• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:08
CEST 17:08
KST 00:08
  • 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!20Weekly 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! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
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 BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion [Personal Project Share] Terran Defense v0.60
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: 4418 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
PiG Sty Festival
12:00
PiGfest 8.0 Group B
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
PiGStarcraft1135
BRAT_OK 112
3DClanTV 66
LiquipediaDiscussion
Escore
10:00
Season 3 Week 7
escodisco4403
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1119
mouzHeroMarine 399
Rex 142
BRAT_OK 115
RushiSC 24
StarCraft: Brood War
Britney 55588
Mini 1018
EffOrt 584
actioN 336
Rush 131
Sexy 103
Pusan 97
Mong 66
Barracks 62
Liquid`Ret 57
[ Show more ]
soO 56
ToSsGirL 36
HiyA 34
Terrorterran 30
ZZZero.O 30
Free 28
scan(afreeca) 19
Rock 17
Noble 16
Sacsri 14
Dota 2
qojqva3777
KheZu252
BananaSlamJamma118
canceldota63
Counter-Strike
fl0m5602
zeus365
edward98
Other Games
singsing2168
hiko775
Lowko407
Liquid`VortiX217
Hui .178
ArmadaUGS130
Beastyqt113
Livibee71
Mew2King66
QueenE32
KnowMe23
Organizations
StarCraft 2
IntoTheiNu 1492
ComeBackTV 409
[ Show 15 non-featured ]
StarCraft 2
• mYiSmile118
• intothetv
• Kozan
• Migwel
• AfreecaTV YouTube
• IndyKCrew
StarCraft: Brood War
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota2134
League of Legends
• Nemesis2167
• Jankos1636
• TFBlade693
Other Games
• WagamamaTV277
Upcoming Events
Big Brain Bouts
53m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
18h 53m
PiG Sty Festival
20h 53m
herO vs Krystianer
Solar vs Cure
IPSL
1d
Sparkling Tuna Cup
1d 18h
PiG Sty Festival
1d 20h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
OSC
2 days
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
[ Show More ]
The Patches Monday
3 days
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
4 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
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Proleague 2026-08-13
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W7
RSL Revival: Season 6
PiG Sty Festival 8.0
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

CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ.
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.