• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:14
CEST 14:14
KST 21:14
  • 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: Voting9[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
BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition32
StarCraft 2
General
Revisiting the game after10 years and wow it's bad The New Patch Killed Mech! Stellar Fest: StarCraft II returns to Canada herO Talks: Poor Performance at EWC and more... TL.net Map Contest #21: Voting
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament SC2's Safe House 2 - October 18 & 19 $1,200 WardiTV October (Oct 21st-31st) WardiTV Mondays RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
External Content
Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More
Brood War
General
BW caster Sayle BSL Team A vs Koreans - Sat-Sun 16:00 CET BW General Discussion Question regarding recent ASL Bisu vs Larva game [Interview] Grrrr... 2024
Tourneys
[ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN [Megathread] Daily Proleagues [ASL20] Semifinal A
Strategy
Current Meta BW - ajfirecracker Strategy & Training Relatively freeroll strategies Siegecraft - a new perspective
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Path of Exile Nintendo Switch Thread 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
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
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
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1524 users

Work In Progress Melee Maps - Page 192

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 190 191 192 193 194 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 19 2016 00:36 GMT
#3821
^Not bad, but since TLMC is (historically) the main way to get maps on ladder you might have to wait a while since you missed the deadline.
My main issue is that the third is too open, even though this is a pretty rushy map.
Moderatorshe/her
TL+ Member
REALRetrO
Profile Joined December 2013
United States15 Posts
May 19 2016 00:39 GMT
#3822
Yeah, i was trying to get something out for tlmc but finals and just couldnt come up with anything good. originally, i planned on making the base adjacent to the natural the third, but when i play tested it, everyone took the base closest to the ramp. I like how tthat base is closer but more open and the other is farther but easier to defend. options.
(ノ◕ヮ◕)ノ*:・゚✧
drakonnan1st
Profile Joined May 2016
6 Posts
Last Edited: 2016-05-20 10:47:23
May 20 2016 10:46 GMT
#3823
'Sup friends
My second map, very WIP:
+ Show Spoiler +
[image loading]
[image loading]
Note: Map is currently textured to distinguish high-ground - low-ground, ill make it pretty later... and ignore the nexi, i used them as a guide

Name: not sure yet, one word should be nerazim-related, another one of the following: Mausoleum, Library, Temple, Archives etc. (e.g. 'Mausoleum of Matriarchs' or something)
Playable Bounds=140x136
comments and criticism pls!
Features:
pocket third with xelnaga tower, siege-able later on
blink-able chasms
2 golds, 2 destructible rocks
Potential changes (will these be good?):
pocket third is moved towards main, and becomes an unblocked pocket nat, old-third-new-nat gets a second ramp with destructible rocks
base between gold and 4th is merged with the gold, where that base once was is now open

Also, how do you give a map an interior feel?
and is there an easy way to do the trim curbs?
thanks
Xenotolerance
Profile Joined November 2012
United States464 Posts
May 21 2016 21:51 GMT
#3824
by request from plexa, it's Cassiopeia with diagonal symmetry

[image loading]

148x148 nat to nat ~50
www.alonetone.com/xenotolerance
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2016-05-22 19:28:45
May 22 2016 19:27 GMT
#3825
On May 20 2016 19:46 drakonnan1st wrote:
'Sup friends
My second map, very WIP:
+ Show Spoiler +
[image loading]
[image loading]
Note: Map is currently textured to distinguish high-ground - low-ground, ill make it pretty later... and ignore the nexi, i used them as a guide

Name: not sure yet, one word should be nerazim-related, another one of the following: Mausoleum, Library, Temple, Archives etc. (e.g. 'Mausoleum of Matriarchs' or something)
Playable Bounds=140x136
comments and criticism pls!
Features:
pocket third with xelnaga tower, siege-able later on
blink-able chasms
2 golds, 2 destructible rocks
Potential changes (will these be good?):
pocket third is moved towards main, and becomes an unblocked pocket nat, old-third-new-nat gets a second ramp with destructible rocks
base between gold and 4th is merged with the gold, where that base once was is now open

Also, how do you give a map an interior feel?
and is there an easy way to do the trim curbs?
thanks

My primary criticism of this map is that it looks very chokey - there are only three ground routes, each of them are uniformly narrow (no space for surrounds), and each of the routes is very distant from the other (if you want to avoid the central highground, you have to go alllllll the way around, giving the enemy plenty of time to reposition or just attack you. small chokes are fine and can be very interesting, but generally some open spaces are needed for counterbalance. My suggestion would be to either widen the central corridor significantly or introduce some additional routes (possibly rock blocked) in order to open up some more movement options.

