• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:28
CEST 12:28
KST 19:28
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris34Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Greatest Players of All Time: 2025 Update A Eulogy for the Six Pool BoxeR's Wings Episode 2 - Fan Translation #1: Maru - Greatest Players of All Time Geoff 'iNcontroL' Robinson has passed away
Tourneys
$5,000 WardiTV Summer Championship 2025 Maestros of The Game—$20k event w/ live finals in Paris $5,100+ SEL Season 2 Championship (SC: Evo) Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
No Rain in ASL20? Post ASL20 Ro24 discussion. BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games BW General Discussion
Tourneys
[ASL20] Ro24 Group F [ASL20] Ro24 Group E [IPSL] CSLAN Review and CSLPRO Reimagined! [ASL20] Ro24 Group D
Strategy
Muta micro map competition Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Mechabellum Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1318 users

Work In Progress Melee Maps - Page 51

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 49 50 51 52 53 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-17 22:38:10
April 17 2013 22:37 GMT
#1001
On April 18 2013 03:01 IeZaeL wrote:
Some stuff i was playing with

Still not finished the layout , though.

[image loading]

(Tileset : Desert with mixed Korhal Textures , plus Zerus plants ^^ Looks so cool !


That looks kind of interesting. Flow is good. It seems so big though, what are the dimensions?
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 18 2013 06:09 GMT
#1002
On April 18 2013 07:37 Fatam wrote:
Show nested quote +
On April 18 2013 03:01 IeZaeL wrote:
Some stuff i was playing with

Still not finished the layout , though.

[image loading]

(Tileset : Desert with mixed Korhal Textures , plus Zerus plants ^^ Looks so cool !


That looks kind of interesting. Flow is good. It seems so big though, what are the dimensions?

Yeah it's not a bad design but it definitely looks oversized. When you resize it, it will be tricky to get the proportions right to keep the lowground "open" with those protruding high ground arms. It'll be a good exercise to maintain the design while fitting things together tighter.
Comprehensive strategic intention: DNE
Elche
Profile Joined June 2011
Finland170 Posts
April 18 2013 11:26 GMT
#1003
[image loading]

I would like some opinions about this map, mainly regarding if it's is too choked and the 5/11 o'clock bases
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 18 2013 15:57 GMT
#1004
On April 18 2013 20:26 Elche wrote:
[image loading]

I would like some opinions about this map, mainly regarding if it's is too choked and the 5/11 o'clock bases

I don't have a problem with those bases. I don't think it's too choked either since there are plenty of wide paths as well.
SC2 Mapmaker
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 19 2013 02:37 GMT
#1005
Hi!
This is my second time using the editor. If anyone has any advice, I'd appreciate it!

This is just an outline.

[image loading]http://i.imgur.com/PatTJu2.jpg
Cereal
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 19 2013 02:44 GMT
#1006
Looks like my second map but better, I recommend redoing the ramps with black spots first. (you used reflection)
Moderatorshe/her
TL+ Member
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
Last Edited: 2013-04-19 03:09:11
April 19 2013 02:54 GMT
#1007
[image loading]

I think leZaeL psychically stole my layout and then posted his the day before me. Be careful around him, everyone. He's a psychic.

worker scout time (seconds)
Main Ramp-to-Main Ramp: 55
Nat Wall-to-Nat Wall: 43

And yes, I get that I'll probably have to fix the rush distance too.
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-19 04:57:30
April 19 2013 04:56 GMT
#1008
[image loading]

Rocks next to the 5 and 11 o'clock bases are blocking Watchtowers

Natural cannot be hit by Siege Tanks unless firing from the position blocked by debris.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 19 2013 05:20 GMT
#1009
@Elche: The 5/11 bases seem slightly terran imba -- nice forward base that's mineral heavy. Might think about changing these. Overall the map has good proportions, nothing to open or choked.


@Inf: Can you texture that a little bit and take a better picture? It's so hard to see. It looks like your open areas are too open, and your side pathways are too narrow and awkward like you're trying to cram them in. Reduce the open to fit them in better, and streamline your routes more.


@FlyingBeer: I like it, except the 3rd and 4th are awful. The 3rd is way too close, and the 4th is too, and they're just in a straight line up the side. Use the space of your map dimensions more and create intervening tactical terrain. Map should probably be smaller too but I could see keeping it this size if you really want to.


