• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:21
CEST 15:21
KST 22:21
  • 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 Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy17ByuL: 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 Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | 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
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread 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
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece 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
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 17960 users

Work In Progress Melee Maps - Page 73

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 71 72 73 74 75 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
DanceCommand
Profile Joined May 2013
Finland11 Posts
August 08 2013 07:00 GMT
#1441
On August 08 2013 05:48 skdeimos wrote:
Show nested quote +
On August 07 2013 19:16 DanceCommand wrote:
@skdeimos: Looking at the base layout atm the first four remind me a lot of Planet S, with the exception that the 9 and 3 o'clock bases seem kinda tough with that high ground there. Are you set on keeping that? To me it feels kinda ... out of place. I'd like to see what the map would look like if you moved the corner 4ths closer to 12 and 6 o'clock repectively and then squeeze the main-nat-third line like one or two 3x3 grids higher and lower respectively. I like the texturing you've got going on but maybe switch the grassy bits with the desert bits? Seems conceptually confusing to have sandy dunes above a grass land.


I've been thinking a lot about moving the corner bases closer to 12 and 6 o clock actually, by enlarging the lowground path connecting it to the third. I'm currently experimenting with some layout changes in the top left/lower right corners.

As for the 9 and 3 o clock bases, you only think they're an issue because you're thinking of this map as having a Planet S-esque expansion pattern. Those bases are intended to be lategame bases along the map's split line, like the 12 and 6 bases on Daybreak. You're right that those high grounds would be an excellent staging point for attacks on that base, especially in midgame PvX, but that's intended because it makes it a more interesting lategame base.

Oh, and I figured out how to add collapsible rocks! Actually no I didn't, I just opened Akilon Wastes and copied them because I couldn't figure out how to place them normally. Anyways, the third base is really interesting now because of them. Very reminiscent of Ravage, and I fucking love the third base on Ravage.



Oh and that ramp to the main is way too exposed. Just straight up. Force field that bitch and it's good night sweet prince. The more I look at this the more I think no zerg would ever want to play here. Both third options look im-effin-possible in ZvP. (I don't really play a lot of zerg so what do I know tho.) Whether that's a bad thing or not is a topic for a different discussion and more a question of what you're going for with this map. In my opinion it's totally fine for one matchup to be apparently broken as shit on a map. That's why we have vetoes. Some good TvP could be had on this map and then there are also mirrors.
Life is more interesting when you look at the back of things. Women, that’s obvious. Baseball cards. Puppet shows…
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-08-08 08:10:06
August 08 2013 08:04 GMT
#1442
Current WIP

[image loading]

You can wall with 1 pylon + 1 gate above the nat and 1 pylon OR gate at the rocks. Not sure if I should widen the middle ramps. Also not sure if I want towers in the middle of each big center high ground.

134x154
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-08-08 12:52:32
August 08 2013 12:51 GMT
#1443
+ Show Spoiler +
On August 08 2013 17:04 EatThePath wrote:
Current WIP

[image loading]

You can wall with 1 pylon + 1 gate above the nat and 1 pylon OR gate at the rocks. Not sure if I should widen the middle ramps. Also not sure if I want towers in the middle of each big center high ground.

134x154



Where is the like-button?

At first sight the nat-.thrid setup seems to disfavour Z, but maybe not too much as you can ling-runby and go with worker and queen between nat and third and youäd be forced to use hydras I think, which is better than being forced to use mutas :D
http://mentalbalans.se/aggedesign
MEzrezzed
Profile Joined March 2013
United States11 Posts
August 08 2013 14:56 GMT
#1444
[image loading]

Changes made:

- 2 Xel'Naga towers have been added to the low ground accessible via the center.
- Main/Nat/3rd has been shifted and redone to widen the main/main gap distance for air units.
- Quick texture work.
Aircooled
Profile Joined July 2012
United States79 Posts
August 09 2013 07:35 GMT
#1445
[image loading]
144x112
Current Wip
BillTheNydusWorm
Profile Joined March 2013
Sweden10 Posts
Last Edited: 2013-08-09 17:08:04
August 09 2013 17:06 GMT
#1446
Hello everyone I will now post my second map here now. I´ve wanted to make a 3 player map for awhile and now the benefits from the latest patch i have now done so.

How to does it look in terms of balance and symetry?

It will be distance between the mains and the lowground when im done.

[image loading]
[image loading]

Btw the mineralfields is f***ed right now up.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2013-08-09 18:59:49
August 09 2013 18:59 GMT
#1447
I think you need to do three things:
  • Move the middle base to below the main so it's further from the centre.
  • Move the main ramp closer to the natural.
  • Either move the ramp to the low ground base closer to the natural, or add another small ramp there.
Like this (compare red and orange):

[image loading]

Otherwise, with the middle base so close to the centre and the low ground base so hard to defend the player spawning clockwise will have too large an advantage.
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-08-09 19:52:28
August 09 2013 19:50 GMT
#1448
@BillNydus: what AndG said.


