• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:16
CEST 11:16
KST 18:16
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou17Weekly Cups (Oct 13-19): Clem Goes for Four2BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 13-19): Clem Goes for Four Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (March 17-23): Clem Bounces Back
Tourneys
Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
SnOw's Awful Building Placements vs barracks BSL Team A vs Koreans - Sat-Sun 16:00 CET Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues 300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament
Strategy
Current Meta BW - ajfirecracker Strategy & Training Roaring Currents ASL final [I] Funny Protoss Builds/Strategies
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1839 users

Work In Progress Melee Maps - Page 175

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 173 174 175 176 177 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
revalence123
Profile Blog Joined April 2014
United States102 Posts
Last Edited: 2015-06-05 07:47:31
June 05 2015 06:03 GMT
#3481
[image loading]


This is just called StarTest, it is an experiment just to fiddle with map flow ideas. It has safer bases, with a pocket expansion, and everything is just easily cut to your side and the opponents side. I used rocks to have a to cut the map up. Some of the expansions aren't set in stone, but you can generally figure out where everything is going to go. The CC stand for where the mains will be. The textures were just make things easier to see, not prettier, and they will be worked on a lot. I think the map may be too small, but I am just trying something out and I don't spend a lot of time on the atheistic, so It's not a massive investment. hope to see some good feed back.
Hexe
Profile Joined August 2014
United States332 Posts
Last Edited: 2015-06-05 16:25:01
June 05 2015 16:24 GMT
#3482
[image loading]

Can anyone give me some advice? The map will be flat besides the mains. And I kinda want to keep the backdoor/watchtower. bounds are 156x156
SwedenTheKid
Profile Joined July 2014
567 Posts
June 06 2015 20:11 GMT
#3483
@hexe

Idk if the layout will work in this way. It seems really hard/awkward for the defender to hold a base past his natural. The problem I see is the defender has to move farther to defend more bases while the attacker can bounce between the natural and 3rd without much difficulty.
Casual Mapmaker
Hexe
Profile Joined August 2014
United States332 Posts
June 07 2015 02:23 GMT
#3484
Actually I figured the backdoor expansion would be a 4th or 5th base, but now that I took a day off, I think its too imbalanced in general connecting the terrain so close to the main.

What do you think of the majority of the map though? In terms of the wide open middle flatness with many attack paths? Maybe even making the mains at 12 o clock and 6 respectively
SwedenTheKid
Profile Joined July 2014
567 Posts
June 07 2015 05:24 GMT
#3485
I like flat maps with many attack paths, but I'm not sure if your layout has good flow, in other words the terrain obstacles seem pretty random (not to say its all random, the entrances into the 3rd/4th and other areas are obviously intentional). I'd advise to go with the Brood War style of "fastest rout is the most narrow/dangerous", with different paths to suit different armies and races etc. Also, making obvious choke points and open areas would also benefit the map. An example of both of these factors to some degree would be the recent map Rose of Dream. As of now I can't comment much on the map as a whole, I'd just keep experimenting. Good luck.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
June 09 2015 04:13 GMT
#3486
[image loading]

Was going for an old school BW shakuras look. Was hoping to get some feedback before I finish it up, any suggestions?
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 09 2015 06:09 GMT
#3487
I still think the main bases are too vulnerable to blink. To me, it seems like you need at least three bunkers to cover two bases against blink, which is too many.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
June 10 2015 02:05 GMT
#3488
On June 09 2015 15:09 The_Templar wrote:
I still think the main bases are too vulnerable to blink. To me, it seems like you need at least three bunkers to cover two bases against blink, which is too many.


Agreed. Those 2 middle platforms don't really need to be that big either so it's an easy fix.
I like the idea for shakura's tileset there, it rather suits it.

Here's an early WIP, has a long way to go but just posting it if anyone has thoughts

[image loading]
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2015-06-10 02:16:52
June 10 2015 02:16 GMT
#3489
Fatam, looks to me like your map is also pretty bad for blink? You can move between four different potential spots to blink into different parts of the main/natural base pretty easily.

