• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:31
CEST 05:31
KST 12:31
  • 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
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism8Official StarCraft website teases new content ahead of BlizzCon?124Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
[D] Brainstorming a balance patch for Brood war Practice Partners (Official) BW General Discussion Terran or Protoss Official StarCraft website teases new content ahead of BlizzCon?
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL22] Ro16 Group A [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! 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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6860 users

Work In Progress Melee Maps - Page 56

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 54 55 56 57 58 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
maltenp
Profile Joined May 2013
Sweden15 Posts
May 06 2013 09:03 GMT
#1101
Here are my maps for the mapmaking contest..

Slime Flubber Ridge:
(Update: new looks but lacking doodas)
+ 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.


Terradust Station: (Boring name? :S)
(Update: minor layout tweeks, new looks)
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

With or without XelNaga tower?
Base to base: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] - 50 sec, [NW-SE (cross)]&[SW -NE (cross)] - 57 sec
Nat to Nat: [NW-SW]&[SW-SE]&[SE-NE]&[NE-NW] -31 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.


Im sorry for the double post but I've kept the words so that its easier to relate to my original post.
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 07 2013 03:43 GMT
#1102
Okay, so this is going to seem really weird, but I just decided to try mapping today. I have extensive mapping experience...in Trackmania (a racing game). However, I was a diamond zerg (now plat due to new league) so I *think* i know what is going around slightly. However, I ran into an issue. I have no clue how to copypasta the map so it is symmetric (rotated 180 in the case of this map).

So basically, can somebody who is pro at mapping replicate the map so it has rotational symmetry? The map is here: https://dl.dropboxusercontent.com/u/3313027/first shot.SC2Map

There is pretty much nothing worth seeing for a picture yet. Maybe once it gets symmetry-ed, and then I add a few more features.
I root for CJ because their fb posts are hilarious
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-05-07 04:11:51
May 07 2013 04:10 GMT
#1103
On May 07 2013 12:43 Redrot wrote:
Okay, so this is going to seem really weird, but I just decided to try mapping today. I have extensive mapping experience...in Trackmania (a racing game). However, I was a diamond zerg (now plat due to new league) so I *think* i know what is going around slightly. However, I ran into an issue. I have no clue how to copypasta the map so it is symmetric (rotated 180 in the case of this map).

So basically, can somebody who is pro at mapping replicate the map so it has rotational symmetry? The map is here: https://dl.dropboxusercontent.com/u/3313027/first shot.SC2Map

There is pretty much nothing worth seeing for a picture yet. Maybe once it gets symmetry-ed, and then I add a few more features.


Just click the Terrain button, then box over what you want to copy. That should highlight the terrain you selected in a green hue. Then just ctr + c. When you push ctr + v you'll get a box outlined with a dotted blue line. This box represents the area you copied. When you have this dotted blue box active, hit edit and you'll see the options to flip and rotate. Of course, you can learn the hotkeys which makes things much faster. Once you have it rotated it, place it exactly where it should go.

Copy and paste takes some practice due to the nature the editor allows you copy and paste. In many cases you'll have to past the same section quite a few times to just get it right. Though, as time goes on you'll find neat tricks to be able to copy and paste an entire map in 30seconds or less.
Former ESV Mapmaker | @Timetwister22
Redrot
Profile Blog Joined September 2012
United States446 Posts
May 07 2013 05:50 GMT
#1104
After about an hour I got it. Woot.
I root for CJ because their fb posts are hilarious
Coppermantis
Profile Joined June 2012
United States845 Posts
May 07 2013 06:55 GMT
#1105
[image loading]

Team map that I'm working on. Despite the three bases in the fortress, it's a 2v2 map with one in-base and one out-of-base natural.
Redrot
Profile Blog Joined September 2012
United States446 Posts
Last Edited: 2013-05-09 01:07:52
May 09 2013 01:07 GMT
#1106
Well, here is what my first map is so far. Layout may be done, though I am worried a little bit about how easy it is to defend the base near the main. Tell me what you think! I'm still working on the scenery and textures and all that stuff.

