• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:20
CET 21:20
KST 05:20
  • 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
[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
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League73Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? REPORT: StarCraft 2: Remastered In Development Team Liquid Map Contest #22: Results and Winners No more SC2 streamers on team liquid? Evil Geniuses - shutting down
Tourneys
CrackStreams!] Ballon d'Or Live Free Ceremony 2026 ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier
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
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Bot on ladder BW General Discussion Recent recommended BW games Oceanic Brood War - Join and chat! Sagi.gg Launcher Released
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League [BSL23] RO24 Group C Small VOD Thread 2.0
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? 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 European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7155 users

Work In Progress Melee Maps - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 215 216 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 17:32 GMT
#61
On September 08 2012 18:25 Meltage wrote:
I made this

[image loading]

Then Sam made me do this (heavily influenced me by painting on the overview, although it came up a bit different from what he imagined. It didnt look like CK on his paintings )

+ Show Spoiler +
[image loading]


because he didnt think the middle in my map would work. I need more analysis (on the first concept) and see if theres something there to keep or not.

The core concept, apart from the kidna generic but solid main-nat-third, is about the forward 4th being possible to take and hold in some matchups, partly beacuse of the distance to the opponent bases being ok, and partly beacuse the shrotest attack path being risky through the middle. Being a wide map, the towers help defensive scouting. I picture early game being about attacking through the middle while mostly only scouting the flanks, then switches to atticking through the wider attack paths, defending at the high ground ramps / chokes or the open ground respectively. What makes the map special, is that you in the mid-late game could attack through the narrow middle in the right moments, but always with some risk involved.

The map is 152x156 and nat-to-nat is somwhere around 150ish between the mineral lines, but obviously shorter between the nat ramps.

Im aware that the distance between your own bases needs some tweaking (third should be a bit more open to harrass, CW 4th should be closer and cw 5th closer still). A ccw half-base 4th along with the forward 4th being a hals base is an idea Im fond of and will look into keeping. In a big map like this, 7 bases per player is better than 6, while the resources stays the pretty much the same.


Your concept is much more interesting to me than the samro painting one (sry samro). But as you say it has some spacing issues with base distances. I think you could shrink the horizontal dimension and reduce the extreme distance between lategame bases without negatively affecting the early and midgame distances too much. The concept of moving out to high ground paths later in the game is cool but I don't see it mattering much because there's just too much space to cover as a defender. Position to intercept attacks mostly amounts to camping your newest base, and you can only extend out further onto the map if you have very current scouting info on their army movement. So if the map was a little smaller it would help people position effectively.

I'd also like to see a little more variation in tactical terrain rather than just ramps and a lot of gradually varied openness. Like some bridges, double bridges, dotted unpathable, some negative space for air units, etc.
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
September 08 2012 17:37 GMT
#62
here's my current
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 08 2012 18:10 GMT
#63
On September 08 2012 18:25 Meltage wrote:
I made this

[image loading]


too generic for you :p
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 21:13 GMT
#64
looks good lefix
Comprehensive strategic intention: DNE
Syphon8
Profile Joined July 2010
Canada298 Posts
September 08 2012 23:43 GMT
#65
[image loading]

My city grows ever ruineder, but I'm thinking about starting over in favour of a more directed approach.
',:/
Ruinsteel
Profile Joined April 2012
United States43 Posts
September 08 2012 23:57 GMT
#66
On September 09 2012 08:43 Syphon8 wrote:
[image loading]

My city grows ever ruineder, but I'm thinking about starting over in favour of a more directed approach.


Hmmm, I don't know, I personally think it looks great!

I was thinking of making another map, will definitely post it here if i decide to make one! :D
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 09 2012 00:44 GMT
#67
Keep going! This looks so sick Syphon
Coppermantis
Profile Joined June 2012
United States845 Posts
September 09 2012 01:50 GMT
#68
On September 09 2012 08:43 Syphon8 wrote:
-image-

My city grows ever ruineder, but I'm thinking about starting over in favour of a more directed approach.


I like how the overlord and nexus are both on the same team. Looks like someone Neuraled a probe.

But seriously, great work. Looks amazing.
Fenin
Profile Blog Joined July 2011
Finland3 Posts
September 09 2012 14:59 GMT
#69
Hi all, long time lurker here.

I started with this map thinking that there has to be a way to make a backdoor to the main work.

I created a ledge that lead up to the backdoor, making it easier to defend from the high ground. Then, in order for the ledge to have a role beyond the early game as a rush attack path, I decided to put the third at the end of the ledge.
Then I rotated the concept to make a 4 player map.

Please comment on balance.
I was thinking I'll dig into textures and doodads when the layout is fairly balanced.

It's a quite big map, playable map size is170x168 (full: 176x176).
One watchtower in the middle of the map.
16 full bases.

Grateful for comments and suggestions
Thanks
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-09 15:55:59
September 09 2012 15:54 GMT
#70
On September 09 2012 23:59 Fenin wrote:
Hi all, long time lurker here.

I started with this map thinking that there has to be a way to make a backdoor to the main work.

I created a ledge that lead up to the backdoor, making it easier to defend from the high ground. Then, in order for the ledge to have a role beyond the early game as a rush attack path, I decided to put the third at the end of the ledge.
Then I rotated the concept to make a 4 player map.

Please comment on balance.
I was thinking I'll dig into textures and doodads when the layout is fairly balanced.

It's a quite big map, playable map size is170x168 (full: 176x176).
One watchtower in the middle of the map.
16 full bases.

