• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:18
CEST 08:18
KST 15:18
  • 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
ByuL, and the Limitations of Standard Play0Team 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
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)49ZeroSpace at Steam NextFest - Last free demo25Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) take on 5.0.16 ?Bug in new patch ByuL, and the Limitations of Standard Play Daily SC2 Player Grid - feedback wanted
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate 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
STARCRAFT MOVIE - Last Night at the Command center Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
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
Rogue Command ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread
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
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story 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
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7100 users

Work In Progress Melee Maps - Page 159

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 157 158 159 160 161 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2015 17:34 GMT
#3161
On February 25 2015 01:30 TheSkunk wrote:
Work in progress visual style for a new map, Treasure Island
+ Show Spoiler +
[image loading]


That's pretty awesome. Maybe there should be a brick texture "under" (at the edges of) the protoss ship areas. The boundary looks harsh at the 3rd base in this picture.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 24 2015 17:43 GMT
#3162
Feels weird to use spaceship aesthetics with natural cliffs. I don't know about that... the rest looks good though.
ModeratorI am still alive, somehow
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-02-25 01:46:24
February 25 2015 01:39 GMT
#3163
Version 2.0

Version 1.5
+ Show Spoiler +
[image loading]

Bounds 128x128 (going for a small map, I guess)
12 bases
No watchtowers

[image loading]

Shrunk down the bounds, as well as the mains, paths etc. May need to push the naturals further back towards the mains though, to reduce nat to nat distance. Center is reworked.
Edit- I don't know if I'm digging this version. Tell me if you like it, otherwise I'm just going to work with altering version 1.5.
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-25 01:52:54
February 25 2015 01:48 GMT
#3164
Wow I like this version a lot better! The middle has more form, many areas aren't too open or boring anymore, and the map maintains the same layout.

You just have to make sure defense and offense are balanced on the map. On one hand, you can take an easy third by destroying the rocks and protecting three bases from one choke. On the other hand, timing attacks are going to be powerful since the rush distances are even shorter since the map was shrunk.

I think it's a great interpretation of Blue Storm for SCII.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 01:51 GMT
#3165
@sweden: I would put a very narrow choke on the highground path between the outside edge highground bases. This lets you evacuate workers if needed but puts the reliance on lowground control or preemptive positioning for defense. It'd be cool if you could put a narrow choke in the middle, too, for more interesting early game positioning, but the map is already quite splitty and this would just make it worse. It'd be nice if there were some other pathway besides the ramps in center but idk where it would go.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-25 02:07:20
February 25 2015 02:04 GMT
#3166
On February 25 2015 10:51 EatThePath wrote:
@sweden: I would put a very narrow choke on the highground path between the outside edge highground bases. This lets you evacuate workers if needed but puts the reliance on lowground control or preemptive positioning for defense. It'd be cool if you could put a narrow choke in the middle, too, for more interesting early game positioning, but the map is already quite splitty and this would just make it worse. It'd be nice if there were some other pathway besides the ramps in center but idk where it would go.


Split maps are not necessarily bad maps. If games are too splitty, then you end up with boring matches with less action. The layout is fundamentally split in the sense that the middle will be more narrow than anywhere else because of the ramp set up, and it is impossible to open up a path anywhere else to fix that (I can only think of a backdoor to the natural, and that would seriously break the map imo).

I want to address a few things you say here. Low ground control should not be something forced on this map. I would compare its middle to Echo's middle, in the sense that you want to control around the middle and not in the middle. Secondly, I think that a more narrow middle will make early timing attacks really difficult to defend. Sentries will be much more powerful, and late game the middle will be even less spacious, which is not something you want to risk with a map that may already have split map problems.

I am assuming that the opportunity for aggression on this map, specifically the rush distance, the proxy locations, the ramp right into the middle from the natural, and the super aggressive potential third will counteract a potential split map scenario in the late game. I made similar assumptions when planning Dark Matter, since it was small, could be split in half, and had a very fixed expansion pattern (unlike this WIP, though).

