• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:56
CEST 19:56
KST 02:56
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)52Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
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 # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
ASL22 General Discussion NaDa’s Body Followup BW General Discussion Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl?
Tourneys
[Megathread] Daily Proleagues Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Nintendo Switch Thread Path of Exile General RTS Discussion Thread Beyond All Reason Stormgate/Frost Giant Megathread
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
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8628 users

Work In Progress Melee Maps - Page 198

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 196 197 198 199 200 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-09-01 19:54:13
September 01 2016 19:53 GMT
#3941
On August 31 2016 09:33 Syphon8 wrote:
^ I think the core concept of the layout is pretty cool, but it needs to be toned down. There's a lot of unused areas (both dead space and ground space), and drop areas cover a bit too much of the map. Also, the double base right mid makes no sense.

I've been staring at http://wiki.teamliquid.net/starcraft/Gladiator wish we could abuse ramps like that in SC2

[image loading]

140x140, spawns are bottom left and top right (1 vs 7). Wanted there to always feel like an equal option for either expansion. The forward third options are equidistant from the highground natural. Top of the 2x ramp into the main can be walled with 2x Depot and a Barracks, or equivalent. Yadda yadda.


Madness. Do you think the rocks in the middle are necessary? I can't see anyone ever taking the time to kill them, since going through that way doesn't seem terribly advantageous. Maybe I'm missing something there.

Interesting main, how many buildings does it take to wall at the "third" choke instead of at the top of your main ramp? I imagine some players would be interested in doing that.

[image loading]

just an ugly, simple map I've been messing with. Kind of liking the old concept of "far away yet easy to defend thirds" since you really don't see it much anymore. Yet maybe it makes sense now since mutas are mostly out of fashion and that was one of the reasons it went away. Of course for zerg or whoever you can take the close yet open third if you want.

The center base is a bit different, I thought about adding a ramp to the other side to increase flow but at the end of the day I think it compromises the concept of that base too much, even if the ramp is rocked.
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
Last Edited: 2016-09-01 20:51:36
September 01 2016 20:49 GMT
#3942
@Fatam

The middle rocks were the last thing I added before I thought to show it, and TBH I'm not really sure. The centre path is obviously extremely narrow and "terrain disadvantageous" to push through, but it's only about 90 from nat to nat that way, which is actually longer than I thought it was. So maybe it's not necessary that way.

If you take down all three, you can push faster between the forward thirds at the sides, but again I don't know if it's necessary. Those are all the cases I can think of, but I don't know which combo of the rocks (if any) should remain.

You can wall off the natural pieslice with 3 2x2 buildings and 2 3x3 buildings. (i.e., the choke is 12 tiles wide). I don't think that's overly large, but I suppose it could be toned down a tad.

Your map is cool. I think you should blow up the high-ground pods a little bit (more them 2-4 tiles out it most directions) and make the low-ground a bit chokier. Blodding up the centre bases might make them flow a bit better too.
',:/
Fatam
Profile Joined June 2012
1986 Posts
September 02 2016 07:46 GMT
#3943
On September 02 2016 05:49 Syphon8 wrote:
@Fatam

The middle rocks were the last thing I added before I thought to show it, and TBH I'm not really sure. The centre path is obviously extremely narrow and "terrain disadvantageous" to push through, but it's only about 90 from nat to nat that way, which is actually longer than I thought it was. So maybe it's not necessary that way.

If you take down all three, you can push faster between the forward thirds at the sides, but again I don't know if it's necessary. Those are all the cases I can think of, but I don't know which combo of the rocks (if any) should remain.

You can wall off the natural pieslice with 3 2x2 buildings and 2 3x3 buildings. (i.e., the choke is 12 tiles wide). I don't think that's overly large, but I suppose it could be toned down a tad.

Your map is cool. I think you should blow up the high-ground pods a little bit (more them 2-4 tiles out it most directions) and make the low-ground a bit chokier. Blodding up the centre bases might make them flow a bit better too.


