• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:01
CEST 21:01
KST 04:01
  • 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
Crank Gathers Season 4: BW vs SC2 Team League2Weekly 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 !18
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 VPN experiences vespene.gg — BW replays in browser (Spoiler) ASL21 Winner's Interview [ASL21] Finals Preview: Two Legacies
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 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
US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? Russo-Ukrainian War Thread European Politico-economics QA Mega-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
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1410 users

Work In Progress Melee Maps - Page 69

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 67 68 69 70 71 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2013-07-26 17:54:45
July 26 2013 17:54 GMT
#1361
On July 26 2013 13:35 reps)squishy wrote:
I notice there are insane amount of 2 player maps few 4 player maps what about good ole 3 player maps like tau cross...


Well I made this not that much more than a week or so back.

+ Show Spoiler +

[image loading]


I don't feel like its finished though, but lack of playtests.
"Not you."
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-07-26 21:50:08
July 26 2013 21:49 GMT
#1362
Here is my new map;
[image loading]
(textures for clarity only)

the playable bounds are
158x124

tell me what ya think
"too much freedom is bad" -day9 the dictator
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 26 2013 22:59 GMT
#1363
main-to-main path is too long unless you break the center rocks, and the side paths are so far from the center it makes only one path to the opponent's base viable with a 2 base push, the rocks just slow it down.
The center third is really close to the edge of a threatening cliff meaning that air/drops are powerful there and the other third is really easy to harass because it's so close to the natural by air but so far by ground, even when the other rocks are broken.
The mains are too small also.
just my two cents.
ModeratorI am still alive, somehow
TL+ Member
Dellron
Profile Joined October 2012
United States69 Posts
July 27 2013 00:21 GMT
#1364
ok, thanks.
here is the updated version:
[image loading]
i moved third number one away from the gap, changed the middle path, increased the size of the main, and shrunk third number 2 and made it easier to move from it to the nat.
"too much freedom is bad" -day9 the dictator
skdeimos
Profile Joined May 2013
Canada155 Posts
July 28 2013 07:10 GMT
#1365
[image loading]

Looking for some opinions on the layout before I do aesthetic work. Too open? Too many chokes? I was trying to make a contrast between very choke-heavy areas and very open areas, so that certain races are always trying to force fights at certain locations. Pretty new at this, so general tips would also be nice.

[image loading]

Oh, and I'm planning to place collapsible rocks here for a Ravage-esque sort of way to deny bouncing between the ramps at the third. One problem, I can't figure out how to place them, because whenever I choose collapsible rock towers in the destructibles tab nothing shows up when I click. If someone could explain to me how to place those rock towers, that'd be awesome :D
HaRuHi
Profile Blog Joined November 2010
1220 Posts
Last Edited: 2013-07-28 07:36:22
July 28 2013 07:35 GMT
#1366
On July 28 2013 16:10 skdeimos wrote:
+ Show Spoiler +
[image loading]


Looking for some opinions on the layout before I do aesthetic work. Too open? Too many chokes? I was trying to make a contrast between very choke-heavy areas and very open areas, so that certain races are always trying to force fights at certain locations. Pretty new at this, so general tips would also be nice.

+ Show Spoiler +
[image loading]


Oh, and I'm planning to place collapsible rocks here for a Ravage-esque sort of way to deny bouncing between the ramps at the third. One problem, I can't figure out how to place them, because whenever I choose collapsible rock towers in the destructibles tab nothing shows up when I click. If someone could explain to me how to place those rock towers, that'd be awesome :D


I see two problems,
The major one:
Mains are too small, terran will have a hard time building anything on this map.

The minor one:
Some of the patches in the natural seem to be siegable from the third, but not too sure.
skdeimos
Profile Joined May 2013
Canada155 Posts
July 28 2013 07:43 GMT
#1367
On July 28 2013 16:35 HaRuHi wrote:
Show nested quote +
On July 28 2013 16:10 skdeimos wrote:
+ Show Spoiler +
[image loading]


Looking for some opinions on the layout before I do aesthetic work. Too open? Too many chokes? I was trying to make a contrast between very choke-heavy areas and very open areas, so that certain races are always trying to force fights at certain locations. Pretty new at this, so general tips would also be nice.

+ Show Spoiler +
[image loading]


Oh, and I'm planning to place collapsible rocks here for a Ravage-esque sort of way to deny bouncing between the ramps at the third. One problem, I can't figure out how to place them, because whenever I choose collapsible rock towers in the destructibles tab nothing shows up when I click. If someone could explain to me how to place those rock towers, that'd be awesome :D


I see two problems,
The major one:
Mains are too small, terran will have a hard time building anything on this map.

The minor one:
Some of the patches in the natural seem to be siegable from the third, but not too sure.


Hm. I can definitely shift around the main's mineral line orientation and move the third away from the main a bit so as to extend the main horizontally. As for the tanks, I just tested it, and yes they can hit the natural's mineral line. I'll fix that asap, thanks for the input
And G
Profile Joined May 2012
Germany491 Posts
July 28 2013 10:18 GMT
#1368
On July 23 2013 07:07 And G wrote:

+ Show Spoiler +
[image loading]


I don't think I'll be making any more significant changes to the layout. It looks reasonably balanced to me now.