Grateful for comments and suggestions
Thanks
[image loading]


hi and welcome.

so with backdoors, the main concern isnt necessarily defense, but more of timing. ill use your map as an example. the general distance to either the front or back is about the same, so the attacker can choose which side they want. this means to delay the enemy, you will need do double wall, and for protoss and zerg, this can be very difficult.

a more rear facing backdoor or base means it will take longer for the enemy to traverse the distance. vital time which may allow a gateway block to go up, or a spine crawler to finish. yours is kind of to the rear, but the way the terrain is laid, its not that much further. but then what about a smaller map, or even an attacking protoss where they just warp in at your base? you can delay the entry through the rocks through alternative methods - you can stack rocks, meaning instead of one, they might have to break through 3 or 4 rocks. my recent wip, seen above, used that method. the only way to get through stacked rocks quickly is using splash damage, so siege tanks or colossus. some others have used cloaked eggs, a bw concept, where you need detection to kill the eggs (which are also heavily armored or high hp, just to mimic rocks).

for the map itself ... yes, its a bit too large, and far too chokey.
starleague forever
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 09 2012 18:06 GMT
#71
I agree with a176, though your base layout does seem well tailored to a 4p rotational map. I think with some widening of paths everywhere and bringing all the bases closer together, as well as those changes to the backdoor placement, this could make a pretty interesting map. All of the open water spaces don't have to be nearly that big, though I'm guessing you're a little worried about siege tanks pressuring the third.

There's also an issue in that when you hold three bases, it's much longer for the defender to get between the two entrances than it is for an attacker. This can be interesting but also frustrating when it's at such an extreme. Finding ways to make the backdoor even farther away while reducing the travel distance from the third to the natural is quite a challenge, so stacking rocks may be the way to go. About eggs, remember that workers can mineral walk through units. Personally, this is why I use eggs, to enable scouting after a wall-in, but it's something to be aware of.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-09 19:57:28
September 09 2012 19:52 GMT
#72
This is not what I had drawn meltage - it at least not what I had intended. I had pointed out numerous problems I had seen in your design and my drawing not only changed the centre significantly, but also the distribution of bases. Anyway.. just for the record


Lefix, it is a pity that many bases share the same area of control. And them again it is difficult for the defender to move around effectively. It appears likened that at least, possibly interesting when one us able to manage split forces.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-09 21:28:47
September 09 2012 21:26 GMT
#73
[image loading]

primary textures
belshir dark grass
aiur small tiles
tarsonis concrete
will be adding tarsonis grass later


detail:

[image loading]
(lighting is different/out of date)
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-09 22:29:33
September 09 2012 22:28 GMT
#74
Hmm that lighting is pretty interesting, even if it's out of date or w/e.

Looks like I'm looking at a watercolor painting or something, with that blurred pink look to it. Pretty cool, actually.

edit: then again the blurring may only be because of the bad quality of the jpg LOL
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
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 09 2012 22:48 GMT
#75
no, lol. theres a bloom option in lighting, gives you that effect. trade off is that it seems to kill small detailing like bump mapping
starleague forever
Meltage
Profile Joined October 2010
Germany613 Posts
September 09 2012 23:27 GMT
#76
Listening to feedback, while keeping the core concept in mind, this is the latest:

[image loading]
http://mentalbalans.se/aggedesign
Fatam
Profile Joined June 2012
1986 Posts
September 10 2012 01:12 GMT
#77
Would be interested to see the watchtower ranges shown there. Looks like a fairly interesting map. The main negative-ish comment I would have is that I have never seen the first 5 bases that close together.
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
Fenin
Profile Blog Joined July 2011
Finland3 Posts
September 10 2012 05:38 GMT
#78
@a176 and RFDaemoniac

Thank you for your feedback, I'll start hammering away on these changes and see what I come up with
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 10 2012 08:18 GMT
#79
I like what you did on the wings a176. Looks good.
Comprehensive strategic intention: DNE
Nogan
Profile Joined September 2012
United States8 Posts
Last Edited: 2012-09-10 09:59:51
September 10 2012 09:59 GMT
#80
A few changes. I enlarged the main, cleaned up the natural, widened the side ramps, and added some rocks. Protoss can now choke off the natural between the rocks and ramp with two 3x3 buildings and a pylon. I'm still concerned about the size of the main and the center expansions, but I don't know how I'd make them any bigger without changing the entire map.

+ Show Spoiler +
[image loading]
I'll show you who's boss of this gym.
Prev 1 2 3 4 5 6 215 216 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 14h 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 84
JuggernautJason79
EmSc Tv 37
MindelVK 27
StarCraft: Brood War
Shuttle 438
ProTech169
Dewaltoss 153
Trap 43
Barracks 33
Aegong 18
Dota 2
Gorgc11623
Cr1tdota1039
League of Legends
JimRising 101
Trikslyr78
Counter-Strike
pashabiceps1262
Heroes of the Storm
Liquid`Hasu528
Other Games
Grubby4120
Liquid`RaSZi2509
FrodaN646
shahzam372
XaKoH 187
RotterdaM165
C9.Mang0126
UpATreeSC101
ZombieGrub24
Organizations
StarCraft 2
EmSc Tv 37
EmSc2Tv 37
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 52
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 36
• 80smullet 17
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV179
League of Legends
• Nemesis2746
• Jankos2666
• Scarra996
Other Games
• imaqtpie715
• Shiphtur570
Upcoming Events
IntoTheTV X SOOP
14h 40m
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
1d 3h
The PondCast
1d 13h
Kung Fu Cup
1d 14h
IntoTheTV X SOOP
2 days
SHIN vs GuMiho
Clem vs Classic
OSC
3 days
WardiTV Invitational
3 days
GSL
3 days
Epic.LAN
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
Epic.LAN
4 days
Yamato Cup
5 days
Map Test Tournament
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
ShieldBattery League 1
BSL Season 23
PGL Masters Bucharest 2026
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

IPSL Winter 2026-27
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
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.