• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:09
CEST 22:09
KST 05:09
  • 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
[ASL21] Finals Preview: Two Legacies18Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12
Community News
Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !18Weekly Cups (April 27-May 4): Clem takes triple0
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
25 Years Since Brood War Patch 1.08 (Spoiler) ASL21 Winner's Interview vespene.gg — BW replays in browser [ASL21] Finals Preview: Two Legacies UA StarCraft: Mawin (T) vs hanniGan (P) Showmatch
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread Warcraft III: The Frozen Throne
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread Trading/Investing Thread US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Esports Organizations: Raisi…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1436 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!

&#91;image loading&#93;

edit: was wrong
I'm trying this..
&#91;image loading&#93;
(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
Patches Events
19:30
Patches' Patch Clash #7
RotterdaM212
Liquipedia
BSL
19:00
RO8 - Day 4
DragOn vs Dewalt
TerrOr vs OyAji
ZZZero.O312
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 212
JuggernautJason125
ProTech104
BRAT_OK 81
EmSc Tv 23
StarCraft: Brood War
Britney 32922
Mini 369
ZZZero.O 312
ggaemo 172
firebathero 133
Zeus 62
Dewaltoss 44
910 27
Rock 25
NaDa 12
Dota 2
Gorgc10173
League of Legends
JimRising 155
Heroes of the Storm
Liquid`Hasu374
Other Games
FrodaN4668
Grubby3374
Liquid`RaSZi2168
singsing1727
B2W.Neo749
mouzStarbuck322
KnowMe294
QueenE75
Organizations
Other Games
gamesdonequick1013
BasetradeTV40
StarCraft 2
angryscii 30
EmSc Tv 23
EmSc2Tv 23
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 27
• Reevou 5
• Response 3
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1203
• lizZardDota249
Other Games
• imaqtpie1058
• WagamamaTV326
• Shiphtur277
• tFFMrPink 15
Upcoming Events
OSC
3h 51m
Universe Titan Cup
14h 51m
Rogue vs Percival
Wardi Open
15h 51m
Monday Night Weeklies
19h 51m
Replay Cast
1d 3h
Kung Fu Cup
1d 14h
GSL
2 days
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
GSL
3 days
Maru vs SHIN
Zoun vs Rogue
[ Show More ]
WardiTV Spring Champion…
3 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
Replay Cast
4 days
Maestros of the Game
4 days
Replay Cast
5 days
RSL Revival
5 days
TBD vs SHIN
TBD vs Rogue
IPSL
5 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
6 days
RSL Revival
6 days
IPSL
6 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W8
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Acropolis #4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

CSCL: Masked Kings S4
Escore Tournament S2: King of Kings
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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.