• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:33
CEST 07:33
KST 14:33
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off6[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax3Maestros of The Game—$20k event w/ live finals in Paris30Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Weekly Cups (Aug 18-24): herO dethrones MaxPax Geoff 'iNcontroL' Robinson has passed away What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : 2v2 & SC: Evo Complete: Weekend Double Feature The GOAT ranking of GOAT rankings
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
Flash On His 2010 "God" Form, Mind Games, vs JD BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ro24 Preview Pt2: Take-Off BW General Discussion No Rain in ASL20?
Tourneys
[ASL20] Ro24 Group E [ASL20] Ro24 Group D [Megathread] Daily Proleagues [ASL20] Ro24 Group B
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
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 The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 775 users

Work In Progress Melee Maps - Page 30

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 28 29 30 31 32 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-12-18 14:11:20
December 17 2012 14:01 GMT
#581
(4) Rimfrost

Published on EU as Rimfrost (WoL) and Rimfrosty (HotS beta)

[image loading]

My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.
http://mentalbalans.se/aggedesign
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 17 2012 16:53 GMT
#582
On December 17 2012 23:01 Meltage wrote:
(4) Rimfrost

Published on EU (WoL)

[image loading]

My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.


Nope, I like the small ramps. It's team games, so, why not?
SC2 Mapmaker
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 17 2012 17:10 GMT
#583
A cool feature could be LOS blockers to the inbase expansion (assuming it's the 3/9 pos), simulating another tier of cliff.
Nothing is impossible, only some things for some people.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 17 2012 18:16 GMT
#584
Some final adjustments and asthetics make-over:
[image loading]
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-17 18:22:17
December 17 2012 18:19 GMT
#585
[image loading]

Overview:
+ Show Spoiler +
[image loading]


Description/Thoughts:
+ Show Spoiler +
A template I cooked up over the last few hours. Got inspired after taking a little break from things.
I feel good about the first 3-4 bases.. while the 5th/6th bases might work, or might not. I made the 5th/6th a bit of a choice, you can go for the highground safer 3/4 base, or the lowground, harassable, further away 8m2g.

You have a choice for your 3rd:
a) the one that is well-guarded by land but can be harassed from the lowground due to the XNT right there. (At the same time, you can harass the XNT from the highground that overlooks it)
b) the one that is more open. The appeal of this expansion is you have a nice linear expansion pattern instead of a zig-zag, and you still have the "inner" base for later, which is nice. And zerg will of course like it better since it's nice and open and a closer walk distance from the nat.

You pretty much have to kill 2 sets of rocks to get into your opponent's backdoor. You can try to bypass the first set of rocks, but the only way to do that is to go through a 1 FF choke right next to your opponent's main ramp.

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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-17 18:25:19
December 17 2012 18:25 GMT
#586
On December 17 2012 23:01 Meltage wrote:
(4) Rimfrost

Published on EU (WoL)

+ Show Spoiler +
[image loading]


My first 2v2 map, really.

I'll prob remove the rocks and the fortress should prob have wider ramps. The map is 160x174. I think the size justifies 3 towers, as two of them are right next to your CC/HAtch/Nexus in the 6th.


This is pretty cool. Keep the main ramps narrow because it's necessary for cheese/all-ins to not be so prevalent.
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
Aircooled
Profile Joined July 2012
United States79 Posts
December 17 2012 23:21 GMT
#587
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]

Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-12-17 23:39:24
December 17 2012 23:37 GMT
#588
Rimfrost is now published in HoTS beta as Rimfrosty

EDIT: published by a friend. Prob not fully functional .. hmm ><
http://mentalbalans.se/aggedesign
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 18 2012 00:18 GMT
#589
On December 18 2012 08:21 Aircooled wrote:
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]


Close spawns will never work. I think the texturing as is kinda hinders comprehension as well. Hard to see what stuff is.
SC2 Mapmaker
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 18 2012 03:23 GMT
#590
+ Show Spoiler +
On December 18 2012 09:18 lorestarcraft wrote:
Show nested quote +
On December 18 2012 08:21 Aircooled wrote:
My first real attempt at a 4p reflectional map. All spawn enabled atm but that can change. I'm pretty sure the current thirds don't work, but they might. I may end up just scrapping it altogether.
152x152
[image loading]


Close spawns will never work. I think the texturing as is kinda hinders comprehension as well. Hard to see what stuff is.



