• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:21
CEST 03:21
KST 10:21
  • 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] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research7Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Build Order Practice Maps Pros React To: SoulKey vs Ample [ASL21] Ro24 Preview Pt2: News Flash
Tourneys
[ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group E [ASL21] Ro24 Group D
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10094 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 Country52797 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.
Moderatorshe/her
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
Replay Cast
00:00
PiGosaur Cup #66
CranKy Ducklings81
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft412
ViBE124
RuFF_SC2 102
SpeCial 82
NeuroSwarm 73
WinterStarcraft36
CosmosSc2 23
StarCraft: Brood War
Britney 10520
GuemChi 7601
Artosis 635
ggaemo 28
Shine 16
NaDa 12
Moletrap 6
Dota 2
monkeys_forever500
League of Legends
JimRising 562
Counter-Strike
taco 634
Super Smash Bros
C9.Mang0547
Other Games
summit1g10421
tarik_tv4591
Maynarde96
Organizations
Other Games
gamesdonequick1080
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 58
• davetesta22
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4573
Other Games
• Scarra893
Upcoming Events
The PondCast
8h 39m
OSC
22h 39m
RSL Revival
1d 8h
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
1d 22h
RSL Revival
2 days
Maru vs MaxPax
BSL
2 days
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Afreeca Starleague
4 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.