• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:29
CEST 12:29
KST 19:29
  • 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
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League34Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War1315.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
No more sc2 streamers on team liquid? Weekly Cups (October 5-11): Farewell to 5.0.16 Server Blocker SCII needs to put more weight on strategy and tact Terran AddOns placement
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Rollback Netcode in Brood War Making an Online Broodwar Manager Game [Megathread] Daily Funny Videos BGH Auto Balance -> http://bghmmr.eu/ Hands of Pluto
Tourneys
[$1250] International ShieldBattery League [ASL22] Grand Finals [Megathread] Daily Proleagues 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread The Chess Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11477 users

Work In Progress Melee Maps - Page 199

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 197 198 199 200 201 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Erotesn
Profile Joined August 2016
27 Posts
November 12 2016 22:58 GMT
#3961
This is a map, I made it. Wowzas[image loading]
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2016-11-30 10:23:24
November 13 2016 08:19 GMT
#3962
delete

InfCereal
Profile Joined December 2011
Canada1759 Posts
November 14 2016 01:20 GMT
#3963
On November 13 2016 17:19 MrSunny wrote:
[image loading]

So what are the main problems with naturals like this?


Forcefields
Cereal
Fatam
Profile Joined June 2012
1986 Posts
November 14 2016 05:48 GMT
#3964
Possibly. Of course you could make the ramps larger. I guess the issue might lie vs. Z where if they kill the rocks asap you might have some issues figuring out how to wall and where to defend. An interesting concept, there might be a way to make it work
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
MrSunny
Profile Joined September 2011
Australia73 Posts
Last Edited: 2016-11-30 10:25:12
November 14 2016 20:12 GMT
#3965
+ Show Spoiler +
[image loading]



I realised maps like this can work but this layout makes expanding difficult
REALRetrO
Profile Joined December 2013
United States15 Posts
November 23 2016 00:21 GMT
#3966
[image loading]
I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with.
(ノ◕ヮ◕)ノ*:・゚✧
cleanpapers
Profile Joined November 2016
7 Posts
November 25 2016 14:25 GMT
#3967
--- Nuked ---
MrSunny
Profile Joined September 2011
Australia73 Posts
November 30 2016 10:40 GMT
#3968
+ Show Spoiler +
[image loading]

I had another attempt at a map like this. Not that keen on it but here it is anyway

Also this
[image loading]

Island maps are more balanced in lotv's current state than ever before.
Was interested, so i made a quick layout to play test
SwedenTheKid
Profile Joined July 2014
567 Posts
December 01 2016 06:03 GMT
#3969
What's the point of the center watchtower if it's low ground? Also, why so narrow in the middle when it doesn't have to be?
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2016-12-01 07:19:00
December 01 2016 07:18 GMT
#3970
On November 30 2016 19:40 MrSunny wrote:
+ Show Spoiler +
[image loading]

I had another attempt at a map like this. Not that keen on it but here it is anyway

Also this
+ Show Spoiler +
[image loading]


Island maps are more balanced in lotv's current state than ever before.
Was interested, so i made a quick layout to play test

interesting idea but i'd like it if there were less bases - it's supposedly an island map but in reality you can just take 5 land-accessible bases and deathball your way straight down the center corridor
vibeo gane,
MrSunny
Profile Joined September 2011
Australia73 Posts
December 01 2016 12:14 GMT
#3971
I guess its not an island map exactly, just one that heavily favors air and drop play. I figured some connecting ground was necessary . The reason the choke connecting the mains is so narrow is to completely discourage late game ground. you can just storm/fungal/liberator and ground only is pretty useless (or just get the concave advantage). Basically this was a test to see late game air vs air play. Less bases i agree, but wasn't sure on amount/positions until i played it, that's why they're so basic, i just copy pasted lol
Avexyli
Profile Blog Joined April 2014
United States712 Posts
December 03 2016 03:49 GMT
#3972
In Blizzard's words, they'd consider an island map if it had 4-5 "free" bases on the main island, and what would make it an island map would be the use of rock towers to open, close and re-open the map in various stages.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
MrSunny
Profile Joined September 2011
Australia73 Posts
December 04 2016 04:52 GMT
#3973
maybe something like this avex?
+ Show Spoiler +
[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
December 04 2016 10:40 GMT
#3974
On November 23 2016 09:21 REALRetrO wrote:
[image loading]
I really like the old WOL texture and loved bel shir so im trying to make a map to bring back the tileset. This is what i came up with.


@REALRetrO:
The aesthetics are solid, especially i like the grassy low ground areas. The overall layout is not bad at all, but i wonder if you realized how exactly some of the map's features interact:
The distance between the naturals' chokes seem rather close than far (120 maximum i'd say from looking at it). Together with the rocks between third and natural expansion the third base is rather difficult to take. Also the way the ramps are set up, the attacker has one point from where both expansions could be attacked equally fast, while the defender would have a harder time to move from choke to choke.

