• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:13
CEST 08:13
KST 15:13
  • 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 BlizzCon55Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?165Stellar 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 How do you feel about the StarCraft shooter announcement at BlizzCon 2026? 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
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
Official StarCraft website teases new content ahead of BlizzCon? BGH Auto Balance -> http://bghmmr.eu/ 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
Diablo IV EVE Corporation 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
Trading/Investing Thread US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine 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: 6510 users

Work In Progress Melee Maps - Page 93

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 91 92 93 94 95 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-12-19 18:46:25
December 19 2013 18:45 GMT
#1841
[image loading]

Try to identify what the concept of your map is. It seems to be large open spaces with narrow chokepoints and routes separated by long travel times. In that regard I rather like what you have now, but it needs to be fixed in terms of proportions, distances, and resource placement.

Your original stated concept of taking two bases at once is something worth playing around with, but I don't think you should grow too attached to any one map idea where you explore it -- it's rather experimental and will be hard to execute properly. Keep trying different things.
Comprehensive strategic intention: DNE
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2013-12-19 19:18:40
December 19 2013 19:08 GMT
#1842
[image loading]

Minor changes to the center; I split it into three highgrounds with paths between them. Again, the main end goal is to improve the flow and paths through the center. I feel that this layout makes it feel less awkward to take a fifth, without making it too easy or making the paths through the centre invalid. I also put the sixth base on a highground and narrowed the path around the edge of the map towards the fourth.

EDIT: Uploaded the wrong image, oops. Fixed now.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 19 2013 19:21 GMT
#1843
I think the outside path into the 4th should be a lot wider where it gets to the base, in order to promote its usage. Otherwise everything always goes by the same ramp from the nat/3rd highground that's been used the whole game.
Comprehensive strategic intention: DNE
skdeimos
Profile Joined May 2013
Canada155 Posts
December 19 2013 19:33 GMT
#1844
Hm. I think you're right.

[image loading]
Syphon8
Profile Joined July 2010
Canada298 Posts
December 20 2013 02:56 GMT
#1845
[image loading]

Starting texturing. Any major layout concerns?
',:/
SidianTheBard
Profile Joined October 2010
United States2475 Posts
December 20 2013 03:59 GMT
#1846
On December 20 2013 11:56 Syphon8 wrote:
[image loading]

Starting texturing. Any major layout concerns?


Can you put a more clear overview up? Really hard to see where ramps are etc etc. Really blurry >.<
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monitor
Profile Blog Joined June 2010
United States2409 Posts
December 20 2013 04:43 GMT
#1847
Little update to the map I'm messing around with. Might consider doing aesthetics soon. Still feel troubled about not having a 6th base.. and a 5th base that is difficult to hold.

[image loading]
https://liquipedia.net/starcraft2/Monitor
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2013-12-20 04:48:08
December 20 2013 04:47 GMT
#1848
I think you can warp units into the opponents main base over that little wall, monitor. And I share your uneasiness about the fifth base on that map. Other than that, I like it; the paths around the map seem very dynamic and well thought out.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 20 2013 05:26 GMT
#1849
@monitor: The highground overlooking the 3rd mineral line seems a bit cramped, especially considering the surrounding areas are the most narrow on the map. I think you could push the mineral line towards the outside of the map 1-2 squares and push the ramp/cliff on the inside further in to easily gain a few squares of breathing room here. Right now it's a relatively antizerg spot that's also a great place to shell the hatchery with tanks/colossus. Also you could add 2 squares to the east and west edges easily, the main could use the space, so could the natural, and so could the outer route. It's looking good, though. This is one of those maps where the aesthetics will really help make the map more readable by highlighting the flow.
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 20 2013 05:46 GMT
#1850
On December 20 2013 02:58 fedexfan wrote:
Played around with my map a bit :

[image loading]


I really like the shapes of this center, and the sort of dancing it would allow. I am also skeptical about the ease of three bases, and would be kind of interested in seeing what this map looks like with just two bases there instead of three (main and nat) making it a 12 base 4p. I would also encourage you to go back to cross spawn only with subtle variations. It will help mitigate the long scouting time.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-12-20 05:49:49
December 20 2013 05:48 GMT
#1851
On December 20 2013 13:43 monitor wrote:
Little update to the map I'm messing around with. Might consider doing aesthetics soon. Still feel troubled about not having a 6th base.. and a 5th base that is difficult to hold.

