• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:00
CEST 19:00
KST 02:00
  • 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
Code S Season 2 (2026): RO4 and Finals Preview11TL.net Map Contest #22 - Voting & Ladder Map Selection5Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026): RO4 and Finals Preview What kind of tool would you be interested in? Oliveira Would Have Returned If EWC Continued TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL Code S Season 2 (2026) WardiTV Mondays Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Crypto Recovery Service 2026 Called Mighty Hacker 25 Years Since Brood War Patch 1.08 FlaSh's ASL S21 Finals Review BW animated web series: seeking contributors BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
ZeroSpace Megathread Summer Games Done Quick 2026! Nintendo Switch Thread The Perfect Game Path of Exile
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
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
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5678 users

Work In Progress Melee Maps - Page 87

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 85 86 87 88 89 217 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
November 24 2013 11:02 GMT
#1721
I have about 5 maps in making lol , will post after i finish refining a bit the layout ...

[image loading]

[image loading]


Author of Coda and Eastwatch.
Coppermantis
Profile Joined June 2012
United States845 Posts
November 25 2013 03:58 GMT
#1722
Which do you guys like better?

[image loading]

[image loading]
moskonia
Profile Joined January 2011
Israel1448 Posts
November 25 2013 04:42 GMT
#1723
What does the bridges do? And can you blink into the main from the ledge near it? The whole map is so weird that the middle shouldn't be the thing you focus on, although I prefer the 2nd version.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-25 08:06:00
November 25 2013 07:47 GMT
#1724
@Copper, Clustery bases and generally chokey at/near all the places you would fight (bases). But I actually like the 1st version more, because at least movement is impeded so you have to plan attacks more. But maybe I would provide wide pathways outside. Overall I think the execution needs a lot of tuning though.

@lez: Dirt map, scrap it. Ice map, winner! This is way cool keep going with it.

@meavis: I don't think gladiator is a map you can faithfully remake in the SC2 engine / metagame. Better to draw inspiration for something new.

@rife: You crazy, man. I think the distance is too short for such a ridiculous nat, for this map to work I think it'd be better to move the ramp to one side or the other and rig some sort of more conventional mineral line with greater enclosure.

@ghaleon: Try and integrate the expansion pattern more into the flow of the routes through the center of the map. Right now you just have a bunch of bases around the outside and some largely irrelevant features in between them, with the main points being the ramps that dictate travel distances and angles. If you adjusted the proportions in the base locations and spacing as Gfire was saying, this would naturally eat up some of the openness in the middle and also incorporate things more.

@negzero: Nice enough, best part is the 4th on the far side behind the wall. Deceptively interesting map, but not that exciting. What do you like most about it?
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
November 25 2013 18:02 GMT
#1725
On November 25 2013 16:47 EatThePath wrote:

@rife: You crazy, man. I think the distance is too short for such a ridiculous nat, for this map to work I think it'd be better to move the ramp to one side or the other and rig some sort of more conventional mineral line with greater enclosure.


I agree on the distance and enclosing the nat more. I was already working on it. The problem with a more conventional main-nat setup with this center is the rush distance gets too long and the map gets too big. The thirds also get really far away. Hopefully this is a good compromise.

[image loading]

[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 25 2013 21:34 GMT
#1726
^ That looks a lot better to me. Still a little concerned about how close the corner of the nexus/cc/hatch is to the ramp. I'm sure you have looked at this. Is one more diagonal unit away make it too far? Worried that the defender is too cramped.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2013-11-28 07:27:47
November 28 2013 07:21 GMT
#1727
@Uvantak

+ Show Spoiler +
On November 14 2013 07:42 Uvantak wrote:

@Namrufus i like both! to hell with haters square maps ftw!

As for the first one i would make the half bases full bases and remove horizontal spawns, not because the may be too close but because the attack paths are too linear for my taste, and reduce that area behind the LoS blockers a bit, other than that the map is fine by me.
In the second one...
+ Show Spoiler +
[image loading]
Open this image and yours and swap the tabs between them so you can see the changes more easily, also separate the Main base from that third (?) base with a lowground with some doodads on it, that way blink stalker all ins won't be so strong




For the first map I think I'll want to keep the half-base, in keeping with the inspiration for the map (bw lost temple) and because I don't want 3 full bases all in the same corner so close together, I could move the outer base farther away and make it a full... but ehhhhh...

What's your reasoning on reducing the amount of area behind the los blockers?

What I might do is flip the positions of the main and the nat, then make the inbase a true half base and the outer nat a full base, in order to increase the tiny air distance in vertical positions (or I could just increase the vertical dimension of the map a bit and move the main/nat away.)

About the linearity on horizontal positions: yeah, it is pretty linear, but it only will happen 1/3 of the time (and that position will have the multiple collapsible rock ramp things between the spawns, which may or may not be interesting.)

