• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:54
CEST 16:54
KST 23:54
  • 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)50Reynor: 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
[Megathread] Daily Proleagues Escore Tournament - Season 3 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
Path of Exile General RTS Discussion Thread 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: 9695 users

Work In Progress Melee Maps - Page 40

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 38 39 40 41 42 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2013-02-03 03:41:53
February 02 2013 06:21 GMT
#781
Thats an idea, you could just take Daybreak and delete all the doodads and texturing and have that be the template that we'd have everyone use.

edit - But I am way off topic now lol sorry

edit again - So here is what Daybreak LE looks like when it is "blank" with no doodads and one mar sara texture.

+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 02 2013 21:03 GMT
#782
On February 02 2013 12:17 TheFish7 wrote:
@monitor
In the second, ice world map, whats the reasoning behind the rocks near the main? Seems like a really good (or really annoying) proxy pylon spot. Is there going to be a 3rd base there?


I felt that the small attack path would be too powerful for early 2 or 3 base pushes. It is good for taking a fourth and opening the paths lategame, but early game it would make the rush distance too short and choked. Once Z takes a fourth, the path is good so zerg doesnt have to venture into the middle of the map.
https://liquipedia.net/starcraft2/Monitor
Aircooled
Profile Joined July 2012
United States79 Posts
February 03 2013 04:14 GMT
#783
One more here as I rushed my last map post. Any thoughts? Still will probably go with no towers but I like them here because they cover all the ramps but you can still go through the middle. 152x112
[image loading]
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-03 05:58:22
February 03 2013 05:48 GMT
#784
Texturing is cool. I think 56 degree instead of 90 degree overview would make it a little easier to read the map in this case, but w/e

I like how open it is. All the maps submitted lately, while not super chokey, have no open areas. None of the areas on those maps are bigger than 12 squares in diameter and none are narrower than 8 (other than the main ramp, of course). The reason this is bad: where you engage matters a lot less when you don't have any variety in openness. So good on you :-P

@ the base layout, I feel like the XNT makes 4 bases a little too easy to hold. You can just sit your deathball on the bridge, say directly horizontal from the geyser at the third, and be able to cover the entrance near your nat. If your unit at the XNT sees an army coming from the other direction you can just bounce down there to intercept it in time.

Here's an idea I had - if you move one of the rock towers to the ramp near the fourth, then you can create a choice. If someone is greedy and wants a full base instead of 2.75, then they can kill the rock tower to block that entrance, and expand all the way to the 4th for their 3rd. Whereas, without the option to block that entrance, probably no one will take that as a third ever and you have less options.

edit: also, if the corner ledges were above the 6m1hyg base but NOT above the 4th, then that would be another incentive for a player to take the risky far-away base as a third, instead of the closer one. Especially if it was ZvT and the Zerg scouted bio play.
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
February 03 2013 06:23 GMT
#785
Alright yea that was the concern I had with the towers I'm just going to go with none. I like the rock idea because I felt like the 3rd/4th rocks are kinda pointless anyway and I might as well leave it as a normal choke. I'll definetely move them to the ramp and I'll think about that ledge, sounds good to me though.
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 06 2013 01:22 GMT
#786
[image loading]

Continuing this WIP! Gas provides an easier 7th gas for zerg and a nice gas income for terran. Not any use for Protoss.
https://liquipedia.net/starcraft2/Monitor
Coppermantis
Profile Joined June 2012
United States845 Posts
February 06 2013 01:54 GMT
#787
Here's a design that I've been working with. I'm not really satisfied with it, but I'd like to see what you guys think.