Actually I thought about this some more, and I feel the main/nat/third layout makes more sense on a bigger map, so I made the center wider and added a few more bases:

+ Show Spoiler +
[image loading]


New playable size is 184x128. I think there is now a good mix of open spaces and chokes, and I'm also happier with the distances, especially nat2nat. There are no towers since I didn't feel they were necessary. Also, it is possible to wall off completely on the bottom of the ramp with two 3x3 buildings or with pylon+gateway+zealot. The narrow lanes along the edge of the map can be blocked with a 3x3 building at their diagonal sections, but not with a forcefield.

Comments?
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 28 2013 12:59 GMT
#1369
On July 28 2013 19:18 And G wrote:
Show nested quote +
On July 23 2013 07:07 And G wrote:

+ Show Spoiler +
[image loading]


I don't think I'll be making any more significant changes to the layout. It looks reasonably balanced to me now.


Actually I thought about this some more, and I feel the main/nat/third layout makes more sense on a bigger map, so I made the center wider and added a few more bases:

+ Show Spoiler +
[image loading]


New playable size is 184x128. I think there is now a good mix of open spaces and chokes, and I'm also happier with the distances, especially nat2nat. There are no towers since I didn't feel they were necessary. Also, it is possible to wall off completely on the bottom of the ramp with two 3x3 buildings or with pylon+gateway+zealot. The narrow lanes along the edge of the map can be blocked with a 3x3 building at their diagonal sections, but not with a forcefield.

Comments?


Interesting layout, but you can't do any real pushes as the chokes are tighter than those of red city
"Not you."
Dellron
Profile Joined October 2012
United States69 Posts
July 28 2013 16:22 GMT
#1370
On July 27 2013 09:21 Dellron wrote:
ok, thanks.
here is the updated version:
[image loading]
i moved third number one away from the gap, changed the middle path, increased the size of the main, and shrunk third number 2 and made it easier to move from it to the nat.

i don't get it, is my map really that bad? no one has anything to say about it?
"too much freedom is bad" -day9 the dictator
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 28 2013 21:02 GMT
#1371
On July 29 2013 01:22 Dellron wrote:
Show nested quote +
On July 27 2013 09:21 Dellron wrote:
ok, thanks.
here is the updated version:
[image loading]
i moved third number one away from the gap, changed the middle path, increased the size of the main, and shrunk third number 2 and made it easier to move from it to the nat.

i don't get it, is my map really that bad? no one has anything to say about it?


not really, theres just a lack of feedback per posts in this thread usualy.
as for your map, the natural choke looks wide, aswell as the rocks.
then theres the rush distance, I think the map is a little to small.
and the chokes in the middle are a little to small to ever engage a defensive position in lategame.
"Not you."
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-07-29 00:29:01
July 28 2013 22:42 GMT
#1372
skdeimos: Good layout overall, but the space between the natural and 3rd is too open - it'll be too hard for P to secure the 3rd vs Z. Either narrow this gap or add an obstacle in the middle of that area.

Dellron: I like the contrast between open areas and chokes here, but it needs some refining. The 3rd is too open for P, and I don't think there's a quick fix here - you'll have to just adjust all the surrounding terrain to create some good wallable/FF-able chokes. On the other hand, the bridges in the center are so narrow that Z will probably never want to attack through them in the late game. The natural ramp looks like a width 4 ramp, which is too wide - 3 is standard and 2 might even be better here, due to the large backdoor. And the pairs of bases in top left/bottom right are way too close - you basically have 2 bases in one, and if you lose one you're going to lose the other.

Latest update:
[image loading]

-Added rocks on 3rd ramps
-Shrunk 3rd backdoors slightly
-Shrunk side ramps to high ground pods to 1 width - these can't really be used for full army movement anymore (I might still remove the ramps completely)
-Added a few more little gaps around the main - blinking in is still possible but you have to control the stalkers well to ensure they don't get stuck outside
-Added LoS blockers to (sort of) replace the original BW version's high ground ridges

I might increase the width of the bridges in front of the nats if the map turns out too turtly in the late game.
vibeo gane,
Coppermantis
Profile Joined June 2012
United States845 Posts
July 29 2013 00:27 GMT
#1373
[image loading]
132x135

Air harass maybe too strong?
skdeimos
Profile Joined May 2013
Canada155 Posts
July 29 2013 01:19 GMT
#1374
On July 29 2013 07:42 -NegativeZero- wrote:
skdeimos: Good layout overall, but the space between the natural and 3rd is too open - it'll be too hard for P to secure the 3rd vs Z. Either narrow this gap or add an obstacle in the middle of that area.


