• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:20
CEST 19:20
KST 02:20
  • 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
[ASL19] Finals Recap: Standing Tall8HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL44Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster How does the number of casters affect your enjoyment of esports? Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Player “Jedi” cheat on CSL Help: rep cant save Flash Announces Hiatus From ASL BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 589 users

Work In Progress Melee Maps - Page 203

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 201 202 203 204 205 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
SwedenTheKid
Profile Joined July 2014
567 Posts
March 07 2017 02:35 GMT
#4041
Update:

[image loading]
+ Show Spoiler +

[image loading]

[image loading]

Casual Mapmaker
Samro225am
Profile Joined August 2010
Germany982 Posts
March 07 2017 16:24 GMT
#4042
On March 07 2017 11:35 SwedenTheKid wrote:
Update:

[image loading]
+ Show Spoiler +

[image loading]

[image loading]



I believe that there are three mayor problems with this kind of a design, which are all interdependent:
1. The movement is very much predefined as paths are very restricted and chokes are few and very tight.
2. Any army composition with strong air presence will have the ability to dominate decisions of when, where and how to engage and could have the potential to dominate any game.
3. Backdoors that are connected to the rest of the map rather than to the main/nat/third setup create outside loops like the sc:bw map Outsider and have a huge merry-go-round potential.

i think it is interesting, but pretty unforgiving in many regards.

The problems are also the answers, if you want to expand on the overall concept and create a better map through various iterative steps:
1. in this specific case i think you can make it work, if you focus on creating choices for the defender. the way it is designed is not bad at all, i just think that there are no options how to move and i do not like it.
2. picture a battle in the centre, army that does currently not control air has to move back to cover third base and production. it will take forever. good luck with that drop-to-end-all-drops
3. maybe take Outsider actually as an example and use a low-count mineral block in place of the rock?
Kand1
Profile Joined May 2016
Germany17 Posts
Last Edited: 2017-03-08 11:48:11
March 08 2017 11:47 GMT
#4043
Update on Frozen Canyon

Build a ramp towards the other side of the natural to better be able to defend drops and widened some of the attackpaths/battlegrounds because they seemed too narrow as they were before.
+ Show Spoiler +
[image loading]
Aunvilgodess
Profile Joined May 2016
954 Posts
March 10 2017 19:25 GMT
#4044
First map in 4 years...

what do you think?

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
March 11 2017 21:42 GMT
#4045
[image loading]

Map is huge, I think 187x162 playable bounds or something. Distance between naturals is around 200 hex, so I'm probably going to add a bridge by the forward 3rd to shorten the distance. Any thoughts on the layout? I don't like the lack of a good transition base towards the farther bases.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
March 11 2017 22:24 GMT
#4046
On March 11 2017 04:25 Aunvilgodess wrote:
First map in 4 years...

what do you think?

[image loading]



I'm confused as to what you are going for with this layout. The center has nothing to it and is just massive and filled with giant corridors. And the main is really exposed. Can you give a discription of the goals for the map? Because then I could help with trying to achieve those goals.
Casual Mapmaker
Aunvilgodess
Profile Joined May 2016
954 Posts
Last Edited: 2017-03-12 20:47:00
March 12 2017 17:42 GMT
#4047
Good feedback, I thought something similar. I made the map a lot smaller and added a base in the center. The philosophy is that I want to have an "open split map" where each others bases are far from each other but can't be defended by a single deathball. The center bases are only accessible through the big openings in the top right and bottom left.

[image loading]

Other Version:

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
March 21 2017 19:42 GMT
#4048
New Map Concept, Geneva

152x152 approx playable bounds
bases top left and bottom right
+inbase natural
+middle high ground bases have 7 mineral patches
+gold base is mineral wall

[image loading]

[image loading]

looking for feedback, particularly on making the expansion pattern better.
Casual Mapmaker
Kand1
Profile Joined May 2016
Germany17 Posts
March 23 2017 12:49 GMT
#4049
Hey SwedenTheKid,

I don't know much about mapmaking, since I only started very recently myself - so please correct me if what I say doesn't make sense - but I wanted to try to give you my impressions of your maps which I think are both really cool already.