Another thing you want to look out for is the length of the map (roughly naturals' choke to choke distance) in comparison to the width of the map (chokes at your 9 and 3 o'clock expansions). The more these two distances differ (with the length being the bigger number) the easier the map is to split. Obviously the way you design the paths and chokes can change that, but it helps to keep that in mind.

The layout is interesting and in my opinion it could help to increase the map height and in doing so increase the nat-to-nat distance. Also it would be nice to have two more bases. I am unsure if the watchtower is needed.
Hope that helps.
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-05 04:41:14
December 05 2016 04:34 GMT
#3975
@samro225am heres a rough draft of some adjustments i was thinking about [image loading]
increased height by 18 (playable 132x140)
added gold base
changed rock layout
added new entrance to side base
since i increased the height, i think the rush distance might be too long due to the rocks. Maybe decreasing height by 9 would be fine.


(ノ◕ヮ◕)ノ*:・゚✧
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-06 10:10:34
December 05 2016 07:04 GMT
#3976
[image loading]
Updated!
Increased height (playable 132x140)
Added two gold bases in the middle and changed the middle up a bit.
Increased the distance to adjacent third and removed nat to third path.
I was thinking of removing the watch tower in the middle but keeping the little path between the crack for reaper/workers. Also there is a reaper jump to main at the third touching the main.
(ノ◕ヮ◕)ノ*:・゚✧
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 07 2016 04:09 GMT
#3977
What is the nat-nat rush distance now, how many seconds does a worker take to go from one nat to the other? It might be OK, depending on how you expect the map to play out. I think what you should think about is the dynamics of the 4th and 5th bases and how the terrain might help or hinder each race in different match-ups. One Samro225am mentioned that bears repeating is that it's pretty easy for an attacker to threaten one base and move to another when the defender is on 3-5 bases. The defender has to move their units a greater distance to defend in some scenarios. If I am on 3 bases for example, I am forced to defend the low ground area to avoid being cut off from my 3rd base if the attacker is threatening both my nat and 3rd. This kind of setup can be a map feature if done well but must be carefully considered.
~ ~ <°)))><~ ~ ~
REALRetrO
Profile Joined December 2013
United States15 Posts
Last Edited: 2016-12-07 05:19:16
December 07 2016 05:11 GMT
#3978
[image loading]
well since there are rocks in front of the natural ramp as well on the ramp at the third adjacent to the natural, there is only one enterance the attacks can come from early game while youre on three bases(red circle), even if you take the forward third, there is only one main attack path beside the side path that came be blocked by the rock tower before the rocks are broken(Blue Circle). I have had several games on the map and so far taking a third / fourth / fifth base has not been too difficult to do. Nat to Nat rush time is roughly 30-32 seconds for a worker.
(ノ◕ヮ◕)ノ*:・゚✧
Fatam
Profile Joined June 2012
1986 Posts
December 12 2016 08:18 GMT
#3979
I think the map is pretty good, other than the gold bases which will never get taken
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
Erotesn
Profile Joined August 2016
27 Posts
December 17 2016 05:56 GMT
#3980
How do you get the High def screen shots?
Prev 1 197 198 199 200 201 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko219
Rex 25
StarCraft: Brood War
Britney 20341
Calm 3766
Rain 2143
Bisu 1339
Larva 806
Horang2 484
Jaedong 451
Soma 422
Stork 302
FanTaSy 254
[ Show more ]
BeSt 243
Dewaltoss 138
Barracks 128
Rush 124
Light 113
Mini 110
sorry 84
Shine 75
Killer 66
Shinee 59
ZerO 41
Bale 36
Yoon 35
Hm[arnc] 31
Aegong 29
Sacsri 27
hero 25
soO 25
zelot 10
ajuk12(nOOB) 8
Dota 2
canceldota30
Counter-Strike
olofmeister1326
shoxiejesuss1098
kennyS631
byalli374
x6flipin167
Other Games
singsing1742
Pyrionflax299
B2W.Neo201
crisheroes133
ZerO(Twitch)5
Organizations
StarCraft: Brood War
lovetv 109
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 72
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV295
League of Legends
• Jankos1113
• Stunt1019
Upcoming Events
WardiTV Weekly
31m
Rex25
Monday Night Weeklies
5h 31m
IntoTheTV X SOOP
1d
PiGosaur Cup
1d 13h
The PondCast
1d 23h
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
FEL
4 days
FEL
5 days
Sparkling Tuna Cup
5 days
[ Show More ]
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 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.