• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:19
CEST 17:19
KST 00:19
  • 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)23Reynor: 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
Clem: "I don't have that much hope in Blizzard" Balance hotfix patch 5.0.16b (July 16) Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start)
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
BW General Discussion Recommended FPV games (post-KeSPA) Etiquete rules in Asl? Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues
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
Movie Discussion! Anime Discussion Thread [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
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12375 users

Work In Progress Melee Maps - Page 47

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 45 46 47 48 49 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
algue
Profile Joined July 2011
France1436 Posts
March 17 2013 14:04 GMT
#921
On March 17 2013 01:55 BlindSC2 wrote:


Album of Pics

[image loading]




Most of the ramps have to be changed, people don't like horizontal and vertical ramps
The base layout is weird

The only thing i really like on this map are the two center bases forcing the players to moveif they cut the map in half but with the current layout I don't think they will ever get more than 3 bases.
rly ?
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 17 2013 17:09 GMT
#922
On March 16 2013 01:47 Nezgar wrote:
I am currently working on two different 2vs2 maps, both of which still need proper aesthetics and finishing touches.

(4) Eschaton
[image loading]
164x150 playable
Main and natural can both be walled with 3 3x3 and 1 2x2 building. The third is 6m1hyg.

(8) Sheol
[image loading]
164x168 playable
All spawn positions enabled. Gas in the main is out of siegetank range.

I'd be glad for any critics or comments as I am struggling with creating the right aesthetics. It would be great if anyone would like to play a couple of 2vs2 games on those maps as I really don't know how those play out. Creating the right size for 2vs2 games is really difficult. Sometimes it feels too small, sometimes it feels too large.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Nezgar
Profile Joined December 2012
Germany535 Posts
March 17 2013 20:07 GMT
#923
On March 18 2013 02:09 SiskosGoatee wrote:
Show nested quote +
On March 16 2013 01:47 Nezgar wrote:
I am currently working on two different 2vs2 maps, both of which still need proper aesthetics and finishing touches.

(4) Eschaton
[image loading]
164x150 playable
Main and natural can both be walled with 3 3x3 and 1 2x2 building. The third is 6m1hyg.

(8) Sheol
[image loading]
164x168 playable
All spawn positions enabled. Gas in the main is out of siegetank range.

I'd be glad for any critics or comments as I am struggling with creating the right aesthetics. It would be great if anyone would like to play a couple of 2vs2 games on those maps as I really don't know how those play out. Creating the right size for 2vs2 games is really difficult. Sometimes it feels too small, sometimes it feels too large.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.


I appreciate that you took time to respond, though I have to disagree with a couple of things you said. Both players in a team going for a FE should always be a viable strategy. Just because you CAN take a fast expand doesn't mean that you have to. What you are proposing is a layout where you HAVE to expand asymetrical because the map is designed in that way. One of the new maps that uses that concept is Reflection which is one of the worst maps that blizzard ever made. In some matchups the player who doesn't take the inbase expand literally can not ever expand if the enemy doesn't want him to which then, in return, leads to all-in(ish) games because one player HAS to stay on one base in order to play the maps.
What you proposed is like deleting the natural and third on Antiga Shipyard so that you have to expand into the middle of the map (which you simply can't do as some races) because if everyone could FE on that map, then everyone will do it.

Most 2vs2 games result in cheesing and all-ining each other because they have no viable way of expanding until 15 minutes into the game while the rush distance between the bases is even shorter than on Steppes of War and the natural is more open than on Xel'Nage Cavers or similar maps. From my personal experience the best 2vs2 games that I play have been on maps like Molten Crater where you have the option between:
-1 player FE
-Both FE
-Blink/Nydus/Drop play
-Proxy cheeses, Cannon rushes
-Every possible kind of all-in
-Macro game to 3-4 bases