I'm probably just discard this map.

for the second map... yeah, I'm probably going to put this map to the side for a while, maybe reuse some of the features for later. Good point on the stalkers, that would be my priority 1 change, adding a bit of airspace around the main to reduce the blinkable surface area.

thanks for the detailed feedback, I really appreciate it.





Rough map based lightly on the BW map Ride of Valkries.
[image loading]
128x144

I want to experiment with low resources. The lower three bases are effectively 6m1hyg FRB (1 + 3/4 + 1/2 = 3 x 3/4), but they share a single choke point until the rocks go down. The base to the north of the natural can be blocked off by rocks, though still accessible by a looong path around to a backdoor.

(yeah, the middle base to the north is 4 hyg)

Things about the map that I dislike the most:
- 'pressure point' just outside below the ramp to the big highground area and outside the collapsible rock base, from which the first four bases can be accessed, seems a bit one-dimensional.
- general lack of maneuverability between paths on the map, which I guess is the main point, but his may be a bit extreme. (few connections between upper, middle and lower paths, might be a bit too 'linear' on those parts of the map), also might be a bit too chokey in the north.

Save this or scrap it? Is the FRB thing stupid?
This is it... the alpaca lips.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 28 2013 08:14 GMT
#1728
What's FRB?
moskonia
Profile Joined January 2011
Israel1448 Posts
November 28 2013 13:36 GMT
#1729
On November 28 2013 17:14 neobowman wrote:
What's FRB?

Fewer resources per base, a movement started by Barrin to get an income more similar to BW by having bases be 6m1hyg instead of the normal 8m2g.
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2013-11-28 15:20:57
November 28 2013 15:20 GMT
#1730

Idea for a rush map.

- Tiny map
- In base expansion
- Extremely limited building space
- Very close 4 bases
- Open "natural"

Basically, the idea is to make a "macro map", with in base expansions, close, easily defendable bases, then make the map absolutely tiny, and limit building space. As a result, I think it might force the players to be more aggressive so they can secure the bottom expansion, and get more building space.

There are 4 rocks blocking each of those spaces.

[image loading]
Cereal
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 28 2013 17:41 GMT
#1731
Made the first main-nat-third layout i actually quite like. :D
Good/bad ?
[image loading]
Author of Coda and Eastwatch.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 28 2013 21:15 GMT
#1732
can it hold 6pool?
"Not you."
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 29 2013 03:00 GMT
#1733
Ah yes, good, please use the Protoss tileset in the desert. I want an Egypt-Protoss themed map, we don't have one yet
~ ~ <°)))><~ ~ ~
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 29 2013 05:04 GMT
#1734
On November 28 2013 22:36 moskonia wrote:
Show nested quote +
On November 28 2013 17:14 neobowman wrote:
What's FRB?

Fewer resources per base, a movement started by Barrin to get an income more similar to BW by having bases be 6m1hyg instead of the normal 8m2g.

Haha, I had no idea about that. I'm making a map like that now.

skdeimos
Profile Joined May 2013
Canada155 Posts
November 29 2013 06:23 GMT
#1735
I really like working on map layouts, and I have 3-4 that are complete/nearly complete, but I'm bad at aesthetic work and doodads. As a result, I have a lot of map layouts are are complete but I never get around to doing aesthetic work. I'm wondering if there's anyone here with the opposite problem? Maybe we could collaborate on maps
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 29 2013 06:24 GMT
#1736
On November 28 2013 16:21 Namrufus wrote:
Save this or scrap it? Is the FRB thing stupid?

Frankly I see FRB as a waste of time and energy. The base income cap is hardly an issue compared to more systemic issues with map design in SC2. The first issue it was trying to address was "oh no, players on 4 or 5 bases won't see any economic benefit vs. a 3 base player". It kind of missed the point that having a consistent 3 base economy should be pretty hard to do in the first place -- you can read more about my opinions regarding the scaling of economy here. If you watch some of the Brood War streams you'll see a lot of third bases getting denied, either temporarily or permanently, and a good number of games that never make it to 3 bases in the first place. By the time players should be acquiring a 4th base, there should likely be some dwindling of resources in the main base, especially with SC2's mining rates (read on for an explanation about that).

FRB also griped about how the improved SC2 pathing resulted in higher income/minute while making mining rates for all 3 races the same (Probes mined faster than SCVs in SC1), which is really a plus in my opinion. Aside from better racial economic balance, it actually has little consequence beyond getting the early game going a bit faster -- total resources per base are effectively the same in SC1 and SC2 (SC1 had 9 mineral patches for the main and 7 for expansions -- or 6 for mineral only). So, you'd basically be looking at an extra mineral patch per base in SC2 once you reach 3+ bases. SC2's 2 geyser system shoots the vespene/minute above BW levels, but also comes at the cost of 3 additional workers, which cuts into mineral income until full saturation. Other than that, sure you're getting resources faster than BW per base, but so is your opponent which renders the point moot IMO.