[image loading]
I root for CJ because their fb posts are hilarious
skdeimos
Profile Joined May 2013
Canada155 Posts
May 09 2013 05:14 GMT
#1107
http://i.imgur.com/gmDCv0G.jpg
http://i.imgur.com/PZMbCME.jpg

Made a map today in about ~2 hours. This was my first experience with the map editor, so it isn't very polished. Layout only so far, no aesthetics. Does anyone have suggestions on what to change/fix?
sandstorm
Profile Joined June 2012
8 Posts
May 09 2013 17:37 GMT
#1108
hey! here is my new map but it needs a good name! any suggestions? and is the layout good or is the high ground too defendable?
[image loading]
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 09 2013 17:41 GMT
#1109
On May 09 2013 14:14 skdeimos wrote:
http://i.imgur.com/gmDCv0G.jpg
http://i.imgur.com/PZMbCME.jpg

Made a map today in about ~2 hours. This was my first experience with the map editor, so it isn't very polished. Layout only so far, no aesthetics. Does anyone have suggestions on what to change/fix?


not bad at all for a first attempt. welcome to the forum.
starleague forever
RxDamitol
Profile Joined February 2011
United States83 Posts
Last Edited: 2013-05-20 02:05:14
May 10 2013 09:03 GMT
#1110
This is one of the maps I've been working on lately. It is a large 2 player map and is available on the NA server.

Most of the doodads and textures still need a work, but I'm pretty happy with the overall layout. There might be a couple of spacing issues, and a few other small things like that. I wanted it to feel like a dense jungle without it being too 'chokey'.


Tropic Thunder S

Bases: 10 regular (8m2g) 2 High-yield (6m2g)
Bounds: Playable: 133x125 Full: 152x152

The players spawn in the northwest (top left) and southeast (bottom right) positions.

Top-down view:
+ Show Spoiler +

[image loading]


Angled view:
+ Show Spoiler +

[image loading]


The Main:
+ Show Spoiler +

[image loading]


The Natural:
+ Show Spoiler +

[image loading]


Xel'Naga Tower
+ Show Spoiler +

[image loading]
Greedy beats Safe, Safe beats Cheesy, and Cheesy beats Greedy.
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-11 19:59:05
May 11 2013 19:53 GMT
#1111
Bio Chamber, 2 player 1v1 melee map, 168x144

My first real symetric map, preliminary WIP. Looking for any feedback on overall layout at this point. I want to adjust layout before making things pretty, doodads, etc.

[image loading]
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-05-12 05:19:16
May 12 2013 04:06 GMT
#1112
[image loading]


Too chokey? I wanted to encourage air play without entirely invalidating land armies but I'm not sure if this accomplishes it.

Despite the in-base natural it is a 1v1 map.

EDIT: This is the 1111th post in the thread.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-12 21:42:24
May 12 2013 08:41 GMT
#1113
Still WIP (Journey's End) (Main's at 7 and 1 o clock, lowered platforms).

I have been thinking of putting some mechanics in the game.

1) Neutral alien species (Spine Crawler) that attacks either player. An environment mechanic, since the theme of Journey's End is an infested snow station.

2) One watchtower in the middle that can be destroyed for a shortcut path. Either have sight or a pathway.

3) Neutral alien species again, this time, the Leviathan which spawns every x minute, allowing a maximum of one to be present until killed.

4) Falling asteroids that lands at a designated "no man's land" asteroid hotspot.

Maybe none of these, maybe some, or maybe more might work.

Map Overview:

+ Show Spoiler +
[image loading]


Changes : Main Reworked plus minor other things.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 12 2013 16:28 GMT
#1114
@sandstorm - The main choke being flat can be problematic in PvP, since here you can warp in from a pylon in the natural mineral line. Might not be a big deal in HotS but worth considering. I think the highgrounds are OK defense wise but the 4/5 oclock and 10/11 oclock bases are too close together essentially controlling one gives you the other almost for free.

@LoveTool - Pretty solid. The mineral line configurations could use some work. the highground 3rd is interesting but might be too strong as a staging area for 2 base attacks.

@Coppermantis - seems good to me. One thing to watch out for might be offending armies being able to pull defensive units out of position too easily by bouncing between the main choke and 3rd.