Molten Crater has easy to defend naturals, a shared choke, accessable mainbases, multiple attack paths and third bases which can actually be taken in a normal game. On other maps you have much less income due to harder/later to take expands. 2vs2 feels pretty much like 1vs1 during WoL Beta. The meta and maps have shifted in 1vs1 away from that single base playstyle towards maps that leave it up to you to choose your own gameplay. But let's not delve too deep into the general 2vs2 problem and what's wrong with it as that warrants a thread on its own.
I decided to go for such a layout because we already have too many maps where the only way to play it is asymetrical and/or all-in(ish). There is a serious lack of maps where you can play more than a single strategy. And, most of it, there is a serious lack of properly sized maps that allow for macro games.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 17 2013 20:57 GMT
#924
On March 18 2013 05:07 Nezgar wrote:
Show nested quote +
On March 18 2013 02:09 SiskosGoatee wrote:
On March 16 2013 01:47 Nezgar wrote:
I am currently working on two different 2vs2 maps, both of which still need proper aesthetics and finishing touches.

(4) Eschaton
[image loading]
164x150 playable
Main and natural can both be walled with 3 3x3 and 1 2x2 building. The third is 6m1hyg.

(8) Sheol
[image loading]
164x168 playable
All spawn positions enabled. Gas in the main is out of siegetank range.

I'd be glad for any critics or comments as I am struggling with creating the right aesthetics. It would be great if anyone would like to play a couple of 2vs2 games on those maps as I really don't know how those play out. Creating the right size for 2vs2 games is really difficult. Sometimes it feels too small, sometimes it feels too large.
2v2 scene doth need some love. I personally don't like how every location has 2 expansions though. It also highlights the huge misconception a lot of people have about 2v2 and why they think it's all all inning. They invite it because both of their players expand in the early game which you can't actually do, only one can expand and you're fine. i mean, see it like you play some mod where you start the game with 2 townhalls and 12 workers. Would you then say 'Aww, what the hell, let's just double FE.'? Not really, the other player would easily kill you then. Yet in 2v2, you often see both players FE'ing, you really can't do that in most matchups.


I appreciate that you took time to respond, though I have to disagree with a couple of things you said. Both players in a team going for a FE should always be a viable strategy. Just because you CAN take a fast expand doesn't mean that you have to. What you are proposing is a layout where you HAVE to expand asymetrical because the map is designed in that way. One of the new maps that uses that concept is Reflection which is one of the worst maps that blizzard ever made. In some matchups the player who doesn't take the inbase expand literally can not ever expand if the enemy doesn't want him to which then, in return, leads to all-in(ish) games because one player HAS to stay on one base in order to play the maps.
What you proposed is like deleting the natural and third on Antiga Shipyard so that you have to expand into the middle of the map (which you simply can't do as some races) because if everyone could FE on that map, then everyone will do it.
This isn't a problem of maps, this is just how 2v2 works. You cannot both FE, the others will kill you. It's the same thing as double expnading, it's just too risky. Even on maps that have a natural for both players inbase it has never worked.

Most 2vs2 games result in cheesing and all-ining each other because they have no viable way of expanding until 15 minutes into the game while the rush distance between the bases is even shorter than on Steppes of War and the natural is more open than on Xel'Nage Cavers or similar maps. From my personal experience the best 2vs2 games that I play have been on maps like Molten Crater where you have the option between:
-1 player FE
-Both FE
-Blink/Nydus/Drop play
-Proxy cheeses, Cannon rushes
-Every possible kind of all-in
-Macro game to 3-4 bases


No, most people all in in 2v2 games because a lot of people decide to both FE by which you can't hold it if both opponents one base. Map layout can't fix this apart from making huuuuuge maps. You just won't have enough units. It's like double expanding when you're on 2 bases. You will die to a hard 2base push.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Aircooled
Profile Joined July 2012
United States79 Posts
March 18 2013 00:38 GMT
#925
One of my first hopefully decent 4p maps. What do you think? I feel like the third is still a bit open on the right side but maybe not idk. Oh and ignore the tower on the bottom. 152x152 [image loading]
KingCorwin
Profile Joined February 2013
United States134 Posts
March 19 2013 12:09 GMT
#926
Hey guys KingCorwin here, you can check out the progress of this map on my stream at www.twitch.tv/kingcorwin

