• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:35
CEST 12:35
KST 19:35
  • 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)44Reynor: 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 BW General Discussion Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl? Recent recommended BW games
Tourneys
Escore Tournament - Season 3 [Megathread] Daily Proleagues 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
General RTS Discussion Thread Path of Exile Nintendo Switch 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 The Games Industry And ATVI Russo-Ukrainian War Thread 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: 6948 users

Work In Progress Melee Maps - Page 202

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 200 201 202 203 204 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 05:03 GMT
#4021
I don't think that the low ground fifths are as affected by circle syndrome as you do. I think the 9 o'clock one is for the bottom left player and the 3 o'clock one for the top right. My reasoning is that player should have control of the high ground above the fifth by that time, since they'd have already expanded to the gold and held onto that area. If this turns out to be an issue, I think I can fix it by narrowing the vertical path from the counterclockwise third. I could even put a collapsible rock tower somewhere on that path to give the option to close it temporarily.

I too was thinking about creating a path and blocking it with rocks where you drew! I'm going to go whip up some changes.
I don't think I want to raise the center anymore though. Thanks for the feedback!
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 06:03 GMT
#4022
After some more modifications:

[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
February 21 2017 07:12 GMT
#4023
On February 21 2017 15:03 Antares777 wrote:
After some more modifications:
+ Show Spoiler +

[image loading]


i like how you create lanes and use the rocks to open up a very dense network of paths. Some good questions on how a map should restrict and open up possibilities.

just from the positioning the high ground with the gold base is a very good forward position to defend the line of regular bases along the borders. It can be strengthened when you pull the ramp (towards away side/middle) closer to the base. While it is easier to grab the gold with the rocks towards centre in place, the forward position would be more interesting with a ramp down instead of rock here (flat centre path > so the XWT would be on a very narrow path instead of a dead end >> you could use a small rock if you want to restrict movement through or the use of the XWT). I would like to question that the base has to be a gold base. I'd work out the layout first and then decide on gold or regular base. Also i see the logic behind the rocks at the very sides, but i would move these further out and towards the corner bases instead to allow for some movement here towards centre and strengthen the middle/gold highborn area. The optional path here is superfluous and only of interest much later in game.
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 17:34 GMT
#4024
I don't really like the idea of opening up a path where the towers are. I just don't think it's necessary, and I enjoy having the towers being in a location that takes a little more effort to use, in this case, being forced to walk around the obstruction. I am going to shrink the obstruction though so it's a little less rigid.

I was more worried about the golds being too strong than too weak, since they are in a very strong position. I wanted to weaken them by keep the ramps further away and keeping the center on even level with the base, so once the rocks are down there's no height advantage for the defender. The bases may be too vulnerable though. If I were to push any of the ramps in, it'd be the ones that head to the towers.

I want to try to keep the bases there gold, so I'm going to try to have them a little bit on the riskier side. If I were to change them to regular bases, I would be able to shrink chokes and make it more defensible without worrying too much. If I make the golds too defensible, I could easily run into issues though.

The outer pathways are kinda superfluous, but they are still useful for evading the towers (the range is difficult to see in the image unfortunately). They are also necessary for attacking certain areas until some of the rocks are taken out. I'm unsure about moving the low ground rocks closer to the corner expansions.
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2017 17:41 GMT
#4025
Another edit:

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
February 22 2017 04:50 GMT
#4026
I like where it’s heading. I understand why you might want to make the 4th more standard due to the rest of the map, but I wonder if there might be a way to make the gold and forward 4th/5th more important in the midgame. Maybe make the ramp to the 4th 1x1 size? But I guess you’re already moving towards a more open ramp so it’s up to you. Not sure but good map.
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 22 2017 16:37 GMT
#4027
Which fourth; the corner ones or the forward ones? I've changed up the forward fourth's ramps a bit and now have a 1x ramp pointed towards the natural in addition to the 3x ramp pointing towards the center. I'm considering partially blocking the 3x ramp with 6x6 rocks to make it initially 1x. I could make them both 2x ramps and put collapsible towers on the one facing the center, that's another idea. I'm not quite satisfied with the forward fourths tbh and keep fiddling around with them.

