• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:42
CEST 05:42
KST 12:42
  • 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 2915Serral 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
GSTL Returns in 2026!31Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era [Personal Project Share] Terran Defense v0.60 BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4682 users

Work In Progress Melee Maps - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 215 216 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 10 2012 13:42 GMT
#81
On September 10 2012 18:59 Nogan wrote:
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 think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.
starleague forever
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 10 2012 14:43 GMT
#82
On September 02 2012 11:23 -NegativeZero- wrote:
[image loading]

Redesign of Steppes of War. I've posted an earlier version of this in its own thread, but after stretching the center horizontally and added the center 6m1hyg bases, I don't know what to do with the middle. Any suggestions?

Edit: Also, are the 6m1hyg bases in a good location, or would they be better in front of the 3rds (daybreak style) or in front of the naturals by the long arcs of doodads?

Jesus Christ. This should be in the ladder pool.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
September 10 2012 16:03 GMT
#83
On September 10 2012 18:59 Nogan wrote:
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]


That actually looks really cool. Where do you see most players taking their 3rd?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Nogan
Profile Joined September 2012
United States8 Posts
Last Edited: 2012-09-10 16:46:03
September 10 2012 16:45 GMT
#84
On September 10 2012 22:42 a176 wrote:
i think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.

I suppose I'll publish it as soon as I'm able to create topics. Is there a channel where people test these sorts of maps?

On September 11 2012 01:03 OxyGenesis wrote:
That actually looks really cool. Where do you see most players taking their 3rd?

It would probably depend on the situation. The half expansions are the most isolated places on the map and directly connected to the mains, so they would be safe to grab if the player was behind or wanted to focus on getting a mid-game advantage. It's worth noting that walling the natural also secures the half expansion, so long as the rocks aren't killed.
I'll show you who's boss of this gym.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 10 2012 19:55 GMT
#85
On September 11 2012 01:45 Nogan wrote:
Show nested quote +
On September 10 2012 22:42 a176 wrote:
i think you need to publish it so we can play some games before we can comment further. it looks like youve done a good job on the map but there comes a point where you just need to play it to actually judge if ideas work or not.

I suppose I'll publish it as soon as I'm able to create topics. Is there a channel where people test these sorts of maps?

Show nested quote +
On September 11 2012 01:03 OxyGenesis wrote:
That actually looks really cool. Where do you see most players taking their 3rd?

It would probably depend on the situation. The half expansions are the most isolated places on the map and directly connected to the mains, so they would be safe to grab if the player was behind or wanted to focus on getting a mid-game advantage. It's worth noting that walling the natural also secures the half expansion, so long as the rocks aren't killed.


In order to publish it you just go file.. publish in the editor (log in using your normal bnet login and proceed with the publish settings). You don't have to make a thread here but you can if you want.

Are you perhaps just not finding the create thread link? I had this problem too once long ago. ^^

+ Show Spoiler +
[image loading]


The map is just narrow in general. You could put more space in the back hallway near the natural if you want more build space. I don't think you need to worry about the main base resources being tankable from outside. It's just part of the map in this case. You have to go way past the natural anyway, and in a real game of SC2 how often does it really matter that theoretically tanks can hit the main minerals? In a TvT you've overextended if you have a tank in that position (in a 1base vs 1base situation). For protoss they need an expansion to hold a 1-1-1 anyway. Against zerg they're dead if they've lost their natural to tanks anyway. So I don't think it matters, if you want to move the minerals back and create more "space" in the main without changing its size.

Around the map you could remove/reduce the trees to create a little more space in certain places.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2012 20:18 GMT
#86
Are you perhaps just not finding the create thread link? I had this problem too once long ago. ^^

You have to wait 3 days before posting a topic don't you?
ModeratorI am still alive, somehow
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-09-11 08:47:38
September 11 2012 08:46 GMT
#87
First a picture of a nearly finished map. It acutally does not perfectly represent the ingame view as I could not manage to show the edited lighting regions (which I finally figured out) in the overview. I am thinking about a name like "Springs Castle" or something alike. I want your suggestions!

[image loading]


Then a concept I came up yesterday. How do you think would this play out? Note that I am pretty sure that I will probably delete the rocks and make the lowground continue. Oh also I forgot to add rocks to the small ramp at the nat.

[image loading]
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-11 09:02:27
September 11 2012 09:01 GMT
#88
Sorry to bump you down immediately with my new thread, had been typing it for a while and didn't know.

The lighting on that first one is pretty cool, even if it's not all displaying correctly. Looks pretty cutthroat with the partial 3rd and tough 4th.

As for the experiment map, I don't know if we've seen a map brazenly put 2 nat entrances, neither with rocks. As we move toward HOTS this might become the new standard, who knows. This is a little diff than the other map, since it goes: hard nat - easy 3rd. That 4th might actually not be that hard to hold with the watchtower protecting it like that and it being on highground. Hard to tell for sure though.
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
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 09:04 GMT
#89
On September 11 2012 18:01 Fatam wrote:
Sorry to bump you down immediately with my new thread, had been typing it for a while and didn't know.