Interiors are tough to do. Concentrating on wall doodads (things like monitors, lights, xel naga cliff things etc) helps I think, along with placing highground on the borders of the map. Opening up blizzard campaign maps in the editor is a good way to get decoration ideas, I'd take a look at some of the "installation" missions, in particular "The Infinite Cycle" LOTV campaign map might be of some help.

Trim doodads are also tough, I haven't personally found a way to easily use them, though the symmetry tool helps cut down the total amount of work.
This is it... the alpaca lips.
Fatam
Profile Joined June 2012
1986 Posts
May 26 2016 22:46 GMT
#3826
[image loading]

Was doodling around the last few days, wanted to make one more stab at a solid macro map with super ambiguous expansion patterns (not sure that's really been done yet) before I went back to making weird stuff. Aesthetics are just partially done for now.

Overhead: + Show Spoiler +
[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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 26 2016 23:33 GMT
#3827
You've succeeded in making the expansion pattern ambiguous, but every potential third looks really difficult to hold. The expansion pattern is ambiguous not because every third is equally attractive, but because they are all equally unattractive.
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
May 27 2016 00:23 GMT
#3828
I had an idea for a weird map and quickly scribbled this:
[image loading]

I am aware the mineral lay-outs are still bad. Is the idea worth finishing though? Or would this never ever be balanced?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 27 2016 01:28 GMT
#3829
@koektrommel: looks way too chokey with almost no flanking opportunity, i'm all for good use of chokes but this is just straight up imbalanced
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
May 27 2016 17:41 GMT
#3830
On May 27 2016 08:33 ZigguratOfUr wrote:
You've succeeded in making the expansion pattern ambiguous, but every potential third looks really difficult to hold. The expansion pattern is ambiguous not because every third is equally attractive, but because they are all equally unattractive.


maybe so. I used to have rocks on the ramp at the ramp that goes towards the middle on the 12/6 thirds, which made them much easier to take. But I was scared it would mess with the flow of the map too much. Maybe if I add them back and look at the ledge above the 2/8 thirds.
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
Koektrommel
Profile Joined December 2012
Netherlands47 Posts
May 28 2016 15:31 GMT
#3831
You are right, it is very chokey. The idea was to have one side (the right-hand-side) be normal and open enough to attack through and have most engagements take place there. And the other side (the left-hand-side) be very chokey and difficult to attack through, but the many paths would make it usable for a lot of run-by's and harrassment. The open side should be more open though, so I changed the middle: + Show Spoiler +
[image loading]


Would this be better? Or should I just give up on the idea. If so, what specific kind of attacks, plays, abuses are you worried about?

Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-05-28 19:53:48
May 28 2016 19:52 GMT
#3832
[image loading]

2nd version

Overhead: + Show Spoiler +
[image loading]


Moved 12/6 base a smidge closer to the nat, changed rocks, receded the highground away from the 2/8 base and opened it a bit.

The idea being that zerg will want to take either the 2/8 base or the 12/6 as they are both pretty open. In PvZ protoss should be able to take the center base as a third with the new rocks. Terran probably takes the middle or the 12/6 base. But depending on the MU they all could expand differently.

I was thinking about putting a rock tower next to the 1FF ramps in the middle, or next to the highground opening next to them, as something you could knock down if you take the middle base as your 3rd to solidify it a little. Not sure about it though, might be too nitpicky and unnecessary.
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
Syphon8
Profile Joined July 2010
Canada298 Posts
June 01 2016 23:52 GMT
#3833
Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable,
',:/
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 02 2016 06:59 GMT
#3834
On June 02 2016 08:52 Syphon8 wrote:
+ Show Spoiler +

Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Syphon8
Profile Joined July 2010
Canada298 Posts
June 02 2016 22:23 GMT
#3835
On June 02 2016 15:59 Ingvar wrote:
Show nested quote +
On June 02 2016 08:52 Syphon8 wrote:
+ Show Spoiler +

Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?
',:/
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 03 2016 01:54 GMT
#3836
On June 03 2016 07:23 Syphon8 wrote:
Show nested quote +
On June 02 2016 15:59 Ingvar wrote:
On June 02 2016 08:52 Syphon8 wrote:
+ Show Spoiler +

Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

Just because you want them to be thirds doesn't mean people will take them as thirds.
Moderatorshe/her
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 03 2016 02:45 GMT
#3837
The mains on Byzantine are excessively big.
Syphon8
Profile Joined July 2010
Canada298 Posts
June 03 2016 04:13 GMT
#3838
On June 03 2016 10:54 The_Templar wrote:
Show nested quote +
On June 03 2016 07:23 Syphon8 wrote:
On June 02 2016 15:59 Ingvar wrote:
On June 02 2016 08:52 Syphon8 wrote:
+ Show Spoiler +

Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

Just because you want them to be thirds doesn't mean people will take them as thirds.


I mean, you can try but they'd be pretty damn exposed for naturals.
',:/
Fatam
Profile Joined June 2012
1986 Posts
June 03 2016 05:01 GMT
#3839
[image loading]

New template, still pretty rough. Polar night-esque corner base, mixed with a lot of other ideas. Nat choke to either 3rd is 32 both ways although the one does appear further b/c optical illusion. Feel like there are a couple things that still need to be changed here, but I'm slowing down.
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
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
June 03 2016 09:08 GMT
#3840
On June 03 2016 13:13 Syphon8 wrote:
Show nested quote +
On June 03 2016 10:54 The_Templar wrote:
On June 03 2016 07:23 Syphon8 wrote:
On June 02 2016 15:59 Ingvar wrote:
On June 02 2016 08:52 Syphon8 wrote:
+ Show Spoiler +

Love it Fatam. Agree with the Rock Tower by the 1x ramp. I'd also move the low-ground at 8 oclock a hex or two closer to the main.

Unrelated, I've been doodling some large maps with some varied inspiration. This one's Byzantine.

[image loading]

Stacked eggs separating the golds from the center. Black highgrounds are unpathable



Gold naturals shouldn't be a thing.


Good thing they're thirds then, eh?

Just because you want them to be thirds doesn't mean people will take them as thirds.


I mean, you can try but they'd be pretty damn exposed for naturals.


If I understand correctly, because of eggs they are accessible by army by land from main only? And I can siege tanks in the main to protect mineral lines from harassment. Best terran natural ever. Probably also good as protoss at least vs Z.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Prev 1 190 191 192 193 194 217 Next
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #110
herO vs SKillousLIVE!
ByuN vs Solar
IndyStarCraft 233
CranKy Ducklings205
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 527
IndyStarCraft 223
Railgan 51
MindelVK 12
StarCraft: Brood War
Horang2 2731
Barracks 1061
Hyuk 967
Hyun 667
firebathero 487
Larva 463
Soma 454
Pusan 310
PianO 292
sSak 285
[ Show more ]
Last 253
Stork 233
Mini 205
ZerO 204
Mong 147
Light 133
ggaemo 124
sorry 103
Backho 102
Sacsri 42
Sharp 28
sas.Sziky 28
ToSsGirL 26
JulyZerg 26
Noble 18
scan(afreeca) 14
IntoTheRainbow 9
zelot 8
Icarus 2
Dota 2
Gorgc4456
Pyrionflax241
qojqva17
League of Legends
JimRising 268
Counter-Strike
x6flipin443
oskar75
Heroes of the Storm
Khaldor263
Other Games
singsing2338
B2W.Neo852
DeMusliM334
Sick160
Fuzer 146
ToD25
Trikslyr24
ZerO(Twitch)15
Organizations
StarCraft: Brood War
CasterMuse 27
lovetv 14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 87
• Adnapsc2 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1423
League of Legends
• Jankos2237
Upcoming Events
Safe House 2
4h 46m
IPSL
6h 46m
Sziky vs Havi
Artosis vs Klauso
Monday Night Weeklies
1d 3h
WardiTV Invitational
1d 22h
WardiTV Invitational
2 days
Tenacious Turtle Tussle
3 days
The PondCast
3 days
WardiTV Invitational
4 days
Online Event
5 days
RSL Revival
5 days
[ Show More ]
RSL Revival
5 days
WardiTV Invitational
5 days
Afreeca Starleague
6 days
Snow vs Soma
Sparkling Tuna Cup
6 days
WardiTV Invitational
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.