• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:56
CEST 04:56
KST 11:56
  • 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
ByuL, and the Limitations of Standard Play0Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)48ZeroSpace at Steam NextFest - Last free demo25Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
ByuL, and the Limitations of Standard Play 5.0.16 patch for SC2 goes live (8 worker start) take on 5.0.16 ?Bug in new patch Daily SC2 Player Grid - feedback wanted
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Rogue Command ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread
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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7703 users

Work In Progress Melee Maps - Page 91

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 89 90 91 92 93 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-12-16 00:18:48
December 15 2013 21:15 GMT
#1801
@Norx I personally don't like linear maps, i prefer maps where the players have more than one route to his opponent, for this map i would open up the center, the central highgrounds and the ramps up a bit, maybe it is the texturing but it seems to be too chocked up, also those gold bases will only be taken when one of the players is extremely ahead, and since you need the space i would just scrap them, other thing that could be problematic is that backdoor, since the attacking players has a shorter distance from the nat to the rocks than the defender, but i see where are you going with those rocks tho, to allow a easier reinforcement of the third base.

Other thing that i would change is the gas positions in the main base, maybe this is just nick picking but i prefer when both gases are in the same side since it allows zerg players to scout better, but meh, the last thing and this one is important is to search for sweet spots for cannon rushes in the natural's mineral line, that natural of yours has that evil smile that says "come, come, CR this poor zerg!"~



Guys have been working on a map now and i would like to hear your ideas about it:

[image loading]

The blending of the texture is a total mess, those textures are complete bitches when it comes to the blending but i'm getting there, i'll try if i can use the method Etcetra used for yeonsu, but first i need to see if i can use a more normal type of blending, as for the layout you can see it, it is a mix between yeonsu, Icarus and those central highgrounds that i love so much ♥

As a a bit of info the central rocks have 500 hp and 1 armor and will take 1 hp of damage each second until destroyed, both xel'naga towers are destructible and have 1750 hp with 3 armor and 750 shields that will regen just like protoss ones, the distance between players is ~60 seconds without the rocks down and ~54 with the rocks down, so quite averageish there, also these trees don't have pathing paint so units such as lings or marines can pass throw them, they block vision tho so beware of ambushes (♥)

The map is published in EU, AM, and Kr for those that may want to try it out first, and if you do please send me replays! i love to watch them :3!

So yeah, i think that's all....

//EDIT// I forgot to say the name of the map -.-; The name is KTT Red Forest
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
th0t
Profile Joined December 2009
Poland36 Posts
Last Edited: 2013-12-15 21:19:38
December 15 2013 21:16 GMT
#1802
Anyone know how to fix that problem ? Organic cliffs are all black,other are ok

+ Show Spoiler +
[image loading]
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 16 2013 00:27 GMT
#1803
That's the Static Shadows, don't worry about it when in-game it looks fine, if you want to take a screenshot without the cliffs being dark then you can move a doodad and the static shadows will recede and then when you want to publish the map you put the static shadows again.

I added the name of the map to my other post -.-
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 16 2013 01:03 GMT
#1804
Uvantak, an in-base expo and an easily taken nat? While are harass would be pretty strong, still having 3 bases behind a single choke is kinda weird, I think the FF idea would work great here. About the mid rocks, well 500 HP is almost nothing, what is their purpose exactly? Delaying any push by 6 seconds?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 16 2013 02:13 GMT
#1805
On the subject of neutral force fields...


Steel Cut


&#91;image loading&#93;

160x160
ModeratorI am still alive, somehow
TL+ Member
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 16 2013 02:41 GMT
#1806
My new Work In Progress map - Winter Wastelands

136x136

[image loading]

Main + Natural + 3rd and 4th + 5th setups

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


I would appreciate if you can point the major flaws that i have to work on. Thanks!
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 16 2013 02:42 GMT
#1807
On December 16 2013 10:03 moskonia wrote:
Uvantak, an in-base expo and an easily taken nat? While are harass would be pretty strong, still having 3 bases behind a single choke is kinda weird, I think the FF idea would work great here. About the mid rocks, well 500 HP is almost nothing, what is their purpose exactly? Delaying any push by 6 seconds?

That's why it is a WIP, for the central rocks their mission is to allow pushes of few units vs zerg without getting a huge surround with slow lings like it would happen on let's say.... any other map, but they disappear when those rocks could become problematic (mid/late game). The natural can't be walled off with few buildings, you need around 5 3x3 + a 2x2 one to wall that off if you want your wall to be defensible, so the only real way to take that as a natural is if you open with a aggressive opener but then your opponent can just not take his 8min2g base that fast and be safe behind his ramp while taking the icarus base instead, but i'm thinking of opening the 3rd base since as you say it could lead to stale games past the early game action that i'm trying to develop for the map, but even tho the map has those ledges (dunno if that's the right word) behind the icarus bases for drops, nydus and similar tactics that could make a interesting midgame/lategame, and that's why i'm torn here i'm not sure how the map would play out (other than in the few test games i have seen) and i'm seeking your thoughts.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 16 2013 19:47 GMT
#1808
Changed the textures and some other features of Winter Wastelands , this is how it looks now :

[image loading]

Main - natural - inbase third (6minerals + 1gas , pathway to 4th blocked by destructible ice block) :

[image loading]

4th + 5th with destructible ice blocks leading to map center and opponent's natural :

[image loading]
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 16 2013 21:25 GMT
#1809
On December 17 2013 04:47 fedexfan wrote:
Changed the textures and some other features of Winter Wastelands , this is how it looks now :
+ Show Spoiler +

[image loading]

Main - natural - inbase third (6minerals + 1gas , pathway to 4th blocked by destructible ice block) :

[image loading]

4th + 5th with destructible ice blocks leading to map center and opponent's natural :

[image loading]

I have but one question: where and how is a Terran supposed to situate his production on this map?
Twitter: @iamcaustic
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 16 2013 22:58 GMT
#1810
The main base and the "inbase" third. Thanks.
Aircooled
Profile Joined July 2012
United States79 Posts
December 17 2013 05:39 GMT
#1811
I've been inspired by recent gold and multi main entrance maps. Is this worth continuing?

