• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:56
CEST 18:56
KST 01:56
  • 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
What's the deal with APM & what's its true value Fighting Spirit mining rates 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: 1589 users

Work In Progress Melee Maps - Page 79

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 77 78 79 80 81 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 22 2013 16:28 GMT
#1561
Again , some changes. I would like some feedback ^^ :D

Sorry for the big image , i messed up something.

http://puu.sh/4xxpe.png
Author of Coda and Eastwatch.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 22 2013 20:20 GMT
#1562
[image loading]

think this might be my final layout
starleague forever
Elche
Profile Joined June 2011
Finland170 Posts
September 25 2013 18:57 GMT
#1563
Been working on this badboy while watching the WCS matches.
Bounds 144x144
[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2013 19:41 GMT
#1564
@a176 Something about it looks kind of generic now. Did you change the proportions/shapes in the middle or...?

@elche: I think the middle would be better as a wiggle than a tight choke. Cliffable 3rd is pretty rough for zerg, maybe there should be rocks there that you have to kill before you can stand and shoot the minerals? I think the 4/10 bases shouldn't have that little hole next to them. They are lategame so should easily accomodate big fights. The watchtowers combined with the collapsible rocks and center ramps is brilliant.
Comprehensive strategic intention: DNE
Elche
Profile Joined June 2011
Finland170 Posts
Last Edited: 2013-09-26 13:28:12
September 26 2013 13:27 GMT
#1565
Some minor changes and pics.
Feels pretty complete now, probably only some shaping to do.

90Degree
+ Show Spoiler +
[image loading]


60Degree
+ Show Spoiler +
[image loading]


Pocket Third
+ Show Spoiler +
[image loading]

Only siegetank and colossus with a thermal lance can hit the mineral line from the cliff. (Marauder and stalker just for scale

Main
+ Show Spoiler +
[image loading]

Main can be blinked from the lowground similar to whirlwind but is pretty difficult with more than just a couple of stalkers. Siegetank can't hit the gas in main.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 26 2013 19:45 GMT
#1566
On September 26 2013 04:41 EatThePath wrote:
@a176 Something about it looks kind of generic now. Did you change the proportions/shapes in the middle or...?


the paths into the top-middle base were all pretty small. didnt hold up well in playtesting. so i widened the entrance closest to the defender.

and i added another path into the side-middle base; games were too one dimesional with everything going through the middle paths = dat split map. it was too much work for players to navigate around the side rock'd path as an alternate path through the map.
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 27 2013 02:58 GMT
#1567
On September 27 2013 04:45 a176 wrote:
Show nested quote +
On September 26 2013 04:41 EatThePath wrote:
@a176 Something about it looks kind of generic now. Did you change the proportions/shapes in the middle or...?


the paths into the top-middle base were all pretty small. didnt hold up well in playtesting. so i widened the entrance closest to the defender.

and i added another path into the side-middle base; games were too one dimesional with everything going through the middle paths = dat split map. it was too much work for players to navigate around the side rock'd path as an alternate path through the map.

I see, still like the looks of it.

@elche I didn't realize it was only tank/colossus, thanks.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
September 28 2013 17:02 GMT
#1568
Currently working on this monstrosity:

[image loading]
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 28 2013 17:40 GMT
#1569
On September 29 2013 02:02 Coppermantis wrote:
Currently working on this monstrosity:

[image loading]


close third is to hard to defend for races other than Z, defendable "third" is quite far
"Not you."
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-09-30 09:20:07
September 30 2013 06:55 GMT
#1570
[image loading]

The main feature is the optional 3rd which is extremely close to the main by air but far by ground, and is easily defended with the 1-width entrance ramp. P could take it as a 3rd if they are going air, or P/T could possibly take it as a 3rd playing a normal ground style, using walloffs/bunkers/FFs to stall opposing ground armies until they can move their army to defend. Of course this is all theoretical.

Yes, I used a few cardinal ramps. No, they don't break the map lol.
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
September 30 2013 15:45 GMT
#1571
Ha I love it! Very interesting base, although it seems like there is almost no way to take a 5th base. I think adding a semi mid base would be good, although I don't see any room for it.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 30 2013 20:24 GMT
#1572
@negzero I love the center of the map. And great use of narrow places overall. Need more stuff like this that asks players to actually pay attention to army movements instead of amove or right click from one spot to another.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 30 2013 22:53 GMT
#1573
I'm thinking of expanding the map from 132x132 to 140x140 and adding 6m1hyg bases on the center high grounds about where the low-ground gaps are right now. Thoughts? Good/bad idea?
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
September 30 2013 23:16 GMT
#1574
You mean below the high ground?
When I read your comment I was thinking about something like this:

[image loading]

I think allowing units to still pass through the gap would keep all the features of the map while adding cool new ones and having more resources on the map, which is needed. I think this thing would be good and would not even require the map to be bigger
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-09-30 23:45:54
September 30 2013 23:21 GMT
#1575
I was thinking something like this:
+ Show Spoiler +
[image loading]


But I like your idea too and it's a lot more unique, so I'll have to decide.