@aircooled: where is the 3rd base? The base below the main is quite far and open for a 3rd. Maybe if it was tucked back into a pocket more directly below the ramp leading to it. Or add another base righthand below the nat? It seems like there may have been on there before? I also think the map is very static (like worst than daybreak) with only narrow center paths all converging on one open center location, or the really distance outside paths. This is why I think filling in the ditch under the outside cliff to make a harass path would make this map really vibrant with big macro but lots of harassment. My ideas:

[image loading]

Anyway it's interesting for sure but needs a usable 3rd base. Also how is the rush distance?


@mezrezzed: I think this would benefit from shifted symmetry but maybe you like the squared up perfect symmetry.


@melt: Thanks, what do you mean about hydras though? For defense or harass?
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 10 2013 07:30 GMT
#1449
On August 07 2013 06:09 Meltage wrote:+ Show Spoiler +

M current WIP

142x144

[image loading]

Close-ups:

+ Show Spoiler +


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



I think I'd like to see circle syndrome on this, re making the base clockwise to the natural a viable third by rotating the minerals and the wall behind them in place 45-60 degrees counter-clockwise.

It's also a little weird that the rock entrance to the main is closer than the front ramp. A small alteration that would change this is to make a very thin path between the two middle high grounds. It would not be very much of a penalty shot to attack the rocks, but it would mean that if you 1-a at their main you go to the ramp instead of the rocks.

On August 08 2013 17:04 EatThePath wrote:+ Show Spoiler +

Current WIP

[image loading]

You can wall with 1 pylon + 1 gate above the nat and 1 pylon OR gate at the rocks. Not sure if I should widen the middle ramps. Also not sure if I want towers in the middle of each big center high ground.

134x154


I appreciate how challenging the bases are. I'm not entirely sure what the best expansion path would be even for a given strategy, or exactly how to defend it, but it seems like it would exist. Very cool.

If you put towers on the high ground, will you please put them on the thin appendages that stick out towards the natural? Also those appendages seem to be the only thing that is not mirrored exactly, which is a little weird.

[image loading]


144x144
50 second rush distance before the center rocks are down.

This is a 3p rotational inspired by my Outsider interpretation + Show Spoiler +
[image loading]


It's a little more standard, with fewer weird features like mineral walls and egg walls. There's still a very low resource count and you still have 2 in-base expansions that are quite harassable. I'm considering rocking one gas and a couple mineral nodes so that it's not 3 full bases immediately available. I will also probably rock or pylon half of the main ramp.

The distance from the top of the main ramp to the gold base is the same for the gold bases clockwise and counter-clockwise after the center rocks are down. Obviously until then the clockwise gold is closer.

I'm considering making the in-base expansions 2nd level instead of 3rd (see bottom in-base expansion for an example) which would make them more harassable in the early game and would enable 4gates, changing how you have to defend them, without making them broken.

I'm looking for feedback on my general layout choices (is it interesting?) as well as any areas that stick out as being unequal or rotationally imbalanced.
Meltage
Profile Joined October 2010
Germany613 Posts
August 10 2013 08:51 GMT
#1450
@melt: Thanks, what do you mean about hydras though? For defense or harass?


I meant defense. Without them, youd be f*cked as Z I think as other races can deathball up there, use superior range and be offensive on both your nat and third.

Something that strike me as odd is the rock tower blocking the least dangerous path, as the other one is a ramp from higher ground - would make more sense use that feature there? perhpas even a double, like in my map concept
http://mentalbalans.se/aggedesign
Elche
Profile Joined June 2011
Finland170 Posts
Last Edited: 2013-08-10 11:25:22
August 10 2013 11:24 GMT
#1451
Here is what I'm working on currently.

[image loading]

A bit concerned about blink stalkers but we'll see how that turns out.

Timetwister22
Profile Joined March 2011
United States538 Posts
August 10 2013 17:11 GMT
#1452
That's pretty nice Elche. If the fourth would be a bit closer to the third, or if there was a stronger defensive position to defend 4 bases, I think this would be solid. I see a high aggression late game with this map since the fifths are kinda far, which seems nice. Good job ^^
Former ESV Mapmaker | @Timetwister22
BillTheNydusWorm
Profile Joined March 2013
Sweden10 Posts
August 10 2013 17:39 GMT
#1453
I have changed it now, looks better?

Old
[image loading]

New
[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 10 2013 17:55 GMT
#1454
On August 11 2013 02:39 BillTheNydusWorm wrote:
I have changed it now, looks better?