This is honestly a lot of speculation though.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 02:13 GMT
#3167
Good to know you its better...sort of? Anyways, while I was gone I made another alteration. Probably not as good but just throwing it out there before I continue to work with version 2.0.
[image loading]
Anyways, this one is quite splitty as well, possibly more because it is much larger (the size of version 1.0), as well as having a smaller middle choke.
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 02:23 GMT
#3168
On February 25 2015 11:04 Antares777 wrote:
Show nested quote +
On February 25 2015 10:51 EatThePath wrote:
@sweden: I would put a very narrow choke on the highground path between the outside edge highground bases. This lets you evacuate workers if needed but puts the reliance on lowground control or preemptive positioning for defense. It'd be cool if you could put a narrow choke in the middle, too, for more interesting early game positioning, but the map is already quite splitty and this would just make it worse. It'd be nice if there were some other pathway besides the ramps in center but idk where it would go.


Split maps are not necessarily bad maps. If games are too splitty, then you end up with boring matches with less action. The layout is fundamentally split in the sense that the middle will be more narrow than anywhere else because of the ramp set up, and it is impossible to open up a path anywhere else to fix that (I can only think of a backdoor to the natural, and that would seriously break the map imo).

I want to address a few things you say here. Low ground control should not be something forced on this map. I would compare its middle to Echo's middle, in the sense that you want to control around the middle and not in the middle. Secondly, I think that a more narrow middle will make early timing attacks really difficult to defend. Sentries will be much more powerful, and late game the middle will be even less spacious, which is not something you want to risk with a map that may already have split map problems.

I am assuming that the opportunity for aggression on this map, specifically the rush distance, the proxy locations, the ramp right into the middle from the natural, and the super aggressive potential third will counteract a potential split map scenario in the late game. I made similar assumptions when planning Dark Matter, since it was small, could be split in half, and had a very fixed expansion pattern (unlike this WIP, though).

This is honestly a lot of speculation though.

I think you misunderstood me, I meant lowground relative to the last 2 outer edge bases (UL / BR), so speaking absolutely I meant the midground, the same cliff level as the nat. I am thinking about how the 1/7 base is on bluestorm and trying to make it more like that.

As for middle choke, I like it extremely as a design concept but I don't think it works here. Just kind of thinking out loud. My musing for an additional pathway is something like a narrow lowground corridor from mid that finds its way somewhere to the north or south extremities and up and out, but it definitely wouldn't fit in the new reduced size version.

Split maps are okay if everything on the way there is interesting. This map would be alright in that department, but it's not as expansive as say, bluestorm, (in the middle) where nearly half the map diagonal is a ramp you'd have to hold along its entirety to cover all your bases by ground. Here, you can hold 2 spots and 3 chokepoints for every base on your side by ground. That said, the air based options will be really highlighted lategame, although that will be informed more by a ground stalemate and basetrade offers rather than positioning plays. In other words, I believe you could play this very turtlely and securely if you wanted to and it'd be hard to stop you from doing it. I'm thinking mech or SH.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 02:30 GMT
#3169
@sweden: Regarding new new version with metal upstairs, I think the center is better concerning lategame and splittiness, given that you have to hold much more width to control the ground from there. Imagine you have everybase and you're camping 200/200 at the center base which you've taken most recently. Of course it's easy to meet them as they move either side but you can't be preemptively in position anymore with a full army, and the 12/6 are consequently far more vulnerable, let alone the ramp allowing them to gain the midcliff center area.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
February 25 2015 02:32 GMT
#3170
@Sweden
The alt. version you created seems like it would be better than the first one in LotV, but worse in HotS. I guess I'm just thinking ahead haha.

@EatThePath
Gotcha on the low ground part, my bad.


What do you guys think about more aggressive/open expansions to combat split map issues?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 02:40 GMT
#3171
Are we talking completely open behind the minerals or just having no chokepoints? I think you have to be very clever about where you put your forward expansions to avoid A. favoring terran B. creating a winner base C. having it be entirely useless. It depends a lot on what the rest of the map is doing and how the routes interact with it. I think it almost always has to be used in tandem with good ambiguity of your routes and expansion pattern options, and ideally it should complement reactive expanding options, as in choosing your 3rd or 4th according to how your opponent chose theirs (either offensively or defensively).

Probably MVP design option here is bases with their mins at a cliff edge so that holding the base requires map control and/or holding the CC site itself as well as an entirely different route/location for the cliff edge. Close awkward cousin being double-sided bases.
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 03:15 GMT
#3172
In response to your question Antares777, I honestly would have to say I don't like splitty maps, and kind of knew it would be an issue since I was trying to remake a BW map. My 3 guidelines for map making would be [1.] Balance between races, [2.] forcing players to interact to create fun gameplay, and [3.] to make players think about their actions according to the maps layout. If a map is splitty, but has a lot of options for aggression… its not really a split map. If your talking only about harassment, then I guess that would count as interaction, so I think a splitty map can work with that.