The rest of the layout looks cool, although I don't get the ridges vertical to the main/nat.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
June 10 2015 18:15 GMT
#3490
On June 10 2015 11:16 The_Templar wrote:
Fatam, looks to me like your map is also pretty bad for blink? You can move between four different potential spots to blink into different parts of the main/natural base pretty easily.

The rest of the layout looks cool, although I don't get the ridges vertical to the main/nat.


hmm yeah, I should have made it clear that blink won't be possible at the 3rd, there will be doodads behind the geyser/minerals other than a tiny path to the reaper spot. So the "nat" is the only place you have to watch for blink. The highground pod underneath the nat is to make interesting army interactions and just make sure you can't easily walk a giant 200/200 army underneath their nat lol. Also cliffwalkers can go up and down there with it being only a 1 level difference.

It may be an abuseable as fuck feature, not sure :-P I was thinking it could do weird things to zerg like either force a spine or two there or force roaches instead of lings if there is harass since otherwise you could probably just do a medivac elevator back and forth, or blink back and forth if they are just using lings to defend.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
MSN
Profile Joined June 2013
Czech Republic53 Posts
Last Edited: 2015-06-11 23:12:04
June 11 2015 13:30 GMT
#3491
This is my first (still work in progress) melee 1v1 map.

Its called Trap Way Station.

I would like for most engagements to take place in the middle or around it and the rest of the map would be used more for harass only. The low ground in the middle will make a need for protoss players to micro their death ball more wisely and not just a-moving. Another big engagements I would like to take place at the third (the one next to the main base). One specialty about this place of the map is potential early harass. If you control Xel'Naga tower you can go shorter way and work on rocks not being spotted. If it is the opponent who is controling Xel'Naga tower you can choose to go around the map unspotted, but it is a longer way. The other potentially 3rd base is above/under the natural. I was actually thinking to make it a bit more opened space so there will be another chance for bigger engagements. So basically I am thinking about removing that cliff with flowers or making it smaller. Another thing I was considering is to add 3rd ramp leading to the gold base. At the 4th base (the one which is grey on high ground next to the Xel'Naga tower) there will be good harass potential for terran players (elevator). Same very good potential for terran players is at the another potential 4th base in terms of drops and using that cliff. Many places to hide tech and/or pylons for protoss players.


Ask me any question and gimme any tips/advices/opinions !

Thanks !

Full picture here: http://i.imgur.com/mD1cv5Z.jpg

[image loading]



What, you run out of Marines ? ^^
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
June 12 2015 13:03 GMT
#3492
Hey guys, getting back to mapmaking here. I have this draft, good or bad?
[image loading]
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-06-12 22:13:15
June 12 2015 22:12 GMT
#3493
On June 12 2015 22:03 OtherWorld wrote:
Hey guys, getting back to mapmaking here. I have this draft, good or bad?
[image loading]

That's a really interesting middle OtherWorld, but I think perhaps you could add more complexity to the main-natural-third parts of the map? The forward forth for example seems a bit too open, and main might be a bit too blinkable (though you probably are planning on adding doodads between the natural ramp and the main's edge based on that gap).

I think that the concept of the middle could be very interesting to play with, especially as it utilises choke points early on, which are usually more interesting than wide-open areas. It additionally forces players to more actively scout because there are so many more possible attack paths.

- Also, it would be really cool to see the middle high grounds still being preferable to the lower but wider ground nearby in the late game, but without game changes (like a stronger high-ground advantage) it might not be possible.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
June 15 2015 04:25 GMT
#3494
hey guys, here are two of my current WIP. One a 5 spawn and the other a 3 spawn.

