• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:49
CET 20:49
KST 04:49
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets3$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)15Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1825
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list? Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $25,000 Streamerzone StarCraft Pro Series announced WardiTV Winter Cup
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Potential Map Candidates BW General Discussion A cwal.gg Extension - Easily keep track of anyone Potential ASL qualifier breakthroughs?
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Awesome Games Done Quick 2026! Mechabellum Stormgate/Frost Giant Megathread
Dota 2
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 Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2238 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 States2474 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 States2408 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 14h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 246
IndyStarCraft 150
TKL 142
JuggernautJason119
Railgan 21
trigger 19
StarCraft: Brood War
Shuttle 580
Dewaltoss 148
910 30
Bale 8
Noble 5
Dota 2
LuMiX0
League of Legends
C9.Mang0147
Counter-Strike
fl0m3531
pashabiceps1429
Foxcn389
Heroes of the Storm
Liquid`Hasu425
Other Games
Liquid`RaSZi2162
FrodaN1496
Beastyqt962
B2W.Neo476
Harstem411
DeMusliM264
ArmadaUGS252
mouzStarbuck239
ToD137
QueenE95
Mew2King48
KnowMe41
OptimusSC24
Organizations
Other Games
gamesdonequick1836
BasetradeTV19
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• HerbMon 32
• FirePhoenix15
• 80smullet 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2401
• lizZardDota260
League of Legends
• TFBlade823
• Shiphtur566
Other Games
• imaqtpie1372
Upcoming Events
The PondCast
14h 11m
OSC
16h 11m
Jumy vs sebesdes
Nicoract vs GgMaChine
ReBellioN vs MaNa
Lemon vs TriGGeR
Gerald vs Cure
Creator vs SHIN
OSC
1d 16h
All Star Teams
2 days
INnoVation vs soO
Serral vs herO
Cure vs Solar
sOs vs Scarlett
Classic vs Clem
Reynor vs Maru
uThermal 2v2 Circuit
2 days
All Star Teams
3 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
3 days
OSC
3 days
Replay Cast
4 days
Wardi Open
4 days
[ Show More ]
Monday Night Weeklies
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-13
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
SC2 All-Star Inv. 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.