I like the corner fourths just how they are though. I think shrinking the 3x ramp will make them too easy to hold, since they are already pretty easy to defend since they only have one entrance.
SwedenTheKid
Profile Joined July 2014
567 Posts
February 22 2017 16:54 GMT
#4028
That makes sense, I was talking about the corner 4ths, but the 1x1 ramp idea probably doesn’t work here.
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2017-02-22 18:51:06
February 22 2017 18:42 GMT
#4029
I think I'm going to try two 2x ramps, one toward the natural and one toward the center with a collapsible rock that can block it and see how that goes.

I'm also working on an experimental map.

[image loading]

Bounds: 132x124. Double inbase expansion. Backdoor. Island. Four gold bases blocked by those unbuildable plates. Fast rush distance that can become faster by removing the rocks in the center. I am mainly trying to make a macro map the size of a rush map.

EDIT: I apparently don't know how to create collapsible rock towers in the editor... Gotta go hit the YouTube and study up.
Fatam
Profile Joined June 2012
1986 Posts
February 23 2017 00:35 GMT
#4030
taking a 4th seems pretty tough there
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
Antares777
Profile Joined June 2010
United States1971 Posts
February 23 2017 01:50 GMT
#4031
Updated both concepts.

[image loading]

[image loading]
Umbilicus1
Profile Joined February 2017
1 Post
February 25 2017 10:11 GMT
#4032
[image loading]

A layout concept i have been working on.
Tell me your thoughts.
Kand1
Profile Joined May 2016
Germany17 Posts
February 28 2017 14:46 GMT
#4033
Hey there,

I'm Kand1 and I'm pretty new to mapping. Inspired by the map contest I wanted to give it a try and here is what I've come up with

Frozen Canyon
+ Show Spoiler +
[image loading]


I haven't seen any maps with a natural pocket towards the front like in this map (and there is probably a reason for it..) and I dont know if it is balanced or not but I'm sure you'll tell me
So if you want to, give it a try and give me some feedback on how I could improve it or let me know if I made some fundamental mistakes.
The map is published on the EU server as Frozen Canyon.

gl hf
Antares777
Profile Joined June 2010
United States1971 Posts
February 28 2017 16:29 GMT
#4034
I may be a little biased here when I say this, but as a Zerg player in ZvT I'm going to be terrified of getting dropped somewhere. There's a lot of space for drops due to the main and natural being connected like this, and the drops have a higher potential to deal damage due to the long ground distances. If my army was in the middle of the map and I got dropped in my natural, I'd have to go all the way back to my main to get to my natural.

I want to draw some comparisons to King Sejong Station. On this map, the natural has a closer ground distance to more forward positions on the map.

As a suggestion, maybe move the backdoor from the main to the natural. That way, you can open a path there and make it easier to defend in later game. You could also push the natural closer to the main. That would minimize the overall size of the base, decreasing the surface area for drops and make it easier to defend the natural.

If this is your first map, this is really good.
Kand1
Profile Joined May 2016
Germany17 Posts
February 28 2017 23:03 GMT
#4035
Hey Antares777,

Thanks a lot for the feedback
I think you have a good point with the drops in the natural...I actually had a ramp with rocks in the natural that went towards the space between 5 and 6 in one of the first versions of the map.. do you think that would be better than the one in the main? Or schould I make both, in the main and the natural? Or rather towards the other side?
Also I will try to move the natural closer to the main and have it less exposed for drops..