TL;DR -- SC2's economy is different, but not that different, and FRB is mostly splitting hairs when there are far more impactful map design decisions to be made. FRB wouldn't stop Alterzim Stronghold from still being a terrible map, for example.
Twitter: @iamcaustic
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-11-29 06:34:56
November 29 2013 06:34 GMT
#1737
@iamcaustic, Alterzim is not a terrible map, you may not like it but I find that it is quite interesting. A map that is purely macro is a very refreshing change from the standard with a slight difference that most maps are. Alterzim forces me to change my builds from other maps, for example my standard PvP build is 4gate phoenix all in if I see an expo, but on Alterzim it just won't work because of the 1 width ramp to the main and nat, so I go FE. There are some issues of the map, but overall I like it. I would like if there are extreme maps in the pool instead of standard maps + variations.

I agree with most of the rest of your post though
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 29 2013 06:38 GMT
#1738
On November 29 2013 15:23 skdeimos wrote:
I really like working on map layouts, and I have 3-4 that are complete/nearly complete, but I'm bad at aesthetic work and doodads. As a result, I have a lot of map layouts are are complete but I never get around to doing aesthetic work. I'm wondering if there's anyone here with the opposite problem? Maybe we could collaborate on maps

That's unfortunate, I have the same problem as you...
vibeo gane,
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-11-29 06:59:55
November 29 2013 06:58 GMT
#1739
On November 29 2013 15:34 moskonia wrote:
@iamcaustic, Alterzim is not a terrible map, you may not like it but I find that it is quite interesting. A map that is purely macro is a very refreshing change from the standard with a slight difference that most maps are. Alterzim forces me to change my builds from other maps, for example my standard PvP build is 4gate phoenix all in if I see an expo, but on Alterzim it just won't work because of the 1 width ramp to the main and nat, so I go FE. There are some issues of the map, but overall I like it. I would like if there are extreme maps in the pool instead of standard maps + variations.

I agree with most of the rest of your post though

I consider a map terrible when it alters the game to a point where economic management and denial is thrown out the window due to freebie max economy and an impossibly long rush distance. There's only two things to focus on: maintaining constant production and being prepared when it comes to standard matchup-specific tech switches. That, and occasionally figuring out how to beat utterly imbalanced mass unit compositions that would normally never come to fruition on a more reasonable map.

Well, it doesn't matter as much for Protoss because proxy pylon and all so you have some reasonable opportunity for early/mid timings and on-the-fly backstab harassment, but it's awful in every other case. I'd have more fun playing Accounting Simulator 2013.
Twitter: @iamcaustic
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 29 2013 13:55 GMT
#1740
I like texturing/put doodads on maps but i have very terrible layout knowledge , we might make some maps together :D
Author of Coda and Eastwatch.
Prev 1 85 86 87 88 89 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 7h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 169
trigger 108
ProTech96
BRAT_OK 74
StarCraft: Brood War
Calm 3939
Shuttle 1077
Mini 801
EffOrt 601
ggaemo 172
Soulkey 158
firebathero 104
Rush 102
hero 54
Hyun 46
[ Show more ]
ToSsGirL 45
actioN 37
Pusan 34
sorry 28
Rock 23
GoRush 21
IntoTheRainbow 16
Hm[arnc] 14
soO 11
ajuk12(nOOB) 10
SilentControl 9
Dota 2
Gorgc11605
qojqva2976
Fuzer 158
League of Legends
Reynor86
Counter-Strike
fl0m5598
zeus260
Super Smash Bros
C9.Mang0181
Heroes of the Storm
Liquid`Hasu2
Other Games
gofns32511
tarik_tv8265
FrodaN757
B2W.Neo491
byalli379
DeMusliM357
Hui .158
Liquid`VortiX134
crisheroes127
RotterdaM110
ArmadaUGS100
Mew2King91
QueenE72
Trikslyr47
CosmosSc2 6
MindelVK6
Organizations
Other Games
BasetradeTV230
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 20
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota236
League of Legends
• Jankos2053
• TFBlade889
Other Games
• WagamamaTV807
• Shiphtur173
Upcoming Events
PiGosaur Cup
7h 1m
Replay Cast
16h 1m
Kung Fu Cup
18h 1m
Maestros of the Game
22h 1m
Classic vs Lambo
Clem vs Maru
Replay Cast
1d 7h
The PondCast
1d 17h
Maestros of the Game
1d 22h
Serral vs Rogue
herO vs SHIN
OSC
2 days
Replay Cast
2 days
Maestros of the Game
2 days
[ Show More ]
Replay Cast
3 days
CranKy Ducklings
3 days
uThermal 2v2 Circuit
3 days
Sparkling Tuna Cup
4 days
uThermal 2v2 Circuit
4 days
OSC
5 days
Wardi Open
5 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.