• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:03
CEST 07:03
KST 14:03
  • 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: Voting5[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
Weekly Cups (Oct 6-12): Four star herO65.0.15 Patch Balance Hotfix (2025-10-8)75Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition325.0.15 Balance Patch Notes (Live version)119
StarCraft 2
General
Revisiting the game after10 years and wow it's bad 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21: Voting The New Patch Killed Mech! Ladder Impersonation (only maybe)
Tourneys
LiuLi Cup - September 2025 Tournaments SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Tenacious Turtle Tussle
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 Map with fog of war removed for one player? Pros React To: BarrackS + FlaSh Coaching vs SnOw After 20 seasons we have a lot of great maps Whose hotkey signature is this?
Tourneys
[ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN [Megathread] Daily Proleagues [ASL20] Semifinal A
Strategy
Current Meta BW - ajfirecracker Strategy & Training Siegecraft - a new perspective TvZ Theorycraft - Improving on State of the Art
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Dawn of War IV Path of Exile
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
SPIRED by.ASL Mafia {211640} TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion 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
Inbreeding: Why Do We Do It…
Peanutsc
From Tilt to Ragequit:The Ps…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1090 users

Work In Progress Melee Maps - Page 201

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 199 200 201 202 203 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Kong95
Profile Joined January 2017
17 Posts
February 06 2017 09:35 GMT
#4001
On February 04 2017 06:46 Syphon8 wrote:
[image loading]

Extremely in progress.

132x128, 14 blue 2 gold 1 XNT


Looks good so far
Syphon8
Profile Joined July 2010
Canada298 Posts
February 07 2017 06:31 GMT
#4002
Upped the size to 136x132, tightened up the layout a bit and made some of the paths less chokey.

[image loading]
',:/
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-02-07 19:19:28
February 07 2017 19:19 GMT
#4003
I think it's pretty good.

The ramp at 6/12 feels a little awkward, like maybe there's a better way to do that. Maybe just make the main a little smaller and scootch the 6 oclock base over some to make room for more lowground. The main is pretty big atm and probably has a little too much surface area on it so it's win-win-win.

I think in this version the "zerg engage" thing is pretty much a non-issue, if areas are wide enough then zerg can do well even without the ability to truly "flank".
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
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 07 2017 20:06 GMT
#4004
[image loading]

Quick little feedback:

1 - really awkward middle with high ground on each side and a super long path. Makes the flow around the middle extremely boring.

2 - gold base on lowest ground next to the highest ground means there could be some visibility issues. Be careful of that.

3 - weird ramp, very choked, weird position.

4 - this base? Agree with Fatam, this needs to be changed.

5 - Are these rocks really needed? All it does is make early game scouting take longer where as middle and end game they do almost nothing. Open the map up!

6 - Pathable spot? Not sure if needed.

---

Random thoughts:

Watch out for minerals/gas with no place to defend drops/harass from the back. Most players like some room behind their minerals for static d and units.

I think you need to completely redesign the middle of this map. Basically the entire 3rd ground level/watchtower section should be scraped and redone.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2017-02-07 21:17:08
February 07 2017 20:51 GMT
#4005
I agree with what Fatam's saying, and I definitely am going to redefine that 12/6 base, but I disagree with some of your additions Sidian:

First I'll say, I've addressed the visibility issues with the cliff layout for the golds, and the mini-cliffs on most of the ledges are indeed for visibility issues, not reaper-jump-ledges.

The only bases with no back space, are very intentional--e.g. the 12/6, the golds, and the centre lane bases. I want those to be harder to defend from behind. Especially the centre ones, which give such a large positional advantage if kept.

I'm open to getting rid of the low-ground rocks, but the major theme of the map is that the twisting outside path is actually shorter than the central up/down/up lane, and the outside lanes become shorter still when the rocks are broken--very short with the ramp ones. Right now I think they straddle a very fine line between being useless and being ez game-winners, and getting rid of the upper rocks would throw that out of whack.

They also really control the distance between the players natural fourths, which is where control of the middle becomes more important.