I do think that the close by air spawns are very interesting, with the land between them on which you can push/put turrets.
Fatam
Profile Joined June 2012
1986 Posts
December 18 2012 14:37 GMT
#591
main mineral lines are.. siegable. does..not..compute
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
Aircooled
Profile Joined July 2012
United States79 Posts
December 18 2012 14:40 GMT
#592
On December 18 2012 23:37 Fatam wrote:
main mineral lines are.. siegable. does..not..compute

haha yea I knew that was an issue, ill keep all this in mind, i'll probably just scrap it though
Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 04:17 GMT
#593
Here's something I'm trying. Any thoughts?

[image loading]
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 05:36 GMT
#594
Not sure I understand the point of the rocks. Are they there to allow you to slightly reduce the openness of the map (which might not do much considering how wide that corridor is even after they are taken down), or are they there as damage-dealing traps?
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
Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 08:04 GMT
#595
I don't think you can really damage units with them unless you can root them in place somehow, as it tends to just push them out of the way. It's more like a (perhaps somewhat subtle) battlefield alteration opportunity. It's nothing too effective since it doesn't really close off any paths, but it's a tool the players can utilize.

These days everyone puts so much thought into everything and everything has to have a point: a very distinct and intentionally designed purpose. But I think giving the players tools that they can then figure out how to use, without any specific intentions, can be a good thing.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 17:35 GMT
#596
Maybe the corridor should have rock towers on both sides so that it can really be narrowed with enough time.
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
lil emo
Profile Blog Joined December 2012
France109 Posts
December 20 2012 18:45 GMT
#597
Hi, thank tl for this great custom map forum, thank you Samro225am for this thread.

Map: Plissken Drive published on EU (type pliss)
Topview:+ Show Spoiler +
[image loading]

Specs:
256x256 / 4 “traditional” starting locations with a “natural” for each / 24 bases / for 1v1, 1v1v1, 1v1v1v1 and 2v2

Features:+ Show Spoiler +
Center view:+ Show Spoiler +
[image loading]

This map is a blatant blizz grand theft, which i oversized to max size and themed after an urban guerrilla ; putting emphasis on a high degree of scouting and look outs required from players to survive its quirks.

All mains are drop-a-ble from 360°

10 “thirds”, 8 “mountain” expos (require a nydus, a drop or an op flying CC), 2 center gold expansions

Destructible rocks block a back door “bridge” between two mains (on both sides).
2 “default” destructible rocks to get to the “bridge”, so 4 total to cross from one main to another (others do not block passage per say).

Roads underline the accesses (at least, that is the idea) and pathways .. which is needed since these are filled with walls of line of sight blockers.

Two urban battlefields zones separate the east from the west.

A center peak and two "building mounts" (generating the “elevator effect”) allow higher vision and create “blind spots” that need to be monitored closely.
Closer view:+ Show Spoiler +
[image loading]


Buildings (doodads and units) are under way to give that urban feel we love in our fictitious depiction of our bleak future.


My humble ambition is to maximize on crazyness whilst retaining the affection of traditionalists... Yes, some would say it cannot be done.. therein lies the more enticing challenge, no?

glhf and thank you for peek and pok -ing at my map
never was so much owed by so many to so few (W Churchil)
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 20 2012 18:55 GMT
#598
On December 21 2012 03:45 lil emo wrote:
Hi, thank tl for this great custom map forum, thank you Samro225am for this thread.

Map: Plissken Drive published on EU (type pliss)
Topview:+ Show Spoiler +
[image loading]

Specs:
256x256 / 4 “traditional” starting locations with a “natural” for each / 24 bases / for 1v1, 1v1v1, 1v1v1v1 and 2v2

Features:+ Show Spoiler +
Center view:+ Show Spoiler +
[image loading]

This map is a blatant blizz grand theft, which i oversized to max size and themed after an urban guerrilla ; putting emphasis on a high degree of scouting and look outs required from players to survive its quirks.