(2) The Dread Vault
Map Boundaries: 140x152
Not yet published (bnet server maintenance)
[image loading]
Corwin#12780
sandstorm
Profile Joined June 2012
8 Posts
March 23 2013 10:18 GMT
#927
Northland

[image loading]


144x144

Just a normal melee map I have worked with.
If I get some good respond I will fix the textures and doodads.
I uploaded an old version to EU where the main is smaller.
Meltage
Profile Joined October 2010
Germany613 Posts
March 24 2013 13:16 GMT
#928
(2v2)Recreation Station

[image loading]

I have published this on HotS EU as Recreation Station.
http://mentalbalans.se/aggedesign
Syphon8
Profile Joined July 2010
Canada298 Posts
March 25 2013 14:27 GMT
#929
As always Meltage, a beautiful map.

Layout I made a couple days ago:

[image loading]

The playable area is 136x136, but the only places it exceeds 128x128 are the top right and bottom left.
',:/
lil emo
Profile Blog Joined December 2012
France109 Posts
March 25 2013 18:08 GMT
#930
I fixed my galaxy ... I can add units and doodads WWWWWWAAAAAAAAAAA houUUUUUUUU

[image loading]

i feel a not so slight .r.ct..n

.. 8 player with destructibles and light emiters galore .. texture and refinement to come

(along with me)

.. so happy (still got no time to make maps .. but now I can, I'm gonna try crazy stuff .. see you soon for its showcasing)

:^P
never was so much owed by so many to so few (W Churchil)
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 25 2013 21:53 GMT
#931
On March 25 2013 23:27 Syphon8 wrote:
As always Meltage, a beautiful map.

Layout I made a couple days ago:

[image loading]

The playable area is 136x136, but the only places it exceeds 128x128 are the top right and bottom left.


I like the direction that this one is headed, however, I'm concerned that the orientation of the third gives too much of an advantage to siege tanks and colossi, and the bases in the top right and bottom left are too close together and there's not enough space around those areas.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
March 25 2013 22:01 GMT
#932
On March 18 2013 09:38 Aircooled wrote:
One of my first hopefully decent 4p maps. What do you think? I feel like the third is still a bit open on the right side but maybe not idk. Oh and ignore the tower on the bottom. 152x152 [image loading]


This reminds me a lot of Tal'darim Altar, which is good. The only two comments I would make is that it seems like you have a lot of unnecessary space in the center that could be shortened to increase the number of engagements, and the third directly in front of the natural should be repositioned so siege tanks can't hit them from behind.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 25 2013 23:21 GMT
#933
On March 24 2013 22:16 Meltage wrote:
(2v2)Recreation Station

[image loading]

I have published this on HotS EU as Recreation Station.

This seems like a really nice 2v2 map, I like the collapsible rocks splitting bases idea, but I do think that there is a pretty low amount of bases, I think 2-4 more bases would make the map better as it will allow to get into late macro games, although I guess 3 bases per base is enough

Shame that the 2v2 scene does not get any love, but if it will this map looks like a real contender for a standard map.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-03-26 04:37:23
March 26 2013 04:31 GMT
#934
[image loading]
148x124

I don't really like the little highground pods north of the natural/third but meh.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 26 2013 08:47 GMT
#935
I don't typically post stuff in this thread, but...

[image loading]

I'm not finishing it, and thought it would be cool to share. <3 HotS
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Coppermantis
Profile Joined June 2012
United States845 Posts
March 26 2013 14:19 GMT
#936
[image loading]

Little change, added LOS blockers and XWTs.

Eeehhh, the blockers are invisible. They're lines that cross the central lowground starting from each XWT and going to the other side.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 26 2013 23:23 GMT
#937
@Aircooled - That is a pretty sweet 4p map. I like how the different attack paths lead around the map, but I am worried at how exposed the 3rd base is in certain matchups.

