• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:05
CEST 21:05
KST 04:05
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 20-26): Early returns on 5.0.16b2IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"7ZeroSpace Early Access is Now Live!40Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2
StarCraft 2
General
Weekly Cups (July 20-26): Early returns on 5.0.16b Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16) 3kb/s downloading patch..... are we back to 1998? Terran or Protoss
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
screpdb: new Starcraft reporting tool BW General Discussion ASL22 General Discussion ASL 22 Proposed Map Pool Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Star Con San Diego 2026 Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Simple Questions, Simple Answers PvT advise for noobs
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4658 users

Work In Progress Melee Maps - Page 99

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 97 98 99 100 101 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 03 2014 06:51 GMT
#1961
If by "natural cliff less exposed" you're implying that the natural cliff is currently droppable, then that certainly should NOT be the case. Aside from that, the entire natural should just be smaller overall - just matching the creep spread from 1 hatch should produce a good size. The ramp size (3FF) is fine, no need to change that.
vibeo gane,
maltenp
Profile Joined May 2013
Sweden15 Posts
Last Edited: 2014-02-03 22:33:01
February 03 2014 22:30 GMT
#1962
Very far from finished with the aesthetic but here is the concept anyway.

Concept view:

[image loading]

(Bear with me, did the textures etc. in less than an hour..)

High res overview:

+ Show Spoiler +
[image loading]


Map Analyser:

+ Show Spoiler +
[image loading]


Let me know what you think about the layout, concept and especially balance issues.

Thanks!
algue
Profile Joined July 2011
France1436 Posts
February 04 2014 07:20 GMT
#1963
@maltenp : looks good but the rush distance looks so short compared to any other path that I doubt anybody will move around the entire map.
rly ?
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
February 04 2014 13:20 GMT
#1964
@Maltenp Maybe have a couple set of destructible debris diagonally across the centre so that people can't go through there early game?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
February 05 2014 20:37 GMT
#1965
I'm working on an revamped version of metalopolis, the idea is to make it in a burning theme, plus a few changes in layout, cliffs and wathever to make it more suitable for HOTS. It's an obvious map to remake so I'm sorry if there is too many already.
2 spawning positions only (old cross). No Watchtowers.
[image loading]

The natural is on higher ground than the original to create a ramp and make it safer from main pathway, but the its relation to the third remains, a huge ramp to high ground.

+ Show Spoiler +
[image loading]


There's no close by air positions. Instead that base "was destroyed", including the original ramp. Now it has a side ramp that conects to the center bases (no golds). Also the center bases has only 2 ramps now.
+ Show Spoiler +
[image loading]


My main concern is the central bases. Not expecting anyone to take them unless is really necessary so should I scrap them and just make an open field? Or leave some terrain/doddads to make some chokes?
Any suggestions in general?
Its missing some geysers..oops...
I look like someone's uncle after a hard life
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
February 09 2014 02:58 GMT
#1966
On February 06 2014 05:37 ConCentrate405 wrote:
I'm working on an revamped version of metalopolis, the idea is to make it in a burning theme, plus a few changes in layout, cliffs and wathever to make it more suitable for HOTS. It's an obvious map to remake so I'm sorry if there is too many already.
2 spawning positions only (old cross). No Watchtowers.
[image loading]

The natural is on higher ground than the original to create a ramp and make it safer from main pathway, but the its relation to the third remains, a huge ramp to high ground.

+ Show Spoiler +
[image loading]


There's no close by air positions. Instead that base "was destroyed", including the original ramp. Now it has a side ramp that conects to the center bases (no golds). Also the center bases has only 2 ramps now.
+ Show Spoiler +
[image loading]


My main concern is the central bases. Not expecting anyone to take them unless is really necessary so should I scrap them and just make an open field? Or leave some terrain/doddads to make some chokes?
Any suggestions in general?
Its missing some geysers..oops...


Maybe put collapsible rocks on at least one of the ramps? Or maybe on both, so a player can make islands? It would be a cool mechanic when you take both towers.