@Copper: That looks like the 3rd is just a little too hard to get out to especially for PvZ. I fear 2 base timings but maybe I'm wrong. It's one of those things that requires a certain composition and army size to have any hope of defending a 3rd, which constricts the options in the game, especially after mandating a greedy FE start.
Comprehensive strategic intention: DNE
BillTheNydusWorm
Profile Joined March 2013
Sweden10 Posts
April 19 2013 06:15 GMT
#1010
Ok, so i posted this earlier and i got some feedback so i changed it. But one thing hit me, is the forth base to easy for toss and terran to take and turtle on?

This is the old version of my map becouse i cant post the new version becouse i am on my phone but i think still you will be able to judge.

+ Show Spoiler +
[image loading]


Thanks!
algue
Profile Joined July 2011
France1436 Posts
April 19 2013 09:32 GMT
#1011
On April 19 2013 11:54 FlyingBeer wrote:
[image loading]

I think leZaeL psychically stole my layout and then posted his the day before me. Be careful around him, everyone. He's a psychic.

worker scout time (seconds)
Main Ramp-to-Main Ramp: 55
Nat Wall-to-Nat Wall: 43

And yes, I get that I'll probably have to fix the rush distance too.


The main is way too small but the map looks way too big
rly ?
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 19 2013 15:20 GMT
#1012
I added textures so you could make it out better.

Also changed some terrain a bit.

http://i.imgur.com/DJ1cZ6i.jpg

I know the bottom middle ramp is too far out. The copy and paste never works for the middle, and I forgot to fix it.

Cereal
MarcoJ
Profile Blog Joined May 2010
Germany146 Posts
April 19 2013 18:08 GMT
#1013
well if i am not wrong you could do a tank drip behind the strating location right?
It's so easy to laugh, It's so easy to hate, It takes guts to be gentle and kind.
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-04-19 19:40:48
April 19 2013 19:38 GMT
#1014
On April 20 2013 03:08 MarcoJ wrote:
well if i am not wrong you could do a tank drip behind the strating location right?


The original idea I had for the map didn't pan out, but those used to be pathable.

I want them to be unpathable, and just filled with pretty things. (I don't actually know how to make something unpathable, so if anyone wants to tell me, that'd be great)

edit: By "them" I mean any high ground around the first couple bases that's within tank range.
Cereal
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-04-20 14:26:09
April 20 2013 14:25 GMT
#1015
I edited this some more. Still earning how to do things. I want to fill the highground around the nat/main with pipes and wires and shit, but I don't know if that will look bad.


[image loading]
Cereal
MarcoJ
Profile Blog Joined May 2010
Germany146 Posts
April 20 2013 19:51 GMT
#1016
Hi guys,
I have always wanted to create a competitive meelee map. I just never had the real time for it. Since my gf is hell of busy I took the challenge.

I have started on mapping yesterday and this is my second attempt of a map.

My main goals where:
-Easy 1st expansion
-room for dropping
-not to tight
-room for good harrassment
-more a macro map, cheesing should be more difficult.

The aesthetic side is not really finished. I have added some stuff on the "no path" grounds and did a bit of brushing.

[image loading]
note: Background is turned off for the screenshot
It's so easy to laugh, It's so easy to hate, It takes guts to be gentle and kind.
algue
Profile Joined July 2011
France1436 Posts
April 20 2013 20:44 GMT
#1017
On April 20 2013 23:25 InfCereal wrote:
I edited this some more. Still earning how to do things. I want to fill the highground around the nat/main with pipes and wires and shit, but I don't know if that will look bad.


[image loading]


the lava isn't great :/
rly ?
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
Last Edited: 2013-04-20 21:04:14
April 20 2013 20:57 GMT
#1018
@InfCereal, MarcoJ - The layout should be mostly finished before you start texturing and the texturing should be mostly finished before you add doodads. It's a good idea to take a barracks or a gateway and use that as a guide point for how big your chokes and openings should be. Choke points should usually be 1-4 barracks wide. Naturals are 2.66 - 4 barracks wide usually. Avoid wide open places. Minor adjustments can sometimes solve this. Whirlwind, for example, has an extremely wide open center, but includes 4 barriers in there to break it apart. The wide open center is still bad design, IMO, but would be a lot worse without those 4 barriers there.

