• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:36
CEST 09:36
KST 16:36
  • 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 Maestros of the Game 24ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon275.0.16 Hotfix (June 30) - Balance + Bug Fixes33Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
Serral wins Maestros of the Game 2 5.0.16 Hotfix (June 30) - Balance + Bug Fixes MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon HomeStory Cup In Early July 5.0.16 patch for SC2 goes live (8 worker start)
Tourneys
Vespene Cup #1 — $300+ USD, July 10 HomeStory Cup 29 Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28)
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 # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
Starcraft vs Retro Category on Twitch First season(s) of tastosis gomtv gsl vods? BW General Discussion ASL 22 Proposed Map Pool Best thing happen to StarCraft since Remastered?
Tourneys
The Casual Games of the Week Thread [Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV ZeroSpace at Steam NextFest - Last free demo Path of Exile
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 TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Men's Fashion Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
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: 4752 users

Work In Progress Melee Maps - Page 55

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 53 54 55 56 57 217 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
May 03 2013 03:35 GMT
#1081
On May 03 2013 10:27 FlyingBeer wrote:
That's pretty spiffy, Uvantak. But all the bases feel just so close together. I'd suggest knocking out the 4 and 10 o'clock bases on the high ground, and then pulling the two ramps back, so they're not so close to the other two. Also, having so many ramps can create a lot of needless complexity. Cloud Kingdom has 14, Daybreak has 16, Ohana has 10, Bel'shir Vestige has 20, Planet S has 18, Akilon Wastes has 16, yours has 30. I think you should look at all the ramps, ask yourself why you put that there, and decide if maybe you should get rid of it. Even though the chokes are appropriately sized, having so many similarly sized spaces makes it feel as if every map position is just as good as the one before it.


I have no issues with the ramps, though I'm not sure about 8 bases per side. You could probably merge the 3/4 oclock bases into one and open up the map a bit.
starleague forever
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 03 2013 19:53 GMT
#1082
Thanks for the feedback guys, about the ramps the layout needs them since if i remove them there won't be enough paths for armies for get a proper surround/concave since many of the paths are very narrow for big armies to fight on (in other words FF=imba), about army positioning that's one of the things that i wanted with the map, make the terrain count, and in the games i have played on the map, it seems that i have achieved that ^^

About the expansions i'm very concerned since those ~3/4 oclock bases are very on top of each other as you guys notice, but at the same time i just can't put both in the highground since i feel that by doing so the map would feel even more cluttered and wouldn't flow properly, but you have a good point there a176, if i remove that ~3 oclock expansion and i move the optional 4rd a bit more to the right so it can sieged from below the map would still flow very well, I'll play around with that
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
maltenp
Profile Joined May 2013
Sweden15 Posts
May 03 2013 20:54 GMT
#1083
Im thinking about submitting these maps for the mapmaking contests. Im basically finished with the layouts but I need help with looks and fitting names..

I like maps uncluttered but I sense these might be a bit thin :/

This "char"-map is very small (120x120 with alot of deadspace)
+ Show Spoiler +
[image loading]

Worker timings:
Base to base: 45 sec
Nat to Nat: 32 sec

Because its so small, playing offensive is highly rewarded and might be the only way to safely secure additional expansions.

This Urban-map is a medium sized (136x136)
+ Show Spoiler +
[image loading]

Worker timings:
Base to base: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] - 52 sec, [NW-SE (cross)]&[SW -NE (cross)] - 57 sec
Nat to Nat: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] -33 sec, [NW-SE (cross)]&[SW -NE (cross)] - 37 sec

What encouraged me to make this map is the fact that most of the maps with >2 spawning locations have balance issues that require spawn limitations or big sized and boring.

I've made this map almost completly symmertrical in all directions which makes it (I believe) balanced enough to stay small and entertaining..

The twist comes with the "two" naturals it has to have to enable the player to choose to expand away from the opponent.


As mentioned, I think im fairly done with the layouts(but all feedback is good feedback) but I need help with making them look awesome.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
May 04 2013 01:38 GMT
#1084
Another update on my map. It's almost done now, but i can't figure out how to decorate those high grounds where you can't drop behind one of the potential 3rds... :<

[image loading]
formerly spinnaker.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-04 06:51:57
May 04 2013 06:50 GMT
#1085
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

[image loading]
maltenp
Profile Joined May 2013
Sweden15 Posts
May 04 2013 09:43 GMT
#1086
Changed terrain and it looks way better:
+ Show Spoiler +
[image loading]


Yaayy
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 04 2013 12:56 GMT
#1087
On May 04 2013 15:50 theworldofdustoerba wrote:
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

+ Show Spoiler +
&#91;image loading&#93;

Your image is still upside down, might want to change that at some point.
ModeratorI am still alive, somehow
TL+ Member
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 04 2013 18:43 GMT
#1088
The picture looks upright to me, weird.
Denop
Profile Joined December 2011
Canada14 Posts
Last Edited: 2013-05-04 19:48:57
May 04 2013 19:16 GMT
#1089
Updated my map, added 4 bases... might be too much. Still not sure if the area directly outside of the main "fortresses" is too open or not and I'm not sure if I should add towers or not. Any advice/suggestions would be appreciated. The high-ground above the natural is not droppable by the way. Still 140x140.
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 04 2013 21:38 GMT
#1090
i think you should redesign the highground by the nat. its far to large and serves little purpose. theres nothing wrong with having spots for overlords ("overlord pods"), but here its a long swath of terrain you cant really do anything with, in fact is detrimental as it significantly boosts the power of air units because ground units cannot hit them.

also the entire middle of the map is far too barren.

try to integrate low terrain "holes" around your map. low terrain can help separate terrain just as well as high ground terrain but minus the air unit advantage. it can also help create paths around your map.
starleague forever
Coppermantis
Profile Joined June 2012
United States845 Posts
May 05 2013 06:26 GMT
#1091
[image loading]

Thoughts?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 05 2013 07:58 GMT
#1092
On May 04 2013 15:50 theworldofdustoerba wrote:
Update on Journey's End (WIP) just need more texturing, doodading but school is in the way unfortunately.