I actually did a handfull of maps last year after the map contest but havent touched the editor since then.
So this is not my very first map, but it is the first one I worked on up to this level.. the other ones usally didn't make it past the stage of doodles and rough ideas.
But besides the strategic part of mapdesign I feel I have still a lot of trouble choosing the right doodads and have the right balance between not enough and way too much... I just never know wich one it is

I will work some more on the map and give you an update .
Kand1
Profile Joined May 2016
Germany17 Posts
Last Edited: 2017-03-01 15:39:03
March 01 2017 12:31 GMT
#4036
I did a qiuck edit in photoshop
do you think something like this would be better?
looks kindof odd to me..

+ Show Spoiler +
[image loading]


Or maby I will put the mineralline on the left side of the base.. that might be better
Kand1
Profile Joined May 2016
Germany17 Posts
Last Edited: 2017-03-02 14:40:50
March 02 2017 14:34 GMT
#4037
Update on Frozen Canyon

[image loading]


redit the main/natural and slightly repositioned the watchtowers

current version is uploaded on EU server as Frozen Canyon v.1.12 ... give it a try
SwedenTheKid
Profile Joined July 2014
567 Posts
March 04 2017 02:26 GMT
#4038
Well, I'm back. My computer is currently running on the backup drive, so its pretty hard for me to make maps quickly or test them. I sketched out this though, it's 152x152 which might be too small, due to the backdoor and short rush distance with the Match Point inspired small ramp up to the natural/3rd. The Main is the highest highground base.

There's a lot of stuff that I could do to it. Collapsible Rocks at the backdoor natural's ramp would be good. Maybe making the map 160x160+ playable bounds. Or maybe the layout is just crap, idk.

[image loading]
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 04 2017 08:14 GMT
#4039
2 entrances to main = not good, backdoor definitely needs to be blocked in some way
vibeo gane,
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2017-03-06 16:46:32
March 06 2017 00:44 GMT
#4040
160x160 approximate bounds. Backdoor blocked by rocks.

Older update
+ Show Spoiler +

[image loading]


Newest

[image loading]
Casual Mapmaker
Prev 1 200 201 202 203 204 217 Next
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Master Swan Open #105
CranKy Ducklings21
LiquipediaDiscussion
RSL Revival
09:00
Season 6 - Group D
Clem vs Lambo
Scarlett vs Cure
Tasteless1292
Ryung 985
ComeBackTV 706
IntoTheiNu 237
Rex110
3DClanTV 82
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1292
Ryung 956
SortOf 166
Rex 110
Lowko61
MindelVK 18
BRAT_OK 0
StarCraft: Brood War
Rain 2390
Shuttle 1209
firebathero 710
Horang2 521
Jaedong 368
Larva 277
Hyuk 228
BeSt 197
Stork 166
Mini 153
[ Show more ]
Killer 133
Hyun 114
ZerO 113
Leta 104
Last 69
Pusan 67
sorry 66
Sharp 50
ZergMaN 46
Rush 41
yabsab 34
JYJ 34
Hm[arnc] 31
Free 28
ggaemo 20
Nal_rA 19
Aegong 13
HiyA 11
ajuk12(nOOB) 10
IntoTheRainbow 9
JulyZerg 6
Dota 2
XcaliburYe191
League of Legends
Doublelift894
JimRising 497
Reynor84
Other Games
gofns8499
singsing1646
XaKoH 169
Happy148
RuFF_SC218
ZerO(Twitch)10
Organizations
Other Games
gamesdonequick2309
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH309
• LUISG 21
• CranKy Ducklings SOOP4
• LaughNgamezSOOP
• sooper7s
• Migwel
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos911
• Stunt599
Upcoming Events
WardiTV Invitational
1h 25m
Epic.LAN
2h 25m
IPSL
5h 25m
Dragon vs Hawk
RSL Revival
22h 25m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
23h 25m
OSC
1d 2h
IPSL
1d 5h
Bonyth vs Ret
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
PiGosaur Cup
3 days
[ Show More ]
The PondCast
3 days
Replay Cast
4 days
CrankTV Team League
5 days
Replay Cast
5 days
CrankTV Team League
6 days
Korean StarCraft League
6 days
RSL Revival
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.