World Beyond Sight/Lunar Sanctuary/Sailor's Moon
168x168 bounds
[image loading]

Incidence (Freakling port)
172x172
[image loading]

All highgrounds are unpathable
Casual Mapmaker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 15 2015 06:29 GMT
#3495
My two cents:
On June 15 2015 13:25 SwedenTheKid wrote:
[image loading]

Some positional imbalance, some of the high grounds above the main look wallable while others don't, the two main attack paths are really close to each other. I might increase the size of the middle?

[image loading]

Confusing visuals, three bases is incredibly easy while the fourth base is incredibly hard.
Moderatorshe/her
TL+ Member
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 15 2015 06:41 GMT
#3496
On June 15 2015 13:25 SwedenTheKid wrote:
Incidence (Freakling port)
172x172
[image loading]


The main has a backdoor entrance (how wide is it?) and backdoor rocks to the third? It looks like it will be pretty easy to hold three bases later but it will be susceptible to early all-ins. Won't it have problem with blink due to even height?


MMA | Life | Classic | Happy | Team Empire | Team Spirit
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-06-15 21:13:55
June 15 2015 21:08 GMT
#3497
On Incidince, the counterclockwise bases are the mains. Very small backdoor to the natural/3rd. I forgot to mentio that the farther natural will be a half base, and I might block the backdoor with a mineral patch (with 20 minerals to mine out). Due to the mothership Core, blink will not really be impacted by the same cliff level. Besides, most areas are not blinkable.

@TheTemplar the visuals are confusing as of now, but they will be cleared up. It's very early I development and I am aware of the easy 3rd but hard 4th. This issue will be resolved. Also, on the 5p map, all ramps can be walled with equal amounts of structures. It's a bit confusing at first due to the cardinal ramps but they can be easily walled. I'll upload an image latter.

Edit- on the 5p map, you wall in your base at the bottom of the ramp. The high ground is unbuildable. Yeah, it's experimental. Zerg has overlords, Protoss has mothership core, and Terran can lift off buildings? Probably a terrible idea, but I could always scrap it.
Casual Mapmaker
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 20 2015 19:39 GMT
#3498
hi

[image loading]

i dont remember if i ever posted this version
so here yall go.
starleague forever
SwedenTheKid
Profile Joined July 2014
567 Posts
June 21 2015 00:33 GMT
#3499
@a176

Good map. Maybe a bit hard to hold 4 bases though? Maybe decrease the open areas in the center? Your call.
Casual Mapmaker
rutrug
Profile Joined December 2013
Slovakia5 Posts
June 24 2015 11:19 GMT
#3500
Hello, so i have been working on this map lately, tried to make standart-oriented map without any goldbases/watchtowers. Any ideas ?

[image loading]
Prev 1 173 174 175 176 177 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 170
StarCraft: Brood War
GuemChi 1560
firebathero 393
actioN 349
Bisu 237
sorry 106
Shine 103
TY 80
ToSsGirL 55
zelot 28
Stork 28
[ Show more ]
Sharp 9
Sacsri 9
Noble 4
Dota 2
XaKoH 270
XcaliburYe102
NeuroSwarm96
BananaSlamJamma0
League of Legends
JimRising 609
Counter-Strike
olofmeister4597
shoxiejesuss1039
allub170
Super Smash Bros
Westballz16
Other Games
summit1g7020
ceh9569
crisheroes213
Happy194
Sick77
Mew2King66
rGuardiaN22
Trikslyr12
Organizations
Other Games
gamesdonequick586
Counter-Strike
PGL135
Other Games
BasetradeTV104
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV532
League of Legends
• Jankos1626
• Lourlo692
Upcoming Events
The PondCast
44m
OSC
2h 44m
WardiTV Invitational
1d 1h
Online Event
1d 6h
RSL Revival
1d 16h
RSL Revival
2 days
WardiTV Invitational
2 days
Afreeca Starleague
2 days
Snow vs Soma
Sparkling Tuna Cup
3 days
WardiTV Invitational
3 days
[ Show More ]
CrankTV Team League
3 days
RSL Revival
3 days
Wardi Open
4 days
CrankTV Team League
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.