• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:44
CET 12:44
KST 20:44
  • 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 surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA16
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t
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 # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Data analysis on 70 million replays What happened to TvZ on Retro? soO on: FanTaSy's Potential Return to StarCraft 2v2 maps which are SC2 style with teams together? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
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
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: 1915 users

Work In Progress Melee Maps - Page 154

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 152 153 154 155 156 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 16:24 GMT
#3061
Hmm it feels a bit bland to me, mostly because the heavy fog, very "sky"-ish, with a grass+sand natural tileset feels curious. I like the changes you made on the layout, except that there's one geyser at the forward third/fourth that is curiously placed, it feels like he's in the middle of things.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 03 2015 16:30 GMT
#3062
I don't think I want to take a fourth base on that map, skunk ><
Moderatorshe/her
TL+ Member
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 16:45 GMT
#3063
On February 04 2015 01:30 The_Templar wrote:
I don't think I want to take a fourth base on that map, skunk ><

So far, I think thats the main problem with this map. But is it a problem? Should it be easy to take a fourth? Its not supposed to be an easy macro map. I feel like you take a fourth on this map simply by keeping the enemy busy by attacking them -- there will be a lot of fighting if you want to secure a fourth.

However, if it is a problem, how do you advise me fixing it? I don't feel like I can really move any of the possible fourths closer or make them more chokey so they feel safer.

Currently I think a lot of people will take the gold as a fourth despite how unsafe it is, just so they'll have it closer to their third, making it easier to go between the two to defend than the other choice.

My current thought is if the fourth is definitely a problem, to bring the corner bases in closer -- say, right next to the back entrance to the third -- and that might solve the problem, as like the gold it would be close enough to the third to defend the two. (Which I feel is the problem if you try to take the other base as a 4th)
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
February 03 2015 16:46 GMT
#3064
I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff.
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that

[image loading]

[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 03 2015 16:50 GMT
#3065
On February 04 2015 01:46 Koektrommel wrote:
I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff.
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that

[image loading]

[image loading]


10/10 best art work I've seen on a map yet
"Not you."
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 16:56 GMT
#3066
On February 04 2015 01:50 Meavis wrote:
Show nested quote +
On February 04 2015 01:46 Koektrommel wrote:
I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff.
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that

+ Show Spoiler +
[image loading]

[image loading]


10/10 best art work I've seen on a map yet

I still don't get what is this duck doing under the ground though
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 17:26 GMT
#3067
So do you think moving the corner base to here: http://i.imgur.com/Vue7Z9j.jpg would make it an appealing fourth base?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 17:33 GMT
#3068
On February 04 2015 02:26 TheSkunk wrote:
So do you think moving the corner base to here: http://i.imgur.com/Vue7Z9j.jpg would make it an appealing fourth base?

You may want to put it a bit closer (basically put the third -> fourth ramp where the rocks are, remove the rocks, and keep the ramp-fourth distance you have there which will move the fourth closer to the third). But then you'll have the fourth and the gold awkwardly facing each other.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
February 03 2015 17:50 GMT
#3069
On February 04 2015 01:56 OtherWorld wrote:
Show nested quote +
On February 04 2015 01:50 Meavis wrote:
On February 04 2015 01:46 Koektrommel wrote:
I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff.
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that

+ Show Spoiler +
[image loading]

[image loading]


10/10 best art work I've seen on a map yet

I still don't get what is this duck doing under the ground though


Don't question it. If 7-year-old me thinks there's an underground duck, then there's an underground duck.
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 17:59 GMT
#3070
So like this: i.imgur.com/0HoPOiu.jpg ?

I'm not sure its too awkward in relation to the gold or not. I kind of like the gold where it is and I can't think of where to move it, so I'm hesitant to change it. You think it is?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 18:11 GMT
#3071
Yeah it looks pretty good to me, less awkward than I expected. Although you should take out the rocks, or at least make unit movement possible from the third to the fourth
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
And G
Profile Joined May 2012
Germany491 Posts
February 03 2015 18:24 GMT
#3072
Made some changes, now 144x144:

[image loading]

Not sure if really an improvement. Old version (136x136): + Show Spoiler +
[image loading]


Which is better?

