shoot at about where the stalker is at that picture. The Terran can potentially take the watch tower himself to actually scout the stalker movements. The Terran can also (potentially) use the watch tower at the enemies base to help him scout if the Protoss is going blink or not so he doesn't have to scout or not.

[image loading]

I'm not arguing that isn't too strong because I figured the concept would be kind of broken, but I would like second opinions.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 27 2015 16:29 GMT
#2969
I meant this (red arrow) :
[image loading]
Basically the blues paths leading to the corner bases could be a bit more open. To do that reduce the dead space by making the part with green dot pathable terrain. It's not a necessity ofc, but right now the corner bases feel a bit cut apart from the rest of the map.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheSkunk
Profile Joined September 2010
82 Posts
January 27 2015 16:33 GMT
#2970
Oh right, that makes sense. I had been considering that but hadn't made up my mind yet.

the gold bases in the middle are a nice touch but could suffer from the "winner wins more" syndrome

This is a fair point, but I'm curious as how I'd address it (aside from making it non-gold) or is it simply because bases in the middle of the map will always kind of suffer that?

Thanks for the feedback both of you, been very helpful so far.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 27 2015 17:20 GMT
#2971
On January 28 2015 01:33 TheSkunk wrote:
Oh right, that makes sense. I had been considering that but hadn't made up my mind yet.

Show nested quote +
the gold bases in the middle are a nice touch but could suffer from the "winner wins more" syndrome

This is a fair point, but I'm curious as how I'd address it (aside from making it non-gold) or is it simply because bases in the middle of the map will always kind of suffer that?

Thanks for the feedback both of you, been very helpful so far.

Well tbh I used "could" because I have no personal opinion on that. I mean I still have to see a game where center bases played that role in an excessive manner.
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
Last Edited: 2015-01-27 20:15:47
January 27 2015 19:32 GMT
#2972
The watchtower just gives attackers a huge advantage, you have to consider things beyond blink PvT. Siege push TvZ, blink all-in PvP, and consider what it means that players can scout 3 of the first 4 geysers from outside the natural. It's broken, sorry to say (because it's fucken cool).
www.alonetone.com/xenotolerance
TheSkunk
Profile Joined September 2010
82 Posts
January 27 2015 20:51 GMT
#2973
On January 28 2015 04:32 Xenotolerance wrote:
The watchtower just gives attackers a huge advantage, you have to consider things beyond blink PvT. Siege push TvZ, blink all-in PvP, and consider what it means that players can scout 3 of the first 4 geysers from outside the natural. It's broken, sorry to say (because it's fucken cool).

Thanks for your feedback. Do you think the map has any merit with the watch tower removed? It was supposed to be fairly standard, but is it a good fairly standard map?

I did consider it in all situations, not just blink PvT. The idea was that due to how close it is to the main ramp and the cliffs overhanging it, the defender should be able to easily control the watch tower from the high-ground initially and before long, from the low-ground.

Once the defender has a few units he should have control of the watch tower by default. By having control of the watch tower, the defender should be able to see an attack soon enough to have time to prepare for it, and prevent your opponent from setting up there (in a situation like TvZ tank push, or other similar situations to it) and prepare when an opponent moves to take it. Theoretically the watch tower would be very strong for an attacker, but due to the cliffs surrounding it and proximity to the base, it should be very hard for the attacker to ever take it in the first place past the *very* early stages of the game.

Thats why, despite the severity of being able to scout 3 of the first 4 geysers, I didn't think that would be a big problem. The idea was to encourage more standard openers, however, by the time you'd want to be taking 2nd to 4th geysers you should be able to deny them from taking the watch tower pretty easily enough to still keep how many gases you were on a mystery and allow you to still do some surprising builds.

There would still be ways attackers could utilize it of course, but due to those factors, hopefully not in a game-breaking way.

This, of course, was all just the *theory* and I'm very open (and in fact, expected) that in reality its just completely broken, which is why I initially asked what you thought of the map aside from the watch tower gimmick I attempted.



Xenotolerance
Profile Joined November 2012
United States464 Posts
January 27 2015 22:54 GMT
#2974
Bear in mind that you also have the main ramp outside the natural choke - and that on standard maps, an early timing will usually push the defender behind their nat wall scrambling to buy time to defend. It's that on top of the watchtower that make it broken. If your army is smaller than your opponents, it won't be enough to defend the tower out in the open, since it's often barely enough to defend from a really strong choke point. For example: this blink stalker PvP where the attacker has a slight army advantage and is forced away by a photon overcharge. On your map as it is, the slightly bigger army straight up wins if they're fighting in the open, and if they are fighting by the natural nexus and overcharge is used, herO could just walk over to the watchtower and blink into the main, and the attack continues - in this example, it probably lets herO advance in 1st over Stats. (There's another example from this morning's proleague in Bravo vs Sorry, but I'm skipping that one for now.) Is this gamebreaking? Sort of, since it pretty much kills defender's advantage, and makes your map super duper aggressive in ways that benefit specific Protoss and Terran strategies over others. In shorter discussions, that is all expressed as 'blink imba, map broken.'

