• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:58
CEST 02:58
KST 09:58
  • 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: Voting10[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
Chinese SC2 server to reopen; live all-star event in Hangzhou8Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
BITCOIN RECOVERY EXPERT BLOCKCHAIN CYBER RETRIEVE Chinese SC2 server to reopen; live all-star event in Hangzhou RotterdaM "Serral is the GOAT, and it's not close" DreamHack Open 2013 revealed The New Patch Killed Mech!
Tourneys
$1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion The Lose More Card BSL Season 21
Tourneys
300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament [Megathread] Daily Proleagues
Strategy
Roaring Currents ASL final [I] Funny Protoss Builds/Strategies Current Meta [I] TvZ Strategies and Builds
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV ZeroSpace Megathread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Chess Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
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
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1486 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
PiGosaur Monday
00:00
#54
PiGStarcraft582
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft582
Nathanias 105
StarCraft: Brood War
Shuttle 741
Artosis 639
Aegong 43
Dota 2
monkeys_forever430
PGG 133
League of Legends
Reynor58
Super Smash Bros
hungrybox343
Other Games
summit1g9047
shahzam743
Day[9].tv542
JimRising 509
C9.Mang0247
ViBE164
Maynarde147
Trikslyr70
Organizations
Other Games
gamesdonequick2013
Counter-Strike
PGL235
Other Games
BasetradeTV95
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 76
• davetesta45
• HeavenSC 6
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift3834
• Stunt189
Other Games
• Scarra907
• Day9tv542
Upcoming Events
Replay Cast
9h 2m
OSC
15h 2m
Tenacious Turtle Tussle
22h 2m
The PondCast
1d 9h
OSC
1d 11h
WardiTV Invitational
2 days
Online Event
2 days
RSL Revival
3 days
RSL Revival
3 days
WardiTV Invitational
3 days
[ Show More ]
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
CrankTV Team League
4 days
RSL Revival
4 days
Wardi Open
5 days
CrankTV Team League
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
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

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
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.