So, Marco, for instance, if I drew a line down the center of your map, there are absolutely no barriers there.

InfCereal, your texturing choices make it difficult to see what the map looks like. It's fine if you want to switch to those textures later on, but stick to something simple and easy on the eyes when you're working on the layout to make it easier for people to see. Try to avoid horizontal or vertical ramps. A lot of organization, including the Blizzard ladder, don't allow them.

3rds are the hardest part of designing a map. You need to choose an appropriate distance from the natural to the 3rd, and consider what choke points need to be defended to secure the 3rd as well as where an open field engagement can be forced to defend the 3rd. (This last part is primarily for when Zerg needs to defend an immortal/sentry all-in which relies on good surrounds)

Look at the layouts of current maps when deciding what to do, particularly the more well-established ones like Daybreak, Cloud Kingdom, and Entombed Valley that have survived years of scrutiny. http://wiki.teamliquid.net/starcraft2/Maps/Competition_Maps

@Copper I don't think an in-base natural can work unless you make the ramp at least a 2 wide. Icarus is a great example of it. Why not just use the sizing from that one? I also agree with ETP about your 3rd being too far away. 3rds that require a player to pass through an open area to get to from the natural need to be especially safe and close.
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 21 2013 00:04 GMT
#1019
[image loading]
starleague forever
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 21 2013 13:30 GMT
#1020
On April 21 2013 09:04 a176 wrote:
[image loading]
How long have you been working ont his? I remember this WIP from a looong time back.

Anyway:

[image loading]

All spawns, not sure if I should keep the backdoors into the main, the gisp of the 'long spawns' is that it takes a very long time to actually walk up to the enemy but you can drop, harass, elevator push etc quite quickly.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Prev 1 49 50 51 52 53 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Calm 3192
PianO 1846
Horang2 679
Larva 480
BeSt 312
Stork 304
Mini 296
Hyuk 271
actioN 249
ZerO 207
[ Show more ]
Light 195
Zeus 172
EffOrt 157
Mind 136
ggaemo 129
Mong 125
Leta 124
TY 114
Hyun 84
Nal_rA 73
ToSsGirL 57
Rush 49
Sacsri 40
NotJumperer 38
Liquid`Ret 38
sorry 34
soO 33
JulyZerg 31
zelot 28
JYJ26
Sharp 25
yabsab 22
ajuk12(nOOB) 12
Yoon 9
HiyA 7
[sc1f]eonzerg 4
Hm[arnc] 4
Dota 2
XcaliburYe208
XaKoH 162
League of Legends
JimRising 265
Reynor95
Counter-Strike
zeus242
oskar173
flusha124
Other Games
summit1g7195
singsing1627
Happy207
SortOf166
Hui .88
Lowko54
ZerO(Twitch)10
Dewaltoss9
MindelVK1
Organizations
Counter-Strike
PGL1860
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota285
League of Legends
• Jankos788
• Stunt567
Upcoming Events
LiuLi Cup
32m
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
5h 32m
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
Big Brain Bouts
5h 32m
Iba vs GgMaChine
TriGGeR vs Bunny
Reynor vs Classic
Serral vs Clem
BSL Team Wars
8h 32m
Team Hawk vs Team Dewalt
BSL Team Wars
8h 32m
Team Hawk vs Team Bonyth
Code For Giants Cup
12h 2m
SC Evo League
1d 1h
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
1d 5h
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
1d 7h
SC Evo League
2 days
[ Show More ]
Maestros of the Game
2 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
2 days
Team Bonyth vs Team Sziky
BSL Team Wars
2 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
3 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
PiGosaur Monday
4 days
LiuLi Cup
5 days
Replay Cast
5 days
The PondCast
5 days
RSL Revival
5 days
Maru vs SHIN
MaNa vs MaxPax
RSL Revival
6 days
Reynor vs Astrea
Classic vs sOs
Liquipedia Results

Completed

CSL Season 18: Qualifier 1
WardiTV Summer 2025
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
Maestros of the Game
EC S1
Sisters' Call Cup
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 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.