Edit: Here's the choices, and sorry, "both" isn't an option - I don't want 14 bases on a 132x132 map lol.

[image loading]
vibeo gane,
moskonia
Profile Joined January 2011
Israel1448 Posts
September 30 2013 23:43 GMT
#1576
Why not both?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 01 2013 00:46 GMT
#1577
On September 30 2013 15:55 -NegativeZero- wrote:Yes, I used a few cardinal ramps. No, they don't break the map lol.


Burn the witch!!

But seriously, agree w/ EatThePath's comment, the middle is very intriguing. I would say that the low ground 6m1hyg near that middle path is the one I would favor, but also that I don't think it really needs another base and works nicely in the first iteration posted.
~ ~ <°)))><~ ~ ~
Coppermantis
Profile Joined June 2012
United States845 Posts
October 01 2013 05:50 GMT
#1578
[image loading]

Made some changes around the third and slight adjustment to the fourth.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-10-01 06:18:28
October 01 2013 06:17 GMT
#1579
@copper I need to think about this more o_O isn't this something you've been playing with for a while? it looks familiar

@neg I don't like either. The highground 3/4 base will just make for boring passive games where people take the righthand 3rd and the middle as a 4th and then someone will lose theirs after the big fight. Game possibly could go on if someone took the 4/10 in the meantime. It makes the center an obligatory standoff, not a position in flux you might want to hold.
The lowground one will be impossible to use, since you'd need to maintain control of their highground in order to mine half the patches, and a bio mine push through the narrow gap would be hellish to turn around, or forcefield based army, etc.

However if you turned the lowground bases clockwise 1/3 turn and put them snug up against the cliff where the rocks are, it fixes most of the problems and also just makes the base better and more interesting imo. It would make your highground even more important (while you had that base) making the fight over the trench even more important but not the only option for positioning. You could defend from the lowground as well, and you would need to be ready to move there to meet an attack that comes from the low ground. This version would become better as a stepping stone to the close air 3rd as well imo.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-10-01 07:18:25
October 01 2013 07:13 GMT
#1580
On October 01 2013 15:17 EatThePath wrote:
@neg I don't like either. The highground 3/4 base will just make for boring passive games where people take the righthand 3rd and the middle as a 4th and then someone will lose theirs after the big fight. Game possibly could go on if someone took the 4/10 in the meantime. It makes the center an obligatory standoff, not a position in flux you might want to hold.
The lowground one will be impossible to use, since you'd need to maintain control of their highground in order to mine half the patches, and a bio mine push through the narrow gap would be hellish to turn around, or forcefield based army, etc.

However if you turned the lowground bases clockwise 1/3 turn and put them snug up against the cliff where the rocks are, it fixes most of the problems and also just makes the base better and more interesting imo. It would make your highground even more important (while you had that base) making the fight over the trench even more important but not the only option for positioning. You could defend from the lowground as well, and you would need to be ready to move there to meet an attack that comes from the low ground. This version would become better as a stepping stone to the close air 3rd as well imo.

Your explanation for why the low-ground base is so difficult to hold actually gave me a good argument to keep it as is, lol. I want it to be completely non-viable as a 3rd and not really be a base which is used very often - basically a late-game option for scrappy situations where players have small armies and are struggling to maintain an income, keeping with the map's small and aggressive nature.
vibeo gane,
Prev 1 77 78 79 80 81 217 Next
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
14:00
uThermal 2v2 Circuit April
uThermal366
SteadfastSC280
TKL 254
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 418
uThermal 385
Hui .323
Clem_sc2 291
SteadfastSC 280
TKL 254
StarCraft: Brood War
Britney 25642
Mini 1424
Soma 1142
Larva 668
Shuttle 388
firebathero 283
hero 268
ggaemo 213
Soulkey 146
Last 102
[ Show more ]
Sharp 95
Dewaltoss 77
PianO 57
Hm[arnc] 57
sSak 47
Movie 46
Hyun 40
Free 39
sorry 34
Shinee 32
Sexy 28
HiyA 20
Rock 18
Shine 16
IntoTheRainbow 12
Sacsri 12
soO 10
Dota 2
qojqva4075
Counter-Strike
olofmeister10886
fl0m1896
byalli1489
x6flipin237
Heroes of the Storm
Khaldor289
MindelVK12
Other Games
Grubby2514
FrodaN1194
Beastyqt574
B2W.Neo188
QueenE60
Trikslyr14
Organizations
Other Games
gamesdonequick1
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Response 4
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2161
• Jankos1988
Other Games
• Shiphtur164
• tFFMrPink 17
Upcoming Events
BSL
2h 4m
Afreeca Starleague
17h 4m
Wardi Open
17h 4m
Replay Cast
1d 7h
Sparkling Tuna Cup
1d 17h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
5 days
[ Show More ]
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)
Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
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.