All mains are drop-a-ble from 360°

10 “thirds”, 8 “mountain” expos (require a nydus, a drop or an op flying CC), 2 center gold expansions

Destructible rocks block a back door “bridge” between two mains (on both sides).
2 “default” destructible rocks to get to the “bridge”, so 4 total to cross from one main to another (others do not block passage per say).

Roads underline the accesses (at least, that is the idea) and pathways .. which is needed since these are filled with walls of line of sight blockers.

Two urban battlefields zones separate the east from the west.

A center peak and two "building mounts" (generating the “elevator effect”) allow higher vision and create “blind spots” that need to be monitored closely.
Closer view:+ Show Spoiler +
[image loading]


Buildings (doodads and units) are under way to give that urban feel we love in our fictitious depiction of our bleak future.


My humble ambition is to maximize on crazyness whilst retaining the affection of traditionalists... Yes, some would say it cannot be done.. therein lies the more enticing challenge, no?

glhf and thank you for peek and pok -ing at my map

The map size alone is a huge red flag for me.
Twitter: @iamcaustic
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 20:40 GMT
#599
something that huge might be fun for 2v2 or 4 player FFA, though :-P
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
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 20 2012 21:10 GMT
#600
@lil emo That map is really freaking HUUUUGE man, the max size of a standard map is something like ~160 and even that is slighly imbalanced in 1v1, but if you have planed this map for a FFA or XvX, it think it would work out

@GFire dunno man, sigeable naturals idk how that would work, even in such an open area and these rocks to generate choke points, and the rocks actually kill everything that's below them when they fall, they do around ~300 damage iirc, i like the fact that the map postulates the concep of the rocks to generate choke points, but im not too sure if this map precisely will work out.

Well and since im here already, i would like to discuss with you guys what you think of this map, i had this idea if one could surround the edges of the main base with los blockers the main could actually be placed on the low ground without the problem that warpgate and proxy pylons brings, so i created this concept map, maybe i did it wrong and the map will fail horribly but the idea behind this concept seems interesting and maybe even promising

[image loading]

+ Show Spoiler +

[image loading]

[image loading]



Probably already some of you guys have thought of this already, but this idea at least for me it seem really interesting.
@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.
Prev 1 28 29 30 31 32 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 252
StarCraft: Brood War
Nal_rA 3487
actioN 955
Leta 648
Hyuk 472
Larva 205
Tasteless 195
Icarus 5
Dota 2
capcasts299
League of Legends
JimRising 784
Counter-Strike
m0e_tv1826
Stewie2K236
semphis_18
Other Games
summit1g7560
shahzam737
singsing625
WinterStarcraft522
C9.Mang0308
Maynarde139
NeuroSwarm66
SortOf41
Organizations
Other Games
gamesdonequick649
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH357
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki17
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1146
• Stunt501
• HappyZerGling45
Counter-Strike
• Shiphtur114
Upcoming Events
Afreeca Starleague
4h 28m
Rush vs TBD
TBD vs Mong
WardiTV Summer Champion…
5h 28m
Cure vs Classic
ByuN vs TBD
herO vs TBD
TBD vs NightMare
TBD vs MaxPax
OSC
6h 28m
PiGosaur Monday
18h 28m
Afreeca Starleague
1d 4h
herO vs TBD
Royal vs Barracks
Replay Cast
1d 18h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
2 days
LiuLi Cup
3 days
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
[ Show More ]
Cosmonarchy
3 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
3 days
Team Hawk vs Team Dewalt
BSL Team Wars
3 days
Team Hawk vs Team Bonyth
SC Evo League
4 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
4 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
4 days
SC Evo League
5 days
Maestros of the Game
5 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
5 days
Team Bonyth vs Team Sziky
BSL Team Wars
5 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall 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 © 2025 TLnet. All Rights Reserved.