[image loading]

Where are the mains? I see no base with a clear natural...
vibeo gane,
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 05 2013 08:35 GMT
#1093
the main is the lowered mining platform at 7 o clock and production building space adjacent to that which is the raised platform which has three entrance ways, two of which are blocked by debris initially and the third opening partially blocked which leads to the natural at 6 o clock.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 05 2013 18:35 GMT
#1094
On April 27 2013 12:28 The_Templar wrote:
147x147
Any comments or concerns?
+ Show Spoiler +
&#91;image loading&#93;

Updated (this type of symmetry is freaking annoying)
&#91;image loading&#93;

Still trimming certain areas. Any problems?
ModeratorI am still alive, somehow
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
May 05 2013 18:44 GMT
#1095
I think the base up against the main needs more space around it. Very hard to move around a town hall there.
all's fair in love and melodies
Incognoto
Profile Blog Joined May 2010
France10239 Posts
May 05 2013 18:58 GMT
#1096
Yay yay guys guys guys!

I made my first map ever! I made it for the map contest. Anyway, it's not a very pretty map, in fact it's really bare. But I made it with my heart. :p

Nah more seriously I kind of like my new map, however since it's my first one, there may be issues with it that I may have overlooked. I wouldn't mind some experienced map makers share their thoughts on my map. It was fun making it at any rate so .... ^_^

+ Show Spoiler +
[image loading]
maru lover forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 05 2013 19:11 GMT
#1097
People don't like ramps that go left, right, up, or down. They prefer diagonal ramps. Also, there are a lot of straight lines, which rarely works in a map.
ModeratorI am still alive, somehow
TL+ Member
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
May 05 2013 23:23 GMT
#1098
Incognoto, you should stick with that layout and go with like an old-school Zelda or Mario look to it. I'd maybe suggest getting rid of much of the far right side, and then cutting out part of the center. The map is bigger than a typical 1v1 map, and shrinking it down will give you more time to focus on the details instead of spending hours filling out parts of the map that you never needed in the first place. It's not well-balanced, but it's your first map, so just go crazy with it.

Some maps that were made in kind of a blocky style:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=400927
http://www.teamliquid.net/forum/viewmessage.php?topic_id=396037
http://teamcrux.tistory.com/86
http://www.teamliquid.net/forum/viewmessage.php?topic_id=358556
http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778
Syphon8
Profile Joined July 2010
Canada298 Posts
May 06 2013 02:50 GMT
#1099
[image loading]

Any thoughts on this? I realise it's a tad... Unorthodox.
',:/
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2013-05-06 08:19:13
May 06 2013 08:19 GMT
#1100
Ok so based on your feedback, a few ideas come to mind.

1. Tweaking the ramps so that they're diagonal (I didn't think of it, but it's true that I don't recall ever playing on a map with non-diagonal ramps).
2. Getting rid of the 3 bases around 3 o'clock and breaking up the middle somehow. Maybe make 3 bases into 2 and make it so that the walk distance is longer, with either cliffs or ravines or something.
3. Less wide-open areas.
4. Make a ramp from start to natural and have natural and third on same level. It makes it easier for the opponent to deny a third.

My goal in making this map was to give people a chance to expand well away from their opponent and give people a chance to "strangle" their opponent.

+ Show Spoiler +
[image loading]


Those are the modifications I might make (excluding 4, an idea that came after I painted). The idea is that the player at the bottom can pressure top player hard if he controls the area right above the red/gold ravine (call that area A). Think siege tanks, swarm hosts, etc. The top player can retaliate by taking the bases at the left, however they'll be much harder to defend if bottom player already controls area A.

Well those are some thoughts I'm throwing around.
maru lover forever
Prev 1 53 54 55 56 57 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft693
ProTech139
Codebar 23
StarCraft: Brood War
Rain 1842
Shuttle 513
Hyuk 321
Mind 160
Dewaltoss 130
soO 125
Leta 87
ggaemo 79
JYJ 51
ZergMaN 33
[ Show more ]
Bale 21
Free 13
Noble 10
ajuk12(nOOB) 10
Dota 2
NeuroSwarm258
League of Legends
Doublelift2726
JimRising 647
Counter-Strike
summit1g7509
Super Smash Bros
Mew2King144
Other Games
Happy219
Livibee80
Organizations
Dota 2
PGL Dota 2 - Main Stream240
StarCraft: Brood War
UltimateBattle 29
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1982
WarCraft 3
• BsK0
Upcoming Events
The PondCast
2h 25m
HomeStory Cup
3h 25m
Replay Cast
16h 25m
HomeStory Cup
1d 3h
Replay Cast
1d 16h
HomeStory Cup
2 days
OSC
2 days
Sparkling Tuna Cup
3 days
WardiTV Weekly
4 days
The PondCast
5 days
[ Show More ]
Replay Cast
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
Escore Tournament S3: W1
SCTL 2026 Spring
HSC XXIX
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
BLAST Rivals Spring 2026

Upcoming

CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.