[image loading]
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 17 2013 06:04 GMT
#1812
On December 17 2013 07:58 fedexfan wrote:
The main base and the "inbase" third. Thanks.

The in-base third? So we're looking at some (probably majority) of Terran's production having a 20 second-ish rally time just to leave the main base?

+ Show Spoiler +

I don't have access to a WIP, naturally, so I made myself a roughly 1:1 prototype to give you the benefit of the doubt and check out proportions. To get to the bottom of one ramp to the other took my little marine 20 seconds, which also means the back production (barracks w/ tech labs in this case) are going to see a similar rally time just to reach the main base ramp.

[image loading]


That's kind of absurdly long, and brings to light another criticism: air dominant strategies (warp prism harass/drops/mutas) vs that in-base third. If your army has any sort of position on the map, that base is as good as dead and with no truly viable alternative for a third base, I'd heavily recommend you either do a huge overhaul on your map's design flow or scrap it altogether.

Right now, almost every aspect of the map is counter-productive to good, entertaining gameplay.
Twitter: @iamcaustic
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2013-12-17 07:17:33
December 17 2013 07:17 GMT
#1813
Re-installed the editor because I've got a few weeks break from college. Not happy with the top right/bottom left corners of this, but its a start. I'd like to continue the highground pod control theme. Any suggestions for those areas are appreciated!

[image loading]
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-12-17 07:22:16
December 17 2013 07:22 GMT
#1814
On December 17 2013 14:39 Aircooled wrote:
I've been inspired by recent gold and multi main entrance maps. Is this worth continuing?

+ Show Spoiler +
[image loading]

Yeah, that's really cool. IDK about the golds in the mid. Center control seems too strong here. Some of the proportions are a bit off but I think the layout is good and the concept is interesting.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
December 17 2013 07:45 GMT
#1815
On December 17 2013 14:39 Aircooled wrote:
I've been inspired by recent gold and multi main entrance maps. Is this worth continuing?

+ Show Spoiler +
[image loading]


[image loading]

I am concerned about the yellow areas being too choked. I think there needs to be more room behind the minerals (purple area). There will be elevator drops and the like and you need room to defend it. If you walloff at the black bars what about the black path into the natural? Seems hard to defend. There is a lot going on here. You need to think very carefully about how it all works together,
MarcusRife
Profile Joined March 2011
343 Posts
December 17 2013 07:53 GMT
#1816
On December 17 2013 16:17 monitor wrote:
Re-installed the editor because I've got a few weeks break from college. Not happy with the top right/bottom left corners of this, but its a start. I'd like to continue the highground pod control theme. Any suggestions for those areas are appreciated!

+ Show Spoiler +
[image loading]


[image loading]

The base in yellow feels cramped. I recommend the following changes. Where the 6th base goes after this though I am not sure.
Aircooled
Profile Joined July 2012
United States79 Posts
December 17 2013 08:06 GMT
#1817
Yea the mid and second path to the main were my first concerns. I'm thinking about just removing the gold and focusing on the double entrance because right now theres not much room to work with.
MarcusRife
Profile Joined March 2011
343 Posts
December 17 2013 08:06 GMT
#1818
On December 15 2013 11:05 SidianTheBard wrote:
@Marcus
Random ideas I was thinking of.
+ Show Spoiler +

[image loading]


Picture has some errors but meh, you get the idea. lol


Thanks for the ideas. I implemented most of them. What is the purpose of adding the destructible rocks?

[image loading]

[image loading]
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 17 2013 08:52 GMT
#1819
On December 17 2013 17:06 MarcusRife wrote:
Thanks for the ideas. I implemented most of them. What is the purpose of adding the destructible rocks?

It just wouldn't be SC2 without them.
Twitter: @iamcaustic
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 17 2013 20:48 GMT
#1820
Currently working on this :

[image loading]

The center seems too empty, what can i possible do about it....
Prev 1 89 90 91 92 93 217 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#87
PiGStarcraft1004
CranKy Ducklings118
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1004
ProTech166
RuFF_SC2 142
Nina 73
StarCraft: Brood War
Rain 4409
GuemChi 3110
Shuttle 451
Terrorterran 12
Dota 2
LuMiX1
League of Legends
Doublelift5808
Counter-Strike
summit1g9829
Super Smash Bros
hungrybox591
Mew2King82
Other Games
C9.Mang0566
ViBE172
Maynarde112
Organizations
Other Games
gamesdonequick923
BasetradeTV140
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 91
• EnkiAlexander 60
• CranKy Ducklings SOOP29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush692
Other Games
• Scarra980
Upcoming Events
The PondCast
7h 4m
OSC
14h 4m
Douyu Cup 2020
1d 2h
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 13h
Douyu Cup 2020
2 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
3 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
4 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
4 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
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

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #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
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.