So if you were going to use the watchtower, you'd want to make the natural easier to defend. These things have to be in balance, and it's okay to tilt the balance one way or another, but it's way more subtle than often appears at first, and what seems like a neat gimmick just throws interesting starcraft away. (I continue to run into this lesson myself - please don't think I'm the expert, I just happen to be taking the time to write this out. If Uvantak came in you'd probably get a different, better explanation, with screenshots and cited sources.)

On the whole, I think the map is good. The basic proportions are perfectly fine, ignoring the watchtower-natural entrance-main ramp stuff. There's an interesting choice of 3rds which is my favorite feature of any map, and there's a sufficiently defensible 3rd and 4th to make ZvP playable. There's a good balance of open space and chokes. Nothing else about this map is 'wrong' imo, and I think the other advice you're getting is good. So! You've succeeded in making a mostly standard map that includes a super-strong attack gimmick, and that's worth doing. We all benefit from paying attention to good questions like this, so please don't get discouraged.

Good luck with this map as it develops!
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
January 28 2015 01:41 GMT
#2975
[image loading]
144x144
New WIP Idea
Still cant seem to make up my mind on were the golds should be. Obviously early development. Thoughts?
Casual Mapmaker
LComteVarauG
Profile Joined January 2015
Australia158 Posts
January 28 2015 03:29 GMT
#2976
On January 28 2015 10:41 SwedenTheKid wrote:
[image loading]
144x144
New WIP Idea
Still cant seem to make up my mind on were the golds should be. Obviously early development. Thoughts?


I like the concept - it looks like it would be quite fun to play. Blink might be a problem on the top side of the mains though I am not an expert. Kind of looks like the same customized tile-set I used on my map Golden Outpost . I think that the golds will add a lot to battles in the map, as control over them would mean that the player using them would be at a huge advantage.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 28 2015 04:47 GMT
#2977
shwoop
[image loading]
www.alonetone.com/xenotolerance
SwedenTheKid
Profile Joined July 2014
567 Posts
January 28 2015 06:09 GMT
#2978
Texture/theme looks good Xeno^
Casual Mapmaker
NinjaDuckBob
Profile Joined March 2014
186 Posts
January 28 2015 06:58 GMT
#2979
Aesthetics still in the works, would like feedback on the design though.

[image loading]

Additional images:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]
NinjaDuckBob ~ Fear the fuzzy!
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 28 2015 07:07 GMT
#2980
On January 28 2015 10:41 SwedenTheKid wrote:
[image loading]
144x144
New WIP Idea
Still cant seem to make up my mind on were the golds should be. Obviously early development. Thoughts?

Be wary with using the Daaelam Arch cliffs on a non-space tileset. As you can see it creates black holes, and then since you can't hide it with fog/water you have to place fucktons of doodas to cover the holes.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Prev 1 147 148 149 150 151 217 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#57
RotterdaM545
TaKeTV 320
TKL 248
IndyStarCraft 116
SteadfastSC95
BRAT_OK 90
HolyHit16
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 545
ByuN 490
TKL 248
mouzHeroMarine 205
Clem_sc2 183
IndyStarCraft 116
SteadfastSC 95
BRAT_OK 90
trigger 31
RushiSC 27
StarCraft: Brood War
Calm 8132
Horang2 1175
Shuttle 1060
EffOrt 628
Mini 274
Soulkey 219
Mong 167
Sharp 120
Leta 104
Snow 97
[ Show more ]
Sea.KH 58
hero 55
Movie 31
Terrorterran 30
scan(afreeca) 25
zelot 19
Rock 12
Sacsri 8
Dota 2
qojqva2520
420jenkins255
Counter-Strike
fl0m1978
Sick181
adren_tv45
Heroes of the Storm
MindelVK17
Other Games
singsing1884
B2W.Neo1071
hiko911
Lowko687
FrodaN647
Beastyqt412
ceh9368
PiGStarcraft327
C9.Mang0131
KnowMe79
Trikslyr52
Dewaltoss13
OptimusSC22
Organizations
Dota 2
PGL Dota 2 - Main Stream6519
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2769
• TFBlade737
Other Games
• WagamamaTV159
Upcoming Events
Sparkling Tuna Cup
17h 7m
The PondCast
1d 17h
Douyu Cup 2020
2 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
3 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
4 days
Maestros of the Game
4 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
4 days
Douyu Cup 2020
5 days
BSL22 NKC (BSL vs China)
5 days
Online Event
5 days
[ Show More ]
RSL Revival
6 days
RSL Revival
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
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

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
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
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
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.