@Meltage - This is an awesome map for 2v2s. Actually the only part I'm hesitant about is the rocks that you can use to cut off your enemy's main ramps from one another, although I doubt it would be much of a problem since a smart team will know to defend it. The layout is well done.

@Coppermantis - Nice.. very interesting zig zag effect with the paths and positioning of the bases. Have you considered just getting rid of the highground pods north of the natural/third? I could see that spot working as low ground or at mid level ground but with small chokes or LOS blockers to create a similar effect as the ramps.

@NewSunshine - Not going to finish that? Well I hope you somehow have an even better reflective map in mind, cause that ones pretty good...
~ ~ <°)))><~ ~ ~
Coppermantis
Profile Joined June 2012
United States845 Posts
March 27 2013 07:04 GMT
#938
@TheFish7:

Oh, that's a good idea with the LOS blockers. I'll try that out; it would probably look and play less awkwardly
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 27 2013 19:04 GMT
#939
On March 27 2013 08:23 TheFish7 wrote:
@NewSunshine - Not going to finish that? Well I hope you somehow have an even better reflective map in mind, cause that ones pretty good...

Well, I'm kinda working on a group of about 6 other WIP's that I've been developing over the months. I like it quite a bit, but... yeah.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2475 Posts
March 27 2013 19:19 GMT
#940
On March 27 2013 16:04 Coppermantis wrote:
@TheFish7:

Oh, that's a good idea with the LOS blockers. I'll try that out; it would probably look and play less awkwardly


Was coming to post the same exact thoughts. I think it'd just be better to make that high ground pod on the low ground or on the mid ground. You even said it yourself, that you don't really like it. So why keep it? It'd also open up that area a little bit, which is good because with that high ground pod it seems very choked off.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Prev 1 45 46 47 48 49 217 Next
Please log in or register to reply.
Live Events Refresh
Showmatch
14:30
WardiTV Showmatch #1
Clem vs herOLIVE!
WardiTV1171
Liquipedia
Epic.LAN
13:00
Epic.LAN 48 Group Stage
epiclan51
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 207
RushiSC 43
DenverSC2 18
StarCraft: Brood War
Calm 8369
GuemChi 2250
Rain 2174
Jaedong 1692
EffOrt 949
Mini 462
Hyuk 442
firebathero 342
BeSt 258
ZerO 249
[ Show more ]
Rush 227
Stork 217
Snow 208
Larva 177
ggaemo 135
Zeus 105
Hyun 86
Dewaltoss 79
hero 67
Free 43
soO 37
Sharp 36
scan(afreeca) 32
sorry 28
Terrorterran 27
ToSsGirL 26
Barracks 25
JYJ 21
Sexy 21
Hm[arnc] 19
NaDa 18
Rock 18
Sacsri 16
Bale 16
Noble 14
yabsab 14
IntoTheRainbow 12
Yoon 11
ajuk12(nOOB) 10
Purpose 8
Dota 2
Gorgc8340
syndereN292
Trikslyr38
League of Legends
Doublelift2529
Counter-Strike
byalli1069
fl0m731
allub221
kRYSTAL_24
Heroes of the Storm
Khaldor44
Other Games
singsing1839
B2W.Neo733
hiko641
crisheroes350
Liquid`VortiX192
XaKoH 164
ToD142
QueenE66
Rex17
ZerO(Twitch)15
Organizations
Other Games
gamesdonequick2336
BasetradeTV227
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• poizon28 18
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• escodisco1344
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1540
League of Legends
• Jankos2306
• TFBlade823
Other Games
• Shiphtur71
Upcoming Events
Big Brain Bouts
41m
SHIN vs Elazer
Percival vs Nicoract
Reynor vs Lambo
Replay Cast
8h 41m
RSL Revival
17h 41m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
18h 41m
Epic.LAN
21h 41m
IPSL
1d
Dragon vs Hawk
RSL Revival
1d 17h
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
1d 18h
OSC
1d 21h
IPSL
2 days
Bonyth vs Ret
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
PiGosaur Cup
4 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Escore Tournament S3: W3
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

ASL S22 SEASON OPEN Day 1
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.