Poll: Poll

New (5)
 
63%

Both terrible (2)
 
25%

Old (1)
 
13%

8 total votes

Your vote: Poll

(Vote): New
(Vote): Old
(Vote): Both terrible

not a community mapmaker
TheSkunk
Profile Joined September 2010
82 Posts
February 03 2015 18:48 GMT
#3073
On February 04 2015 03:11 OtherWorld wrote:
Yeah it looks pretty good to me, less awkward than I expected. Although you should take out the rocks, or at least make unit movement possible from the third to the fourth

I don't like it for various reasons -- it makes the other third even less of a viable option, and it feels like its a very easy 4th for P/Mech. I think I'm going to do what people suggested earlier -- keep the old layout, but swap the gold and corner bases and make where the gold is currently a non-gold, safer 4th choice.

Also, I'm going to make the rocks collapsible towers instead. I think different races will choose whether to destroy them or not.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 03 2015 18:59 GMT
#3074
On February 04 2015 03:48 TheSkunk wrote:
Show nested quote +
On February 04 2015 03:11 OtherWorld wrote:
Yeah it looks pretty good to me, less awkward than I expected. Although you should take out the rocks, or at least make unit movement possible from the third to the fourth

I don't like it for various reasons -- it makes the other third even less of a viable option, and it feels like its a very easy 4th for P/Mech. I think I'm going to do what people suggested earlier -- keep the old layout, but swap the gold and corner bases and make where the gold is currently a non-gold, safer 4th choice.

Also, I'm going to make the rocks collapsible towers instead. I think different races will choose whether to destroy them or not.

Having a horizontal fourth like that is pretty standard though, see Overgrowth. But yeah your idea seems good as well.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2015-02-04 08:19:18
February 04 2015 04:25 GMT
#3075
Alright, made a few different changes. Would appreciate it if you guys would vote and/or post which looks better to you guys :-)

Would really like to hear the reasoning behind your choice as well to influence what I actually end up doing if you do post/vote. Please specify small variation ideas if you have them even if you choose something other than the significant variation/other.

You can put combination ideas (say, for instance, a smaller big ramp and the additional small backdoor ramp) in variation/other if you want. Just please make sure to tell me what you think is best and why :-)

Your guys' feedback has already been really helpful! I'm pretty happy with my map now, just this last part I want to get down, and I'm currently indecisive about the changes, so different people's viewpoints on this will probably have an affect on what I go with just as previous feedback has. That doesn't necessarily mean I'll choose the option with the most votes, but I will think about the reasoning for the choices in making the final touches to it.

Then on to decorating!

Original:

+ Show Spoiler +
[image loading]

--

Rocks @Big Ramp, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Rocks @Big Ramp, Small Backdoor Ramp, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Smaller Big Ramp, Medium Backdoor Ramp, Rocks @Backdoor Far End, Wider 4th Choke:

+ Show Spoiler +
[image loading]

--

Poll: Which option is best?

(Vote): Original
(Vote): Rocks @Big Ramp, Wider 4th Choke
(Vote): Rocks @Big Ramp, Small Backdoor Ramp, Wider 4th Choke
(Vote): Smaller Big Ramp, Medium Backdoor Ramp, Rocks @Backdoor Far End, Wider 4th Choke
(Vote): Significant Variation/Other (please specify in post)

NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-04 16:26:21
February 04 2015 16:21 GMT
#3076
Ninja: I like the options you have for army movements for engagements between the nat and third on the second choice. Maybe take the rocks out on the third ramp and downsize it by one, I can see the extra safety being necessary with such an expose backside.

On February 04 2015 01:46 Koektrommel wrote:
I made the main bigger, changed the ramps in the corner bases so they are diagonal, fixed some siege-tank-hitting-your-main issues, and minor other stuff.
I'm bad at artwork, but I found one of my childhood drawings and took inspiration from that

+ Show Spoiler +
[image loading]

[image loading]


This is absolutely fantastic XD


Made various changes to my current WIP among taking out the light bridges
I'm kinda settling down to this layout.
Black space in the middle is unbuildable.
[image loading]
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2015-02-04 17:40:03
February 04 2015 17:06 GMT
#3077
@Jared: The second one? That has the same army movement between the nat and third as the original haha, unless you mean going in through the front ramp.