The lighting on that first one is pretty cool, even if it's not all displaying correctly. Looks pretty cutthroat with the partial 3rd and tough 4th.

As for the experiment map, I don't know if we've seen a map brazenly put 2 nat entrances, neither with rocks. As we move toward HOTS this might become the new standard, who knows. This is a little diff than the other map, since it goes: hard nat - easy 3rd. That 4th might actually not be that hard to hold with the watchtower protecting it like that and it being on highground. Hard to tell for sure though.


Ohana?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
September 11 2012 09:05 GMT
#90
Well ohana has rocks blocking 1 of the ramps. Unless you have that in the plans
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
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 09:09 GMT
#91
On September 11 2012 17:46 Aunvilgod wrote:Oh also I forgot to add rocks to the small ramp at the nat.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
September 11 2012 09:45 GMT
#92
lol nice, my reading comprehension fails
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
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 11 2012 10:01 GMT
#93
@Aunvilgod In your experimental map, how tightly choked in are tanks just behind the rock entrance, and can they pack in behind the minerals of the third? If they can, this could be an issue in TvZ where tanks can do a ton of damage without lings being able to get to them.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 10:49 GMT
#94
On September 11 2012 19:01 Yonnua wrote:
@Aunvilgod In your experimental map, how tightly choked in are tanks just behind the rock entrance, and can they pack in behind the minerals of the third? If they can, this could be an issue in TvZ where tanks can do a ton of damage without lings being able to get to them.


I will probably just block pathing behind the third. These minor issues will all be fixed, what I am rather wondering about is the situation once players take their 4th/5th.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Samro225am
Profile Joined August 2010
Germany982 Posts
September 11 2012 11:24 GMT
#95
Aunvilgod, your concept is interesting and a nice take at circle syndrome. Once the rocks are down the rush distance appears low and the straight path is the only viable option. Two base and max three base timing all the time.probably reconsider the size and change the middle also shifting the split axis a bit.

Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 12:00 GMT
#96
On September 11 2012 17:46 Aunvilgod wrote:Note that I am pretty sure that I will probably delete the rocks and make the lowground continue.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-09-11 21:12:23
September 11 2012 21:09 GMT
#97
On September 11 2012 17:46 Aunvilgod wrote:
First a picture of a nearly finished map. It acutally does not perfectly represent the ingame view as I could not manage to show the edited lighting regions (which I finally figured out) in the overview. I am thinking about a name like "Springs Castle" or something alike. I want your suggestions!

[image loading]

edit: was wrong
I'm trying this..
[image loading]
(No aesthetics yet)
I'm worried that controlling the center is too imbalanced, should I be concerned?
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-09-11 22:08:45
September 11 2012 22:08 GMT
#98
the middle isnt an issue (see cloud kingdom)

also, the big area is the main + free rear third + nat on lowground?
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 11 2012 22:19 GMT
#99
On September 12 2012 07:08 a176 wrote:
the middle isnt an issue (see cloud kingdom)

also, the big area is the main + free rear third + nat on lowground?

...not sure what you're asking?
ModeratorI am still alive, somehow
TL+ Member
Ruinsteel
Profile Joined April 2012
United States43 Posts
September 11 2012 22:20 GMT
#100
Hey, I finally made another map.... but the middle looks a lot like my previous map Bel'shir Thicket .

+ Show Spoiler +
[image loading]


I had this concept for a while now, and, while executed differently than originally on paper, I think it came out better. I put rocks in the middle because I've always been a fan of rocks blocking half of a ramp, but also because of how the pathing works from Main -> Main. They seem to take the ramps near the 4th / 5th base instead of the middle. Pathing from the nat works as intended.

Because I made the map a relatively easy 3 base, I made the 4th + bases a little harder to take and added a backdoor to the third. You can hit the left gas of the nat from the 3rd, but I was fine with this. If it's a problem I can easily fix that.

The 6th bases (towards the middle) were just put there to have 6 bases. While they are close to the 4th, I feel that they are relatively hard to hold.

The texturing is obviously non-existent and I didn't start anything doodad wise until I feel the map has a solid layout.Any feedback is appreciated, and the map is published (not under arcade) as Pristine Falls if anyone wants to playtest it!
Prev 1 2 3 4 5 6 7 215 216 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 175
StarCraft: Brood War
NaDa 70
Leta 36
Noble 35
Icarus 4
Dota 2
The International38587
NeuroSwarm188
Fuzer 125
League of Legends
JimRising 646
Counter-Strike
taco 385
Super Smash Bros
Mew2King111
Other Games
summit1g6880
C9.Mang0419
WinterStarcraft354
ViBE168
Maynarde123
Trikslyr45
Organizations
Other Games
gamesdonequick938
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 96
• davetesta29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 789
Upcoming Events
CranKy Ducklings
6h 18m
PiG Sty Festival
8h 18m
herO vs Krystianer
Solar vs Cure
IPSL
12h 18m
Sparkling Tuna Cup
1d 6h
PiG Sty Festival
1d 8h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
1d 12h
OSC
1d 20h
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
The Patches Monday
2 days
[ Show More ]
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W7
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
CSLAN 4
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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.