12 seems about right imo
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
Crozo64
Profile Joined May 2016
64 Posts
Last Edited: 2016-09-15 21:56:32
September 15 2016 21:56 GMT
#3944
Hi

I want a little help for a map, i really dont know if the third is too far or not :

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2016-09-16 01:11:57
September 15 2016 23:05 GMT
#3945
On September 16 2016 06:56 Crozo64 wrote:
Hi

I want a little help for a map, i really dont know if the third is too far or not :

+ Show Spoiler +
[image loading]

yeah there's no good 3rd option here, the corner bases are too far, and the forward bases are too open and vulnerable
vibeo gane,
Samro225am
Profile Joined August 2010
Germany982 Posts
September 19 2016 07:07 GMT
#3946
i am not dead.

[image loading]

[image loading]

[image loading]

[image loading]

working on a 4-spawn map. best way to come back, right?
Fatam
Profile Joined June 2012
1986 Posts
September 19 2016 08:06 GMT
#3947
1 or 4, definitely not 3
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
InfCereal
Profile Joined December 2011
Canada1759 Posts
September 20 2016 16:46 GMT
#3948
I vote 1
Cereal
VasantVK
Profile Joined June 2016
7 Posts
October 05 2016 01:24 GMT
#3949
140x142
Spawns on top left and bottom right
[image loading]

-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 05 2016 04:15 GMT
#3950
On October 05 2016 10:24 VasantVK wrote:
140x142
Spawns on top left and bottom right
+ Show Spoiler +
[image loading]



nat ramps are too wide and it's way too hard to take a 3rd
vibeo gane,
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 05 2016 04:54 GMT
#3951
On October 05 2016 10:24 VasantVK wrote:
140x142
Spawns on top left and bottom right
[image loading]



First of all don't deform the terrain in pathable regions, it can interfere with gameplay and looks weird. There's a few problems with this map. The main mineral line is way too vulnerable to drops, siege tanks on the low ground etc. There isn't any reasonably easy third to take. But most of all there isn't any unifying idea to this map: there's lots of rocks and low ground paths and funky features all over the place, but there isn't any flow to the map, anything to tie it all together. If you want to make a map focused on for example cool collapsible rock tower usage, do it, but don't cram in so many other seemingly random features.
VasantVK
Profile Joined June 2016
7 Posts
October 09 2016 02:06 GMT
#3952
160x160
[image loading]
Thanks for the advice! I decided to make a new map integrating your advice from the past 2 maps, ZigguratOfUr. How is the concept of this map?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 10 2016 05:56 GMT
#3953
On October 09 2016 11:06 VasantVK wrote:
160x160
[image loading]
Thanks for the advice! I decided to make a new map integrating your advice from the past 2 maps, ZigguratOfUr. How is the concept of this map?


I like this one quite a bit better than the previous two. The layout of the middle of the map in particular is very neat, especially if you make the centre bases a bit easier to take. I'd add a gap besides the main and move the base there further away from it, since right now it seems abusable by siege tanks (at a glance a siege tank there can maybe hit the main geyser?). The corners of the map still feel a bit disconnected--you could shrink the map overall to help that; 160x160 is a bit too much.
VasantVK
Profile Joined June 2016
7 Posts
October 16 2016 14:24 GMT
#3954
[image loading]
152x156
Here is an updated version. Unfortunately I don't think I could get it lower than what I have in this map due to the middle taking up a lot of space. I tried to make this version connect to the sides more. Let me also say, I will add foliage to the surrounding areas covering most the map, so the sides will be covered. How are the rock placements and what should I do with the empty spaces? I want to add more, but not sure if I should and where.
VasantVK
Profile Joined June 2016
7 Posts
October 23 2016 19:29 GMT
#3955
132x96
[image loading]
Here's another map I made. This one is a lot smaller and features some tight pathing areas and some LoS blockers. There is also a small "island" to the bottom of the map which is only accessible by air drops, and it can also allow for stalker ambushes, reaper jumps, etc. Also, if you're wondering why the 2 middle bases (top and bottom) look weird, it's because the symmetry didn't allow me to have a perfect 5 square base area. Can I have some feedback on it?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 23 2016 20:33 GMT
#3956
On October 16 2016 23:24 VasantVK wrote:
[image loading]
152x156
Here is an updated version. Unfortunately I don't think I could get it lower than what I have in this map due to the middle taking up a lot of space. I tried to make this version connect to the sides more. Let me also say, I will add foliage to the surrounding areas covering most the map, so the sides will be covered. How are the rock placements and what should I do with the empty spaces? I want to add more, but not sure if I should and where.