Certainly will keep the smaller front ramp in mind.

For your map, is there a reason why the middle is unbuildable? Right now I'm guessing it could affect Swarm Host/Crawler games, as well as maybe TvT Turret crawling. Was this the intent?

EDIT: I see some people like the original the best. That's interesting. Could someone who does like it best explain why? :-)
NinjaDuckBob ~ Fear the fuzzy!
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-02-04 18:08:27
February 04 2015 17:59 GMT
#3078
Yeah I'm including the front ramp when considering army movement (you can attack up that ramp and easily send other units around to attack another area - or poke around in different spots with little army movement which is important in PvT).

If you don't downsize the ramp I like the second one best; just cause the player won't feel so vulnerable after taking that base.

Edit: taking the rocks out and downsizing is nice for zerg right off the bat, idk if it would be too crazy defending against Z if the rocks were broken down ... Looks like a whole lotta exposed area to build a decent wall.

The unbuildable middle is just a brood war thing that I'm exploring.
BillTheNydusWorm
Profile Joined March 2013
Sweden10 Posts
February 05 2015 07:57 GMT
#3079
Hi just returned to sc2 from a 2 year break and just in time for the 5th teamliquid map contest. I´ve always got a passion for mapmaking but even though I´m not that good it´s still fun to contribute!

This is a map I´ve been working on and I would like some feedback on the layout. The small paths at the rocks in the natrual can be blocked by a singel pylon. I´ve thought about moving the thirds and fourths closer to the main to make room for extra bases at the overlord spots at 3, 7 and 11 o´clock.

Any feedback appreciated!

+ Show Spoiler +
[image loading][image loading]


EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 05 2015 08:26 GMT
#3080
@bill: Make the nat entrances chokier. Like a 2x ramp on the side and a 3x or 2x in the front (with rocks). The nat2nat with rocks down is sooooo short, there needs to be a defensive mechanism to compensate. And the nat is extremely vulnerable already with 3 entrances. I'd even say that maybe this map should have an inbase nat added to it -- it looks like there's already enough room given how you've oriented it. Sadly this would kill some of the raison d'etre with the nice optional expansion pattern. Alternatively you could pull the mains further to the edges and scoot the nat back and give it a standard choke. Not sure how to fit it in but I think you could make it work. The 3rd bases will also be pretty hard given the distances involved. Welcome to the hell that is 3p maps in SC2. XD gl!
Comprehensive strategic intention: DNE
Prev 1 152 153 154 155 156 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 191
Rex 1
StarCraft: Brood War
Britney 34484
Sea 4634
Rain 4154
actioN 1744
Hyuk 1327
GuemChi 1169
Soulkey 1096
Shuttle 483
Larva 477
Stork 379
[ Show more ]
Killer 368
Soma 340
BeSt 323
Light 193
Free 113
Hyun 108
ZerO 106
Rush 97
JYJ93
Pusan 90
Yoon 87
Snow 82
ggaemo 44
Liquid`Ret 36
Mind 24
Aegong 23
Icarus 22
Backho 22
zelot 22
JulyZerg 17
Noble 17
Terrorterran 13
SilentControl 10
Hm[arnc] 5
Dota 2
singsing2279
XcaliburYe144
League of Legends
JimRising 457
Counter-Strike
olofmeister2734
fl0m812
shoxiejesuss757
zeus526
x6flipin475
allub243
edward31
Other Games
B2W.Neo1514
Pyrionflax319
Fuzer 284
Mew2King56
ZerO(Twitch)8
Organizations
StarCraft: Brood War
lovetv 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 52
• LUISG 38
• Adnapsc2 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV341
League of Legends
• Jankos1000
Upcoming Events
Wardi Open
17m
Monday Night Weeklies
5h 17m
OSC
11h 17m
Wardi Open
1d
Replay Cast
1d 21h
Wardi Open
2 days
OSC
2 days
Tenacious Turtle Tussle
2 days
The PondCast
2 days
Replay Cast
3 days
[ Show More ]
OSC
4 days
LAN Event
4 days
Replay Cast
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
SL Budapest Major 2025
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
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.