Old
[image loading]

New
[image loading]


hi xel'naga fortress 2.0, hope it turns out better than that map.
"Not you."
Timetwister22
Profile Joined March 2011
United States538 Posts
August 10 2013 17:56 GMT
#1455
On August 11 2013 02:55 19Meavis93 wrote:
Show nested quote +
On August 11 2013 02:39 BillTheNydusWorm wrote:
I have changed it now, looks better?

Old
[image loading]

New
[image loading]


hi xel'naga fortress 2.0, hope it turns out better than that map.


Since when did XNC become a 3p map?
Former ESV Mapmaker | @Timetwister22
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2013-08-10 18:02:16
August 10 2013 17:59 GMT
#1456
Fortress, not Caverns.

[image loading]

Layout sure is similar, and in general Xel'Naga Fortress has better proportions, but I like the middle on Bill's map better and also that the low ground base is closer to the nat.
not a community mapmaker
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 10 2013 23:06 GMT
#1457
On August 10 2013 16:30 RFDaemoniac wrote:
[image loading]


so one ramp for three bases?
starleague forever
Timetwister22
Profile Joined March 2011
United States538 Posts
August 11 2013 01:57 GMT
#1458
Don't usually post here, but venturing out of my usual defensive macro style maps and trying a more mid game aggressive and low econ concept. Thought I'd share and maybe get some thoughts.

[image loading]
128x152
38 sec nat-nat rush distance

Concept: Lower econ games with only 5 bases per player, and one being a gold which will obviously mine out faster. Yet, at the same time the rush distances aren't too short, 1 or 2 base all ins aren't entirely favored. Instead, mid game pushes off 3-4 bases, or multi pronged harassment such as drops will hopefully prevail. If games go late, they will be very tense with fighting for the last of the maps resources and mid map positioning.
Former ESV Mapmaker | @Timetwister22
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-08-11 02:31:22
August 11 2013 02:20 GMT
#1459
On August 11 2013 08:06 a176 wrote:
Show nested quote +
On August 10 2013 16:30 RFDaemoniac wrote:
[image loading]


so one ramp for three bases?


Yes. but you can harass 2 out of the 3 mineral lines from the low ground outside of their base in order to force an engagement or just do some economic damage. If it's a ramp down from the main to the in-base expansions it'll be even easier to harass them. Killing the rocks around the outside allows you to run away effectively after this type of harass.

I suspect that the 3p and how out of the way so many areas are allows for cheese, that the relatively short rush distance allows for early aggression, that the very short rush distance after the middle rocks go down (25 seconds instead of 50) enables mid-game aggression and a strong defensive position is necessary to compensate for this, while keeping harass options open.

I'm considering moving the mineral lines in the two in-base expansions right up against the edge so that roaches and swarm hosts can attack workers, but this may not be necessary because of how common either hydras or mutas are.

I'm also thinking about making the 3rd spawn location in-base expansions into island expansions by placing indestructible rocks at the two chokes.

EDIT: You might actually see some colossi harass on this map, and tanks can be set up such that they have a long time to attack before the opponent reaches them.
MEzrezzed
Profile Joined March 2013
United States11 Posts
August 11 2013 17:30 GMT
#1460
[image loading]

Newest WIP
Map size: 170 x 166

Thoughts?
Prev 1 71 72 73 74 75 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .252
Codebar 156
ProTech129
EmSc Tv 18
StarCraft: Brood War
Britney 50497
Sea 4265
Mini 1384
Larva 620
Soma 546
Shuttle 474
Soulkey 430
Light 412
firebathero 381
ggaemo 331
[ Show more ]
BeSt 276
hero 264
Last 138
Hm[arnc] 101
Hyun 84
Pusan 81
Sharp 80
Free 66
Movie 60
Barracks 49
sorry 49
sSak 44
NaDa 43
Shinee 43
HiyA 30
Sacsri 27
zelot 19
GoRush 14
Shine 12
Icarus 10
soO 9
Dota 2
qojqva2373
syndereN268
Counter-Strike
fl0m2675
byalli618
zeus286
edward50
Heroes of the Storm
Khaldor214
Other Games
singsing2554
Beastyqt624
B2W.Neo598
XaKoH 498
ArmadaUGS62
ToD55
Rex30
QueenE9
Organizations
Counter-Strike
PGL13839
Other Games
BasetradeTV285
StarCraft 2
EmSc Tv 18
EmSc2Tv 18
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2111
League of Legends
• Nemesis2052
• Jankos1945
Upcoming Events
uThermal 2v2 Circuit
39m
BSL
5h 39m
Afreeca Starleague
20h 39m
Wardi Open
20h 39m
Replay Cast
1d 10h
Sparkling Tuna Cup
1d 20h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
[ Show More ]
CranKy Ducklings
5 days
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 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

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
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
CCT Season 3 Global Finals
IEM Rio 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.