It's better. The rock placements are fine as they are I think--this map doesn't really need more of them. The middle bases could still be made more easy to expand to by having a ramp facing towards the main added to them.

On October 24 2016 04:29 VasantVK wrote:
132x96
[image loading]
Here's another map I made. This one is a lot smaller and features some tight pathing areas and some LoS blockers. There is also a small "island" to the bottom of the map which is only accessible by air drops, and it can also allow for stalker ambushes, reaper jumps, etc. Also, if you're wondering why the 2 middle bases (top and bottom) look weird, it's because the symmetry didn't allow me to have a perfect 5 square base area. Can I have some feedback on it?


This map is too small and lacks breathing room. All the bases lay very close together and are very vulnerable. The backdoor nat can easily be shot at from across the gap. All the middle bases are so tied together as to be impossible to hold. And the island bases won't ever be used due to how close everything is at the top of the map. If you want to make a small "rush" map you need to make sure the whole map space will be used, and scale down the number of bases to fit it.
VasantVK
Profile Joined June 2016
7 Posts
October 24 2016 00:18 GMT
#3957
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Here's an updated version of both.
1. I added LoS bushes to make the low ground pathing viable. Also, added another ramp like you suggested to the middle, but made it small as to discourage avoiding the open paths.

2. This map has 10 bases in total as compared to the 14 from the last ones, but I think they are farther apart and much more spaced out. I got rid of some of the tight paths and added ramps instead to connect the map.

-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 24 2016 19:59 GMT
#3958
the 2nd map is still very small and tight, and the forward bases are still too close. the entire map simply needs to be bigger, and the terrain features expanded.
vibeo gane,
VasantVK
Profile Joined June 2016
7 Posts
Last Edited: 2016-11-02 23:10:44
November 02 2016 23:08 GMT
#3959
[image loading]
Here is an updated version of the first one. The changes: Added trees (obstructs pathing as well but provides some LoS blocking near the edges), added xel'naga tower, adjusted gap near xel'naga tower pathway, and shortened the ramp on other base's side as well as made some other platform adjustments.

Syphon8
Profile Joined July 2010
Canada298 Posts
November 12 2016 08:21 GMT
#3960
Match Point re-imagining for LotV.

[image loading]
',:/
Prev 1 196 197 198 199 200 217 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
16:00
Replay Cast for D/A/CH
TaKeTV 481
IPSL
16:00
3rd Place
Dragon vs Hawk
Airneanach69
LiquipediaDiscussion
PSISTORM Gaming Misc
15:55
FSL TeamLeaguePlayoffs STvsASH
Freeedom29
Liquipedia
Epic.LAN
13:00
Epic.LAN 48 Playoff Stage
epiclan76
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko661
CosmosSc2 74
RushiSC 45
StarCraft: Brood War
Calm 3830
Mini 432
ggaemo 177
BeSt 162
Sharp 142
Rock 23
Hm[arnc] 16
Yoon 13
ajuk12(nOOB) 12
HiyA 9
Dota 2
qojqva1502
Dendi62
LuMiX1
Counter-Strike
fl0m1773
ScreaM1255
kRYSTAL_64
Super Smash Bros
hungrybox716
Heroes of the Storm
Liquid`Hasu267
MindelVK28
Other Games
Grubby3466
Liquid`RaSZi1062
Beastyqt579
byalli531
C9.Mang0308
DeMusliM262
XaKoH 124
Livibee86
KnowMe69
Chillindude19
Organizations
Other Games
gamesdonequick2350
BasetradeTV226
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• printf 65
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 18
• 80smullet 17
• Pr0nogo 4
• FirePhoenix1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis1834
• TFBlade1002
Other Games
• imaqtpie791
• Shiphtur379
Upcoming Events
RSL Revival
15h 5m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
16h 5m
OSC
19h 5m
IPSL
22h 5m
Bonyth vs Ret
WardiTV Weekly
1d 17h
Monday Night Weeklies
1d 22h
OSC
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Online Event
6 days
Liquipedia Results

Completed

Escore Tournament S3: W3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
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.