+ Show Spoiler +
[image loading]


I like the layout of this one but I think I understand what you mean with the transition bases.. maybe rework the 11/5 o'clock bases - move it more towards the middle of the map? I'm not sure about the paths on 2/8 o'clock..I don't think I understand what you were going for here...also, that area seems to take up a lot of space so that the bases in the top right/bottom left corners are really far away.. maybe move one of them further towards the middle of the map? I think the idea with the bridge is nice.. I have actually tried to use a bridge to seperate the main and natural in frozen canyon (which are now on one big plateau) but somehow it always messed up the pathing .. after a while I somehow fixed it but I think it was not the most elegant way ..also I could never place any creeptumors on my bridge.. any idea what I did wrong?

The other one, Geneva, I like even more
+ Show Spoiler +
[image loading]


I can't really say why but I really love the middle in this map.. However I think you need to put
in some more work around the corners. In the top left/ bottom right part the bases seem to clump up a little while the top right /bottom left feels a bit too loose. Maybe you could try to incorporate the elevated path a bit
more into the part that goes behind the gold base? Also you could maybe combine the forward lowground forth base and the one next to the gold base into one and mabe ad another path in that area? Also I think you should reposition the ramps from the 3/9 o'clock base towards the third base.. that part looks a bit too narrow to me. And one last thing.. would you mind explaining your reasoning behind the 7 mineral base? To me that base looks pretty exposed and normally exposed bases are rewarded with more minerals than usual.. why did you go for less minerals in this case?
SwedenTheKid
Profile Joined July 2014
567 Posts
March 23 2017 22:11 GMT
#4050
I went for a lower mineral count because that base is very easy to take if you are ahead and control the map, therefor I don't want the player that's ahead to have greater ability to get more ahead. It's the same principle when good mapmakers avoid putting gold mineral bases near the center of the map. That happened a lot with old blizzard maps, because they wanted to encourage players to be aggressive, but it ended up just favoring the player that was already winning. It's also a very little change, but I do think it's an attractive feature.

I agree to an extent with your comments on the corners not having much going on, I'm just not sure if I can effectively make that area any more dynamic or interesting than it is. I don't want to have more than 18 bases, although I'm considering making the free base and the center bases 1 gas 6 mineral. In which case I'd rework the corners to have a highground expansion with full minerals.
Casual Mapmaker
Kand1
Profile Joined May 2016
Germany17 Posts
Last Edited: 2017-03-25 11:15:09
March 25 2017 10:42 GMT
#4051
Ok, that makes sense..Thanks for explaining

I also came up with a new idea for a map. This one has two possible spawn combinations. Players either spawn at 1a or 1b.
map bounds: 167x160
rush distance:
1a main to main: ~45s
1b nat to nat: ~45s

[image loading]

I'm happy about any feedback.
conscious.entity
Profile Joined April 2017
5 Posts
April 15 2017 22:32 GMT
#4052
So this is 7v7 melee map. But created this map with planning to use it in 7v7 monobattles.
I mean - to convert this map to monobattles version after successful testing, polishing, etc.
But this is only a draft of the map, and that's why it is not yet really pleasure for an eye, because there are not yet any artist work had performed.
Need any feedback. Especially about pathing architecture.
And you can test it, if you wish: battlenet:://starcraft/map/2/199836

[image loading]
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 15 2017 23:53 GMT
#4053
On April 16 2017 07:32 conscious.entity wrote:
So this is 7v7 melee map. But created this map with planning to use it in 7v7 monobattles.
I mean - to convert this map to monobattles version after successful testing, polishing, etc.
But this is only a draft of the map, and that's why it is not yet really pleasure for an eye, because there are not yet any artist work had performed.
Need any feedback. Especially about pathing architecture.
And you can test it, if you wish: battlenet:://starcraft/map/2/199836
+ Show Spoiler +
[image loading]



Right now the map seems very prone to split-map situations--you can cut it in half by holding only a handful of chokes. I think it would be better if the middle of the map was much more open. With 14 players on the map you can get some pretty big armies, so you need some space to fight with ease.
conscious.entity
Profile Joined April 2017
5 Posts
Last Edited: 2017-04-16 08:54:39
April 16 2017 08:40 GMT
#4054
it would be better if the middle of the map was much more open. With 14 players on the map you can get some pretty big armies, so you need some space to fight with ease.