Right now the distance nat2nat with no rocks broken is about 110 around the sides, and 120 through the middle.

Path-able spot at 6 is intentional, but yeah maybe it's just too much.

I disagree with redesigning the middle heavily. The weird-ass middle is basically the central concept of the map, and without it it's just a small generic macro map.

Games I've played have used it extensively; you need to control the high-ground pods to control the gold base, but the watch-tower looks over high-ground pods, letting fights flow smoothly all around the map.

Updated, reworked the 12 and 6 areas to remove awkwardness, and simultaneously made the expansion flow into the centre much better. Main is a bit smaller and rounder.

[image loading]
',:/
Erotesn
Profile Joined August 2016
27 Posts
Last Edited: 2017-02-07 22:29:28
February 07 2017 22:25 GMT
#4006
Here are some updates to Snack Cake Foundry, It's uploaded on NA if you want to take a look, as are most of my maps.
[image loading]

[image loading]



Erotesn
Profile Joined August 2016
27 Posts
Last Edited: 2017-02-07 23:46:28
February 07 2017 23:06 GMT
#4007
Heres a map dump everyone!, they are all up on NA if you would like to try them out. Maybe gain some inspiration for your maps.



Coldlandic
+ Show Spoiler +
[image loading]


Emperical Ev
+ Show Spoiler +
[image loading]


Creature Feature
+ Show Spoiler +
[image loading]


Terminus Pointe
+ Show Spoiler +
[image loading]


Milk Duds
+ Show Spoiler +
[image loading]






ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 08 2017 02:43 GMT
#4008
On February 08 2017 05:51 Syphon8 wrote:
I agree with what Fatam's saying, and I definitely am going to redefine that 12/6 base, but I disagree with some of your additions Sidian:

First I'll say, I've addressed the visibility issues with the cliff layout for the golds, and the mini-cliffs on most of the ledges are indeed for visibility issues, not reaper-jump-ledges.

The only bases with no back space, are very intentional--e.g. the 12/6, the golds, and the centre lane bases. I want those to be harder to defend from behind. Especially the centre ones, which give such a large positional advantage if kept.

I'm open to getting rid of the low-ground rocks, but the major theme of the map is that the twisting outside path is actually shorter than the central up/down/up lane, and the outside lanes become shorter still when the rocks are broken--very short with the ramp ones. Right now I think they straddle a very fine line between being useless and being ez game-winners, and getting rid of the upper rocks would throw that out of whack.

They also really control the distance between the players natural fourths, which is where control of the middle becomes more important.

Right now the distance nat2nat with no rocks broken is about 110 around the sides, and 120 through the middle.

Path-able spot at 6 is intentional, but yeah maybe it's just too much.

I disagree with redesigning the middle heavily. The weird-ass middle is basically the central concept of the map, and without it it's just a small generic macro map.

Games I've played have used it extensively; you need to control the high-ground pods to control the gold base, but the watch-tower looks over high-ground pods, letting fights flow smoothly all around the map.

Updated, reworked the 12 and 6 areas to remove awkwardness, and simultaneously made the expansion flow into the centre much better. Main is a bit smaller and rounder.

[image loading]


I'm mostly with Sidian on this one. Middles that restrict movement that much don't lead to good gameplay. Right now I think the middle of the map will behave more like Secret Spring than Neo Planet S.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2017-02-10 02:01:47
February 09 2017 23:37 GMT
#4009
Suggestions for changing the middle?

EDIT -- tried something. IDK.

[image loading]
',:/
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 10 2017 02:52 GMT
#4010
Syphon, steal this center, it is "my map" after all so I don't really care much.

http://www.teamliquid.net/forum/sc2-maps/483011-2-rnn-arya

hfhf
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Fatam
Profile Joined June 2012
1986 Posts
February 10 2017 02:59 GMT
#4011
you could just do a couple small 1x ramps to allow some flanking and such but large armies would get punished if they try to go through instead of using the long way.
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
February 11 2017 06:00 GMT
#4012
A break from that one, made up the ugliest map of all time:

[image loading]

',:/
Fatam
Profile Joined June 2012
1986 Posts
February 11 2017 08:03 GMT
#4013
that map is so metal haha

it is angry
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
February 11 2017 18:15 GMT
#4014
Published on NA under "Spring of Hotness" if anyone wants to play an angry game.