Actually, that's not intended to be the third base for P. I made that base open so it's a potential third for Z, but I expect P to take the the base that is horizontally adjacent to the main as a third.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 29 2013 01:40 GMT
#1375
That's the base I was referring to. It's quite a bit more closed off than the other one but there's still a big gap (probably 8-9 FF) between the nat and 3rd, which is too wide.
vibeo gane,
skdeimos
Profile Joined May 2013
Canada155 Posts
July 29 2013 02:01 GMT
#1376
What's stopping P from just FFing at the ramp? No reason to FF at the choke between the nat and third when you can FF the ramp at the third pointing toward the nat. The area between the nat and third was left open deliberately so that Z can engage instead of instantly dying to a soul train.

Again, I'm willing to change it, but I'm just curious as to the rationale of closing off that choke when the ramp is perfectly FFable.
Dellron
Profile Joined October 2012
United States69 Posts
July 29 2013 02:23 GMT
#1377
On July 29 2013 06:02 19Meavis93 wrote:
Show nested quote +
On July 29 2013 01:22 Dellron wrote:
On July 27 2013 09:21 Dellron wrote:
ok, thanks.
here is the updated version:
[image loading]
i moved third number one away from the gap, changed the middle path, increased the size of the main, and shrunk third number 2 and made it easier to move from it to the nat.

i don't get it, is my map really that bad? no one has anything to say about it?


not really, theres just a lack of feedback per posts in this thread usualy.
as for your map, the natural choke looks wide, aswell as the rocks.
then theres the rush distance, I think the map is a little to small.
and the chokes in the middle are a little to small to ever engage a defensive position in lategame.

ok, update #2.
[image loading]
i made it a bit less chokey around the middle and decreased the size of the natural ramps.
The natural to natural distance is 37 seconds
i am a little worried about it being too open now though.
"too much freedom is bad" -day9 the dictator
skdeimos
Profile Joined May 2013
Canada155 Posts
July 29 2013 02:28 GMT
#1378
[image loading]

Updated. Fixed the tankable natural and enlarged the main/moved resources in the main to open up space.
moskonia
Profile Joined January 2011
Israel1448 Posts
July 29 2013 04:32 GMT
#1379
@skedimos, the 3rds look pretty hard, and in that sense the map reminds a lot of Planet S, including the corner bases as well. The main difference between that map and your is the middle. The middle reminds a lot of Daybreak, although even only in the middle there are noticeable differences, although the core principle remains which is there are very strong choke points.

I think that Zerg will be pretty imbalanced here because of openness combined with the specific choke points, which makes me want to see one of the 3rd bases become easier while keeping the general form of the map the same. Either that or choke some areas a lot more.
skdeimos
Profile Joined May 2013
Canada155 Posts
July 29 2013 04:45 GMT
#1380
On July 29 2013 13:32 moskonia wrote:
@skedimos, the 3rds look pretty hard, and in that sense the map reminds a lot of Planet S, including the corner bases as well. The main difference between that map and your is the middle. The middle reminds a lot of Daybreak, although even only in the middle there are noticeable differences, although the core principle remains which is there are very strong choke points.

I think that Zerg will be pretty imbalanced here because of openness combined with the specific choke points, which makes me want to see one of the 3rd bases become easier while keeping the general form of the map the same. Either that or choke some areas a lot more.


Hm. I agree that the third is probably too hard for PvZ.

I have two potential options to change that. One is to put rocks on the back ramp to the third to choke it up more. The other is to extend the third platform farther towards the nat choke. I'll try doing both and see if that's too much, I think.

Oh, and the area in front of the nat/vertical third needs to be choked up more. I'm looking into potentially redesigning the center to facilitate that.

Thanks for the input! ^^
Prev 1 67 68 69 70 71 217 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#53
RotterdaM1114
TKL 390
IndyStarCraft 214
SteadfastSC197
BRAT_OK 112
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1114
TKL 390
IndyStarCraft 235
SteadfastSC 197
MaxPax 135
BRAT_OK 121
ProTech91
UpATreeSC 87
JuggernautJason45
StarCraft: Brood War
Britney 45020
ggaemo 238
Dewaltoss 131
firebathero 131
Soulkey 82
Mind 48
Movie 24
Dota 2
LuMiX2
Counter-Strike
fl0m1862
byalli473
Heroes of the Storm
Liquid`Hasu369
Other Games
Grubby4414
FrodaN1701
summit1g1594
ceh9605
Hui .222
C9.Mang0190
ArmadaUGS154
KnowMe117
Trikslyr54
MindelVK10
Organizations
Counter-Strike
PGL628
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• kabyraGe 178
• StrangeGG 31
• Reevou 4
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV458
League of Legends
• Jankos3464
Other Games
• imaqtpie1233
• Shiphtur284
Upcoming Events
Replay Cast
4h 59m
Kung Fu Cup
15h 59m
GSL
1d 14h
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
1d 19h
Replay Cast
2 days
GSL
2 days
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
2 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
2 days
Replay Cast
3 days
Maestros of the Game
3 days
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
4 days
IPSL
4 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
5 days
RSL Revival
5 days
Maestros of the Game
5 days
IPSL
5 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

ASL Season 21
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
YSL S3
Acropolis #4
CSCL: Masked Kings S4
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

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
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.