As for my map, I personally want to go with the space platform version, due to the center being better imo (due to split-map "problems") and the size being more reasonable for the amount of bases.

So my question now would be what to do about the cliff-vunreble 5th/6th bases. As you said, EatThePath, they require map control and can easily favor Terran (and my map already has perks for Terran players I think). Think it works here, since its easy to block off the route to the bases back side. But your the expert. Also might alter the middle by making the 3 different paths more distinct, by adding small cliff walls on the middle high ground, between the ultra-ramps (and removing the isolated pods in the open).

Also, for my original version... BW Overwatch much?
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 03:22 GMT
#3173
fwiw I think the cliffable 4th base is pretty cool
Comprehensive strategic intention: DNE
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 03:33 GMT
#3174
Cool, will keep them. Just not to sure about the corner bases. Probably will bring them closer in and remove some of the surface area. A little airspace can't hurt to much considering I'm not wasting much space anywhere else.
Casual Mapmaker
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-02-25 05:33:18
February 25 2015 05:29 GMT
#3175
Okay so this seemed like a good concept in my head, but now that I mapped it out it just looks silly.

[image loading]

+ Show Spoiler [Analyzer] +
[image loading]


This is a 2v2 map with all spawns enabled and also a 4v4 map. The question is, does it make any sense at all?
not a community mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 05:47 GMT
#3176
I like the concept honestly. Here is what I don't like-

Not many real chokes, if you take down the rocks. Maybe make the areas with DR smaller chokes using 2 6x6 rocks instead of diagonal rocks.That way the map still has good choke points in the late game.
Don't really like the close proximity of the golds. Seems like they are kinda winner-bases, especially for Terrans. Maybe move them a tad outward? Idk.

Like everything else, craziness aside.

Also, need more rocks
Casual Mapmaker
And G
Profile Joined May 2012
Germany491 Posts
February 25 2015 07:03 GMT
#3177
Yeah I don't like the golds either, but I don't want to have bases only along the map edges. Anyway, here's a new version which I think is much better.

[image loading]

+ Show Spoiler [Analyzer] +
[image loading]


Fewer rocks though.
not a community mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 07:32 GMT
#3178
Its better, but I would still replace the middle 8 long rocks with 16 6x6 rosh (each 2 on the opposite sides of the chokes) to create one middle path through each choke. Idk, would look and feel more pleasing. But maybe thats just my taste. I'd keep with the map though, looks fun for 4v4s.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
February 25 2015 18:16 GMT
#3179
Quick post but just wondering if this version with an added high ground makes the map less splitty, or just ruins defenders advantage. Anyways, tell me if you like this alteration better, or if I should just keep with version 2.5 (above).
http://imgur.com/FOqnz2A][image loading][/url]

Also, I sketched this alteration, but I feel like it just helps the defender and the map really doesn't need that.
+ Show Spoiler +
[image loading]
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 25 2015 20:06 GMT
#3180
@SwedenTheKid
I like it, I think it helps counter the split map problem. It also adds a very high point of interest. By splitting the map more bottom left vs top right, it becomes less top left vs bottom right split.

If the high ground becomes too important, maybe try making it midlevel and add high ground between the two main ramps (does that make sense?) so that the defender cannot block the entire side of the map unless he splits his army in half to cover both ramps.
Prev 1 157 158 159 160 161 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft673
Nina 156
SortOf 125
StateSC2 42
StarCraft: Brood War
Rain 4088
GuemChi 3037
Shuttle 913
Tasteless 191
Yoon 116
Aegong 55
Icarus 6
Dota 2
Fuzer 24
LuMiX1
Counter-Strike
summit1g8313
Coldzera 1164
Super Smash Bros
hungrybox526
Mew2King71
Other Games
Doublelift548
ViBE146
Happy60
Organizations
Other Games
gamesdonequick614
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH85
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush896
• Stunt805
• RayReign38
Upcoming Events
The PondCast
3h 42m
OSC
10h 42m
Douyu Cup 2020
22h 42m
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 9h
Douyu Cup 2020
1d 22h
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
2 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
3 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
4 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
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.