Minimap is hard to read, so notable features include 3 different naturals at each main: a backdoor dead-end with its mineral line vulnerable to the far reaches of the centre area; a rich expo with the mineral line blocking off a 3x ramp into the centre; and a standard easily defensible natural with a 3x ramp into centre. 20 bases total, 4 of which are golds that can be taken from either side.

132x132 I believe, but it doesn't feel too small. I published it very quickly after having the idea, so I'm pretty sure the mineral patches are not to standards.
',:/
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2017-02-17 02:39:35
February 17 2017 02:35 GMT
#4015
On February 11 2017 15:00 Syphon8 wrote:
A break from that one, made up the ugliest map of all time:

[image loading]





Other than this ^^

The map would actually be a neat idea if you didnt have the in-bases so directly connected to the (potential) thirds, or worked around a better game flow interaction between the quadrant set ups.

I really dig how you used the gold in this situation, a very interesting thought dude.

But yes, as FATAM says, so metal and it's a good thing.
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 01:33 GMT
#4016
[image loading]

116x144

Thoughts?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2017 02:02 GMT
#4017
Seems like the map’s base saturation is pretty high, as in your first 4 bases are pretty close to each other and easy to defend once you’ve secured the highground. If you add the general lack of open spaces, and the forward gold base, Zerg might be at a disadvantage midgame. Then again, Zerg might also have an advantage in the early game due to the availability of safe, horizontal bases.

I’d personally make the ramps leading down into the 3rd larger by a hex or two, especially the one leading up to the 4th. I’d also probably make the middle more open by decreasing some of the deadspace. Maybe take some inspiration from Blue Storm and make the rush route down the middle the less open route and increase the size of the area blocked off by double rocks.

I like it overall though, even though I don’t see the size of the map fitting the current or future meta (this could be fixed a little by slightly less of the blocky deadspace cliffs).
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 03:59 GMT
#4018
Changed the map size to 124x152.

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2017 04:35 GMT
#4019
I like the concept, I’m trying to think of ways to balance the defensive ability of players trying to take bases in the mid/lategame (the bases not horizontal to the natural) with not having to many deadzones. Maybe I’m just overthinking it. Like, my main point of interest is how circle syndrome/defenders advantage will effect players trying to take the inner facing 5ths on the lowground, while also trying to defend near the gold. Maybe it’s not an issue at all because the current meta doesn’t have players fighting over 5ths?

Oh yeah, have you thought of making the center area highest ground, with 4 large ramps (2 of which being the entrances blocked by rocks)? Would Be interesting and would make the gold a bit harder to secure.


[image loading]
Casual Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
February 21 2017 04:50 GMT
#4020
pretty good template. I think the linear 4th is too safe, but yeah good overall idea
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
Prev 1 199 200 201 202 203 217 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #53
Liquipedia
OSC
23:00
OSC Masters Cup #150 Qual #1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 50
StarCraft: Brood War
PianO 563
Bale 37
Icarus 11
Sea 0
Dota 2
monkeys_forever885
NeuroSwarm80
League of Legends
JimRising 781
Counter-Strike
ScreaM582
Stewie2K409
Coldzera 78
Other Games
summit1g6822
WinterStarcraft304
C9.Mang0255
hungrybox186
Tasteless61
RuFF_SC251
fpsfer 1
Organizations
Counter-Strike
PGL7089
Other Games
gamesdonequick2363
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH106
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo811
• Jankos644
• HappyZerGling125
Other Games
• Scarra518
Upcoming Events
The PondCast
4h 57m
OSC
6h 57m
Wardi Open
1d 5h
CranKy Ducklings
2 days
Safe House 2
2 days
Sparkling Tuna Cup
3 days
Safe House 2
3 days
Tenacious Turtle Tussle
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
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
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
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.