@theworldofdustoerba - Zerg players are going to have a hard time planting their tech structures in the early game. Also putting all airspace around the main mineral line like that is going to make air/drop play very hard to deal with.
~ ~ <°)))><~ ~ ~
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
May 12 2013 18:47 GMT
#1115
[image loading]

Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced?

Key features:

- Main is a valley (will have to adjust a ton because of PvP but first I want to make the map at least playable)

-Main has backdoor guarded by a Zealot statue (mineral walk and then mine mineral patches for 3rd base each patch has 8 minerals inside of it, also it will be adjusted so that it will look more decent). Main has Proxy part (rax/factory/starport + addon, or protoss stucture + pylon) it has LOS blockers close to it so I think it will work great. Especially TvZ I think or hope.

- split map (half regular, half dark protoss)

-Lots of wide ramps
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-12 21:35:24
May 12 2013 21:35 GMT
#1116
@TheFish7: Thanks!

Redid the nat/third dynamic earlier today. Here is the latest version. Plays a bit better, and harder to abuse third high ground into nat. Zerg third at low ground requires good creep spread
[image loading]
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 12 2013 21:43 GMT
#1117
@TheFish7: I've reworked the main, do you think it's better gameplay wise? Thx for the input.
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-13 08:04:23
May 13 2013 08:02 GMT
#1118
On May 13 2013 03:47 Atlasy wrote:

Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced?


To begin with I think you should stick to sizes similar to what is in the current ladder map pool. There are a number of very good reasons those sizes are used.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 18 2013 02:07 GMT
#1119
On May 13 2013 03:47 Atlasy wrote:
+ Show Spoiler +
&#91;image loading&#93;


Is this a clusterfuck? It looked so much better in my head. I'm still in the beginning. Do you guys think that I could ever make it balanced?

Key features:

- Main is a valley (will have to adjust a ton because of PvP but first I want to make the map at least playable)

-Main has backdoor guarded by a Zealot statue (mineral walk and then mine mineral patches for 3rd base each patch has 8 minerals inside of it, also it will be adjusted so that it will look more decent). Main has Proxy part (rax/factory/starport + addon, or protoss stucture + pylon) it has LOS blockers close to it so I think it will work great. Especially TvZ I think or hope.

- split map (half regular, half dark protoss)

-Lots of wide ramps

That map looks freaking awesome except I can't tell what on earth is going on in it.

Worked on this a bit while banned from TL:

&#91;image loading&#93;

Is it worth it at all to continue?
ModeratorI am still alive, somehow
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
May 18 2013 02:12 GMT
#1120
This layout is pretty weird in that the 4th 5th and 6th are much closer to each other than the main/nat/third.. usually it is the opposite. I think you should consider reducing the size of the main and nat a bit, they are needlessly large. Then remove the highground bases at top and bottom, and I think you have a pretty solid template
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
Prev 1 54 55 56 57 58 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 195
CosmosSc2 24
StarCraft: Brood War
Rain 2164
GuemChi 1476
Hyuk 1061
Noble 20
NaDa 12
Dota 2
NeuroSwarm168
Counter-Strike
taco 535
minikerr46
Other Games
summit1g10928
Fnx 659
C9.Mang0353
PiGStarcraft265
ViBE133
Maynarde110
kaitlyn44
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH388
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo667
Other Games
• Scarra1482
Upcoming Events
Escore
6h 29m
IntoTheTV X SOOP
7h 29m
CranKy Ducklings
1d 6h
WardiTV Invitational
1d 7h
Cure vs Zoun
SHIN vs Classic
ByuN vs MaxPax
Percival vs YoungYakov
OSC
1d 16h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
2 days
Serral vs Rogue
BlizzCon
2 days
IdrA vs MC
[ Show More ]
Replay Cast
2 days
Afreeca Starleague
3 days
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
Afreeca Starleague
4 days
GSL
4 days
PiGosaur Cup
4 days
The PondCast
5 days
Kung Fu Cup
5 days
Replay Cast
5 days
IntoTheTV X SOOP
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-10
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries 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.