[image loading]
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 06 2013 03:04 GMT
#788
On February 03 2013 13:14 Aircooled wrote:
One more here as I rushed my last map post. Any thoughts? Still will probably go with no towers but I like them here because they cover all the ramps but you can still go through the middle. 152x112
[image loading]

Man, those textures!! How do you do that??
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 06 2013 08:05 GMT
#789
[image loading]


Sort of a mix between Dual Site and Kulas Ravine I guess.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
2more
Profile Joined January 2013
Germany13 Posts
February 06 2013 22:34 GMT
#790
Hello everyone. I would like to know what you guys think about my first mapping attempt. Its a 128x128ish map Im sure, there are quite a few flaws, so I would like to have some feedback on how I could improve the map or on gameplay problems that may accure.

Also has somebody an idea on how I could make the ramps look less ugly? I have no idea how I could blend in the different textures any better way. Maybe there is a good trick.

Thank you for the feedback

[image loading]

more detailed view:

[image loading]
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 06 2013 23:26 GMT
#791
@2more: Go through ALL the doodads and look at other community maps for texturing ideas and techniques. Also, you click a doodad and hit enter to bring up a menu to modify it in several ways. Tarmacs are good for ramps on space maps.

On your map in particular, it seems smaller than 128x128. It really is too small, which results in the tower covering too much ground. Play on a standard map like CK, then on your map, measure distances and stuff, and then see how it compares. Know some of these basic things will help a lot. Also, ramps facing up and down and left and right are called cardinal ramps. These ramps present problems with wall-off, and while they are fine on the sides there, probably not for the natural.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 06 2013 23:28 GMT
#792
On February 06 2013 17:05 SiskosGoatee wrote:
[image loading]


Sort of a mix between Dual Site and Kulas Ravine I guess.

I know we disagree on naturals, but aside from that I guess the only thing I don't care for is the little high ground in the middle, the map is a pretty chokey map by design but I think that middle thing is a little much. The base layout seems cool imo.
SC2 Mapmaker
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 06 2013 23:52 GMT
#793
On February 06 2013 17:05 SiskosGoatee wrote:
[image loading]


Sort of a mix between Dual Site and Kulas Ravine I guess.


Basic feedback I can give is that its oversaturated. I don't like 7 expos per player on a 2p map. 5 can work if they're well designed. 6, with 2 being half bases, is ideal for most designs. This map just has a shit ton of them and it detracts from gameplay. It detracts from map control. Closeness encourages turtling. It also plays very linearly.
https://liquipedia.net/starcraft2/Monitor
Coppermantis
Profile Joined June 2012
United States845 Posts
February 07 2013 04:49 GMT
#794
[image loading]

Non-aesthetic updates are pretty minor. Simply made the main easier to get in/out of for Reapers.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 07 2013 05:33 GMT
#795
How large is that map anyway,copper?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Coppermantis
Profile Joined June 2012
United States845 Posts
February 07 2013 05:50 GMT
#796
It's 156x159

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-07 06:21:51
February 07 2013 06:04 GMT
#797
@copper: I like it but it's just so big. Also, the 4th in your quarter is so much closer than the righthand 4th, and it's also sort of an automatic base that isn't any more vulnerable in terms of openness, push distance, high ground, or harassability. What if you shrink the map to about 146x146 and put the 4th base more in the middle where the tower has vision of the high ground. That will bring the "away from opponent" 4th much closer, make them more vulnerable by dint of proximity, and provide a better bridge to the other quarters of the map (especially CCW).

[image loading]
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-02-07 06:24:39
February 07 2013 06:22 GMT
#798
@EatThePath: That's a good idea. I was concerned about the safeness of the fourth but wasn't sure about how to go about remedying it. I think that I'll try that out.

Hmm, after seeing the concept my interpretation was apparently more extreme, but I do like that image a lot since it requires less modification to the existing design. :v
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-07 06:46:42
February 07 2013 06:26 GMT
#799
On February 07 2013 15:22 Coppermantis wrote:
@EatThePath: That's a good idea. I was concerned about the safeness of the fourth but wasn't sure about how to go about remedying it. I think that I'll try that out.

