• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:34
CEST 01:34
KST 08:34
  • 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 Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon47Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?158Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
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
BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Diablo IV Nintendo Switch Thread [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 Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
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: 7051 users

Work In Progress Melee Maps - Page 84

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 82 83 84 85 86 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 07 2013 14:50 GMT
#1661
On November 07 2013 11:24 EatThePath wrote:
[image loading]

Result of a brainstorm tonight on open naturals and forward defendability at narrow areas. And tries to have spread out bases... after the first three and a half.


kind of like this. the third is far too safe for my liking though.
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-07 18:25:37
November 07 2013 18:12 GMT
#1662
On November 07 2013 23:50 a176 wrote:
Show nested quote +
On November 07 2013 11:24 EatThePath wrote:
[image loading]

Result of a brainstorm tonight on open naturals and forward defendability at narrow areas. And tries to have spread out bases... after the first three and a half.


kind of like this. the third is far too safe for my liking though.

How would you change it? I wanted it to be pretty safe after having to potentially scrum over the natural which doesn't have the typical 9 square choke. But I kind of agree. Move it clockwise further down the access path from the plateau, away from the natural? Add a path from the lowground outside edge? Make it cliffable from the lowground outside edge?



On November 07 2013 21:59 ConCentrate405 wrote:
Sad to know that it was already been tested... even sadder that it didn't work...

On the brightside, having a lava map on the pool for RedBull/TLMC is a tell that maybe now some triggers and regions are acceptable on melee maps, as long as you don't make some crazy arcade stuff and only emulate the basic game mechanics.
Hmmm horizons are expanding... time for a slightly different aproach on my map.

Hey, I'm glad there is still creativity and new thoughts in the scene.
Comprehensive strategic intention: DNE
Vicissitude
Profile Joined October 2013
Sweden28 Posts
Last Edited: 2013-11-07 18:31:53
November 07 2013 18:31 GMT
#1663
On November 08 2013 03:12 EatThePath wrote:
Hey, I'm glad there is still creativity and new thoughts in the scene.


That is always extremely welcome, creativity will always shine.

More on topic, I do like how your map is structured, or at least what I can see from the image. Maps do always seem to tight and crammed when I look at them this way though, and I'd like to try this one out with a friend, if possible. Is this map uploaded on any server or it's only your local creation thus far?
Unless stated otherwise, my posts are from the view of someone who watches SC2 and want to improve it from that perspective, and those opinions will most often have little to do with what experience when I actually play.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-07 19:13:35
November 07 2013 19:06 GMT
#1664
On November 08 2013 03:31 Vicissitude wrote:
Show nested quote +
On November 08 2013 03:12 EatThePath wrote:
Hey, I'm glad there is still creativity and new thoughts in the scene.


That is always extremely welcome, creativity will always shine.

More on topic, I do like how your map is structured, or at least what I can see from the image. Maps do always seem to tight and crammed when I look at them this way though, and I'd like to try this one out with a friend, if possible. Is this map uploaded on any server or it's only your local creation thus far?

It's on NA, I'll put it on EU for you.

It will probably seem much more open in game. ^^
Comprehensive strategic intention: DNE
Vicissitude
Profile Joined October 2013
Sweden28 Posts
November 07 2013 19:28 GMT
#1665
On November 08 2013 04:06 EatThePath wrote:

It's on NA, I'll put it on EU for you.

It will probably seem much more open in game. ^^


Yes, that is most often the case! Thanks a bunch. What is the map called?
Unless stated otherwise, my posts are from the view of someone who watches SC2 and want to improve it from that perspective, and those opinions will most often have little to do with what experience when I actually play.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-07 20:07:37
November 07 2013 20:05 GMT
#1666
On November 08 2013 04:28 Vicissitude wrote:
Show nested quote +
On November 08 2013 04:06 EatThePath wrote:

It's on NA, I'll put it on EU for you.

It will probably seem much more open in game. ^^


Yes, that is most often the case! Thanks a bunch. What is the map called?

Oh, lol... sorry. It's called "open nat 1 wip".
Comprehensive strategic intention: DNE
Vicissitude
Profile Joined October 2013
Sweden28 Posts
November 07 2013 21:54 GMT
#1667
On November 08 2013 05:05 EatThePath wrote:
Show nested quote +
On November 08 2013 04:28 Vicissitude wrote:
On November 08 2013 04:06 EatThePath wrote:

It's on NA, I'll put it on EU for you.