Ok, feedback accepted Anything else?
conscious.entity
Profile Joined April 2017
5 Posts
Last Edited: 2017-04-16 12:19:41
April 16 2017 12:19 GMT
#4055
A small update

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2017-04-16 20:20:38
April 16 2017 20:20 GMT
#4056
On April 16 2017 21:19 conscious.entity wrote:
A small update

[image loading]

still way too chokey for 7v7, i think the whole center corridor design needs to be removed and replaced with something more open
vibeo gane,
conscious.entity
Profile Joined April 2017
5 Posts
April 17 2017 15:52 GMT
#4057
still way too chokey for 7v7, i think the whole center corridor design needs to be removed and replaced with something more open

Map is huge actually. It so huge that even having Xel Naga's towers is pointless, as you can judge by this screenshot:
[image loading]

And central passage is also enormous so I believe that there are two 200 supply armies could move together without any jamming.

And I believe this is final architecture of the map. But I've not yet artistically brushed it. Will do it after we finish testing.
[image loading]
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 17 2017 19:44 GMT
#4058
Even looking at the screenshot I think the central passage is tiny for a 7v7 map. You'll realistically have 600 or 700 supply armies on either side most games. It still needs to be more open.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2017-04-19 00:15:48
April 19 2017 00:13 GMT
#4059
Get rid of the 2 bases in the middle of the map and make that entire area open low ground.

The problem that's always existed with 4v4 and so on maps is that there is a catch-22. You need to make huge open areas to accommodate massive armies and many many bases BUT you need to keep the rush distances similar to 1v1 maps so as not to break the meta game too badly. That's why you get weird designs like this:

+ Show Spoiler +
[image loading]


I honestly think a 7v7 map would be a tremendous challenge for any map maker, much much more difficult to pull off than a decent 1v1 map. Right now that map is, paradoxically, too big and too small at the same time. The rock-blocked gold bases are a nice touch, though - I like that.
~ ~ <°)))><~ ~ ~
conscious.entity
Profile Joined April 2017
5 Posts
April 19 2017 19:16 GMT
#4060
Ok. Thank you for feedback guys looks like I'll make central passage and certain ramps at the middle of the map even wider.
Prev 1 201 202 203 204 205 217 Next
Please log in or register to reply.
Live Events Refresh
WardiTV European League
16:00
Swiss Groups Day 2
Krystianer vs sebesdesLIVE!
MaxPax vs Babymarine
SKillous vs Mixu
ShoWTimE vs MaNa
WardiTV801
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 457
BRAT_OK 79
JuggernautJason55
MindelVK 24
StarCraft: Brood War
Britney 22773
Sea 3037
Rain 2961
BeSt 131
Dewaltoss 86
sSak 26
zelot 24
sas.Sziky 21
scan(afreeca) 20
Aegong 17
[ Show more ]
GoRush 12
yabsab 10
Sacsri 9
soO 8
JulyZerg 5
IntoTheRainbow 4
Dota 2
Gorgc7895
qojqva3071
capcasts237
League of Legends
Dendi875
Counter-Strike
fl0m510
flusha305
Super Smash Bros
Mew2King135
Heroes of the Storm
Liquid`Hasu166
Other Games
FrodaN1776
ceh9493
Lowko352
crisheroes320
elazer221
ArmadaUGS143
Pyrionflax124
KnowMe120
Trikslyr59
QueenE55
Organizations
StarCraft 2
angryscii 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis6718
• Jankos1286
• TFBlade337
Other Games
• Shiphtur370
• imaqtpie189
Upcoming Events
Replay Cast
6h 40m
RSL Revival
16h 40m
herO vs SHIN
Reynor vs Cure
OSC
19h 40m
WardiTV European League
22h 40m
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
22h 40m
Korean StarCraft League
1d 9h
CranKy Ducklings
1d 16h
RSL Revival
1d 16h
FEL
1d 22h
Sparkling Tuna Cup
2 days
[ Show More ]
RSL Revival
2 days
FEL
2 days
BSL: ProLeague
3 days
Dewalt vs Bonyth
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
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
FISSURE Playground #1
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.