[image loading]


This is really exciting for what it could be, but I'm afraid that it will just push people towards 2 base all-ins and we'll never get to see the rest of the map... This is a little crazy maybe but what about giving the 3rd bases (cw and ccw) high yield gasses in order to make 3 base play very strong vs 2 base play? and 4 base play very strong vs 3 base play. It will still allow for the early aggression that can throw people off, but will heavily encourage macro games after that point. It would also probably make up for the map being difficult for a zerg ground army to engage on.
MarcusRife
Profile Joined March 2011
343 Posts
December 20 2013 21:27 GMT
#1852
4 player version

[image loading]


Analyzers
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
Last Edited: 2013-12-22 13:23:47
December 20 2013 22:59 GMT
#1853
deleted
algue
Profile Joined July 2011
France1436 Posts
December 21 2013 14:43 GMT
#1854
what do you think of low ground mains ?

+ Show Spoiler +
[image loading]
[image loading]
rly ?
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 21 2013 18:37 GMT
#1855
Since i made my map cross only, i removed the other 2 corner bases and made it prettier. Almost finished with the map

[image loading]
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2013-12-22 03:52:27
December 22 2013 03:50 GMT
#1856
On December 22 2013 03:37 fedexfan wrote:
Since i made my map cross only, i removed the other 2 corner bases and made it prettier. Almost finished with the map

[image loading]


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.

@Marcus_Rife: I like that layout a lot. No glaring issues, I think, although the vertical rush distance may be a little too short.
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 22 2013 13:23 GMT
#1857
On December 22 2013 12:50 skdeimos wrote:


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.




What if i told you......... The idea of the map is to have 2 "easy" expansions, but it is also obvious to the blind that the natural has it's own entrance with destructible debris. As far as the "weird" ramp is concerned, you can make the most standard walloff in the world with gate forge pylon and canon. Played it quite a bit yesterday, definitely "playable" . "Sorry" .

[image loading]
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 22 2013 17:57 GMT
#1858
On December 22 2013 22:23 fedexfan wrote:
Show nested quote +
On December 22 2013 12:50 skdeimos wrote:


You still haven't done anything to fix the fact that there are three bases behind one choke (and even that choke is inexplicably split into two). Without doing something to alleviate that, this map is just not playable. Sorry.




What if i told you......... The idea of the map is to have 2 "easy" expansions, but it is also obvious to the blind that the natural has it's own entrance with destructible debris. As far as the "weird" ramp is concerned, you can make the most standard walloff in the world with gate forge pylon and canon. Played it quite a bit yesterday, definitely "playable" . "Sorry" .

What if I told you giving players a maximum economy for practically free results in bad, boring death ball games? Also, that ramp setup screws over Terran. There's more than just Protoss FFE openings in this game.
Twitter: @iamcaustic
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 22 2013 18:13 GMT
#1859
The expansions are 1 gas 6 mineral patches .
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 22 2013 18:36 GMT
#1860
On December 23 2013 03:13 fedexfan wrote:
The expansions are 1 gas 6 mineral patches .

The 4th is right around the corner from the 3rd, and is easily defendable when you build up a ball from behind your easy-to-defend chokes. I guess you're still short one gas geyser, but nobody should be hurting for minerals and is still plenty enough gas to death ball it up.
Twitter: @iamcaustic
Prev 1 91 92 93 94 95 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
FoxeR 75
StarCraft: Brood War
Shuttle 3490
Stork 91
910 65
Aegong 59
yabsab 28
Dota 2
ODPixel368
NeuroSwarm157
Other Games
summit1g11614
JimRising 533
PiGStarcraft295
RuFF_SC240
KnowMe30
Organizations
Other Games
BasetradeTV222
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH404
• Sammyuel 24
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21937
• lizZardDota2112
League of Legends
• Jankos1066
Upcoming Events
Sparkling Tuna Cup
3h 47m
WardiTV Invitational
4h 47m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
8h 47m
Spirit vs Mixu
Clem vs TBD
RSL Revival
9h 47m
Serral vs Rogue
BlizzCon
12h 17m
IdrA vs MC
Replay Cast
17h 47m
Afreeca Starleague
1d 3h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 4h
Monday Night Weeklies
1d 9h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
4 days
IntoTheTV X SOOP
5 days
Replay Cast
5 days
GSL
6 days
Replay Cast
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
Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
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

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
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.