It will probably seem much more open in game. ^^


Yes, that is most often the case! Thanks a bunch. What is the map called?

Oh, lol... sorry. It's called "open nat 1 wip".


Thanks again.
Unless stated otherwise, my posts are from the view of someone who watches SC2 and want to improve it from that perspective, and those opinions will most often have little to do with what experience when I actually play.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 08 2013 04:38 GMT
#1668
@EatThePath My first thought for making the third less safe is to rotate the minerals around so that they are more vulnerable to air, increasing the airspace there just a bit as well, and perhaps even putting losb behind the mineral lines to enable drops and prevent putting static d there.
MarcusRife
Profile Joined March 2011
343 Posts
November 08 2013 15:24 GMT
#1669
Here is something I cranked out based on Superouman's suggestions in the TLMC thread.

[image loading]

[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2013 19:31 GMT
#1670
@Marcus: That's really cool, I love the lava in conjunction with the chokepoint style, really gives it flavour. Can I recommend the skygeir cliffs on the bridges to make them look like they're up above the lava and not in it? Regarding layout, a few concerns. Why the double size main ramp? I don't see the point and you already have a back door anyway which adds vulnerability. Also, you might need to make LosB or no-build at the back door so people can't warp into the main from behind the rocks. The clockwise 3rd is too easy I think, and so is the clockwise 4th. It will be really simple for protoss to take a 3rd against zerg with these chokepoints and a minimal sentry based army and some walling. I suggest you make the passageway between the 3rd and 4th much wider so the 3rd has a dangerous but distant attack route into it, and push the 4th farther away so it's not to trivial to expand there at a whim. Not sure, you might have to enlarge the map to find more space for it. Imo, this is one of the few maps where excess airspace would be a good thing, given how many chokes and narrow places there are. It would give a nice dimension to map control where you have just enough ground to cover yourself and drop harass and air skirt around the map looking for ways to poke in and do damage.

@RFD: That's a good idea, I'll try it.
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
November 08 2013 21:13 GMT
#1671
On November 09 2013 04:31 EatThePath wrote:
@Marcus: Why the double size main ramp? I don't see the point and you already have a back door anyway which adds vulnerability. .


It wasn't meant to create vulnerability. I think putting a single wide ramp hurts the defender more than it helps them. When trying to move to cover the back door it would be annoying to have to pass through a single wide choke. I will take your suggestions under consideration I think many of them will improve the map.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2013 21:49 GMT
#1672
On November 09 2013 06:13 MarcusRife wrote:
Show nested quote +
On November 09 2013 04:31 EatThePath wrote:
@Marcus: Why the double size main ramp? I don't see the point and you already have a back door anyway which adds vulnerability. .


It wasn't meant to create vulnerability. I think putting a single wide ramp hurts the defender more than it helps them. When trying to move to cover the back door it would be annoying to have to pass through a single wide choke. I will take your suggestions under consideration I think many of them will improve the map.

Well, not that we've seen it recently but really early all ins are much stronger on a wider ramp. For example, I think protoss just dies to some early barracks attacks unless they preemptively play in such a way as to handle them, which immediately puts them behind if the terran isn't doing such an attack. But I couldn't say for sure. It also makes early pools much much stronger. etc.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2013 22:49 GMT
#1673
[image loading]

Rotated the 3rd base so the mineral line is vulnerable from the cliff, and added a pathway below it connecting to the outside lowground. Added an overlord pod near the natural.
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
November 10 2013 01:52 GMT
#1674
Made some changes added some things

[image loading]

[image loading]

I tried the skygeir cliffs as suggested.

[image loading]
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 10 2013 05:44 GMT
#1675
You should probably add at least a couple more extremely wide open areas to compensate for the tiny chokes everywhere. Also I think what he meant with the Skygeirr cliffs would involve you moving everything down 1 terrain level so the bridges are at the lowest level, in which case the bridges would use the thin platform cliffs and make it look like they are actually suspended above the lava.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 10 2013 10:01 GMT
#1676
It does look kind of cool with the understructure, but yes this is what I meant.