Hmm, after seeing the concept my interpretation was apparently more extreme, but I do like that image a lot since it requires less modification to the existing design. :v


Yeah I was shooting for easy fix. I think you could mostly just copy paste some pieces without having to do any major cliff drawing. ^^


er, WAS** lol
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-02-07 06:44:12
February 07 2013 06:43 GMT
#800
On February 07 2013 07:34 2more wrote:
Hello everyone. I would like to know what you guys think about my first mapping attempt. Its a 128x128ish map Im sure, there are quite a few flaws, so I would like to have some feedback on how I could improve the map or on gameplay problems that may accure.

Also has somebody an idea on how I could make the ramps look less ugly? I have no idea how I could blend in the different textures any better way. Maybe there is a good trick.

Thank you for the feedback

[image loading]

more detailed view:

[image loading]

All in all it's not a bad concept. It doesn't have any glaring problems in proportions (chokes and openness) and the expansion progression is alright. It's a little on the small side (distances) and it has some circle syndrome (bases around the outside with equal distances between sides), but it sort of works with how you set up the middle. The tower is so dominating, it should be removed, you should have two separate towers that watch different paths, or you should enlarge the map so the tower doesn't cover every single route through the middle. :D

You should also get rid of the high ground bits near the tower, since a powerful area should be dangerous and open enough for lategame armies.

For aesthetics, lore had good tips. For the manmade type textures, it's difficult to blend them gradually. It's better to make intricate or tiled patterns. If you look at the map art thread you can find all kinds of examples of both natural and artificial terrain. Also, it's almost always better to use diagonal ramps, and that will help them look better with the diagonal textures. One good technique that almost everyone uses for ramps is to use some unobtrusive doodads to mark the corners and the edges, like "landing lights" or the various pillars. This doesn't cause too much distraction makes them visually distinct and is a surprisingly effective cue that helps players immensely.

Oh I forgot to say good work!
Comprehensive strategic intention: DNE
Prev 1 38 39 40 41 42 217 Next
Please log in or register to reply.
Live Events Refresh
Epic.LAN
13:00
Epic.LAN 48 Playoff Stage
epiclan49
Liquipedia
WardiTV Invitational
12:00
Summer Cup 2026 - Group A
WardiTV919
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko570
BRAT_OK 103
RushiSC 30
StarCraft: Brood War
Calm 8658
Rain 2338
Shuttle 2243
Hyuk 1898
Jaedong 1510
Britney 1396
Mini 710
Horang2 499
BeSt 306
Rush 277
[ Show more ]
Larva 254
Stork 243
ZerO 173
hero 155
Sharp 127
ggaemo 117
JulyZerg 110
Last 102
Hyun 87
Pusan 75
JYJ 49
Free 48
Killer 43
Mong 37
sorry 34
Shine 32
Movie 30
Aegong 28
soO 28
HiyA 23
ToSsGirL 18
yabsab 18
Rock 17
Barracks 15
NaDa 15
Hm[arnc] 15
IntoTheRainbow 13
Yoon 12
Purpose 9
Noble 7
Terrorterran 0
Dota 2
Gorgc6924
League of Legends
Doublelift3197
KnowMe17
Counter-Strike
byalli1680
allub711
kRYSTAL_40
Heroes of the Storm
Khaldor153
Trikslyr44
MindelVK3
Other Games
singsing2428
B2W.Neo845
DeMusliM241
Hui .175
XaKoH 97
ZerO(Twitch)11
Organizations
Other Games
gamesdonequick2270
BasetradeTV181
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1487
League of Legends
• Jankos2405
Upcoming Events
IPSL
1h 6m
Dragon vs Hawk
RSL Revival
18h 6m
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
19h 6m
OSC
22h 6m
IPSL
1d 1h
Bonyth vs Ret
WardiTV Weekly
1d 20h
Monday Night Weeklies
2 days
OSC
2 days
PiGosaur Cup
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 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.