I liked the towers better in the old location, especially now that you have 3 bases clustered in the corner all guarded by the new tower. If you lower the cliff levels, you might be able to do something interesting with highground at the corner platform.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2013-11-11 03:41:48
November 10 2013 12:15 GMT
#1677
What started out as a massive rework of White Forest basically turned into its own map. The goals here were:

-Emphasize/exaggerate the spread-out base layout of the original, making it more BW-ish.
-Discourage turtling on any number of bases (except 2 maybe) - the distance you must cover and defend always increases dramatically with each new base taken. (Also effectively solves the original's potential split-map problem)
-Make the 3rds far but not too difficult to be taken
-Enable multiple expansion patterns - the fact that most expansions are approximately equidistant from each other means that 2 bases on each side (1/7 and 2/8) are effectively neutral and could be taken by either player. Even the 3rds are a choice - P and T will probably take the choked 12/6 bases but Z has the option of taking 2/8. Circle syndrome exists as a result, but should be partially nullified by the fact that each base is further than normal from the adjacent bases.
-Emphasize alternating chokes and open spaces - still working on this one, I'd like to make the chokes even more chokey and the open areas even more open. For instance I'm considering removing some (or all) of the destructible rocks and simply making those ramps narrower, and/or messing with the proportions in front of the 2/8 bases, but idk exactly what to do yet.

Overall the layout is very standard, but I wanted to test how these more spread-out proportions would work on an otherwise ordinary map before making something a bit more unique.

[image loading]

Angled:
+ Show Spoiler +
[image loading]
vibeo gane,
Aircooled
Profile Joined July 2012
United States79 Posts
November 11 2013 04:54 GMT
#1678
I like the idea of making the center rock ramps maybe even 1x and the center high ground pod ramps 3x (move the rocks there maybe?) as it would encourage army movement around the outside like Tristram but here theres an easier third for p and t as you said.

I've been trying to make a semi island map for a litttle while now and recently came up with this; not sure if I should open up the middle path or keep it how it is.
[image loading]
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 11 2013 09:45 GMT
#1679
Not sure how that's considered a semi-island map, it has only 2 islands which isn't unheard of on standard maps. I'd say keep the narrow middle, maybe open up a couple more already open areas to compensate. But I can't really judge the openness well without testing the map, you'll definitely want other more experienced opinions.

On my map I think I'll try changing 4 of the rocked triple ramps to single ramps but keeping the center ones triple with rocks, to keep the option of effectively flanking an army in the central corridor once the rocks are down.
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 11 2013 10:32 GMT
#1680
What about this?

[image loading]

I think it highlights the highground pods even more, which seems to be the focus around which the open/choke dynamics build tension.
Comprehensive strategic intention: DNE
Prev 1 82 83 84 85 86 217 Next
Please log in or register to reply.
Live Events Refresh
OSC
20:30
Masters Cup #151
davetesta64
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 450
Nina 113
ViBE105
StarCraft: Brood War
Britney 13461
Artosis 502
NaDa 55
Dota 2
monkeys_forever315
canceldota47
League of Legends
Doublelift6428
JimRising 502
Counter-Strike
fl0m4983
Coldzera 1445
minikerr60
Super Smash Bros
C9.Mang0343
Heroes of the Storm
Liquid`Hasu620
Other Games
summit1g10058
B2W.Neo1014
RotterdaM234
XaKoH 169
Trikslyr60
Sick0
Organizations
Heroes of the Storm
Heroes of the Storm2013
StarCraft 2
StarCraft888
StarCraft: Brood War
Afreeca ASL 524
Other Games
BasetradeTV210
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 97
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21658
Other Games
• imaqtpie869
Upcoming Events
Sparkling Tuna Cup
10h 27m
WardiTV Invitational
11h 27m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
15h 27m
Spirit vs Mixu
Clem vs TBD
RSL Revival
16h 27m
Serral vs Rogue
BlizzCon
18h 57m
IdrA vs MC
Replay Cast
1d
Afreeca Starleague
1d 10h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 11h
Monday Night Weeklies
1d 16h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
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
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

Blizzard Classic Cup 2026
Acropolis #5 - GSA
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
PGL Major Singapore 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.