Maybe you could stick a single rich geyser in each of the two middle bases?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
February 09 2014 03:45 GMT
#1967
Here's a rough idea of Isolo (144 x 144)

[image loading]

Notable Features:
  • Third can be backdoored
  • Units can walk between the pairs of rocks in the center (and can be seen by tower as they do)
  • Initially a long rush distance due to the roundabout path units have to take, shortened after rocks go down
  • Gold bases w/ 6 patches
  • Bases at 9 and 3 have two rich geysers but are very vulnerable from attacks on the right ramp and from the main
  • Watch tower in the center is walled off by two mineral patches with 25 mins each
  • Very open center
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-02-10 00:50:10
February 10 2014 00:43 GMT
#1968
@Sentinel: Overall I think the map will be too splitty in the late game, since controlling the high grounds on either side allow you to easily move to defend ground attacks against any of the bases on your side. Also the natural and 3rd backdoor entrances are too narrow, 3rds are probably too tight, and the mains are too large. I think a good place to start would be shrinking the mains into the corners and moving the naturals towards the mains - this will help spread the bases out and make more room for them in general.



Here's something I made. I don't like ubermacroturtlealterzim games so the map is fairly low resource, with 10 spread out bases, and I'm madly in love with high ground pods so there's 4 of them. Also the main/nat/3rd being in a nearly straight line should make defending against mutas, and other air in general, a little easier. Other than that, standard map is standard.

Also I know warp-ins over the wall blocking the main are currently possible, but I'll definitely add doodads and pathing blocked areas to prevent that in more complete versions.

[image loading]

Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]
vibeo gane,
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-02-10 00:56:02
February 10 2014 00:55 GMT
#1969
@NegZero: That's beautiful. I looooove high ground pods. Maybe a bit too chokey though?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 10 2014 00:56 GMT
#1970
@neg That looks really fun. I love the high ground between the 3rd and 4th, it's like a perfect instance of that sort of map feature.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 10 2014 01:07 GMT
#1971
On February 10 2014 09:55 skdeimos wrote:
@NegZero: That's beautiful. I looooove high ground pods. Maybe a bit too chokey though?

Thanks, any suggestions on areas to open up?
vibeo gane,
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
February 10 2014 01:20 GMT
#1972
I do like three elevation levels over two.

I wouldn't say it's more chokey per se, it's actually more open-looking than Heavy Rain.

Are you going to leave that rock pillar in front of the natural exposed? It would be a cool mechanic for colossus/stalker/tank/drop positioning.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 11 2014 19:56 GMT
#1973
[image loading]
concept im working on
"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 11 2014 20:01 GMT
#1974
Not enough outer bases currently imo, seems like a lot of 6 base turtling
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-02-12 02:21:50
February 12 2014 02:17 GMT
#1975
Cross spawns only? Is this better than Metropolis? I think so... maybe. If it's cross spawns, lose the 12/6 oclock bases and put some bases on the east/west highgrounds, and make the map a little narrower? Or pinch in the mains/nats.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-02-14 05:43:43
February 14 2014 05:19 GMT
#1976
I've been spamming out a lot of WIPs lately, here's my 4th unfinished layout.

I'm not sure if this type of main choke has been tried before, but I can't recall any maps in particular which have used it. The widest part of the choke nearest the main can be walled with the standard 2 depots + rax, or gate+core with a 1 unit gap, and each of the smaller chokes it splits into can be blocked with 1 FF.

Also the map is quite small at 132x132, and the forward natural placement leads to an extremely short rush distance of 92.3 tiles (32.8 seconds with a worker). Players could theoretically choose to take the 3rd as the natural to avoid this, although at the cost of the farther distance. This is definitely an early game focused map, although still with the possibility for matches to go well into the late game with the presence of 6 spread out bases per player - the longer the game goes the more standard it should get.

Suggestions are appreciated, pls tell me what's broken. The map is based very loosely on this very old BW map, although it's so heavily edited it's definitely a new map by now, lol.

[image loading]

Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]
vibeo gane,
greenroom
Profile Joined February 2012
United States20 Posts
Last Edited: 2014-02-14 21:28:00
February 14 2014 21:27 GMT
#1977
@Meavis - I really like that layout! I do agree with everyone else though, it looks too top-vs-bottomy.

@Negative - Very cool layout of the first 3 bases. I really like the y-path from the main into the natural and 3rd.

It seems like this might be a tough map for zerg to me. I can just imagine siege tanks hitting the natural from the other side of the wall, or a few sentries sneaking in through the back door and ffing the main entrance. I'm no expert though. Very cool.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2014-02-17 21:45:45
February 17 2014 21:45 GMT
#1978
[image loading]

"Pocket nat or open nat?"

"WHY NOT BOTH?"
',:/
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 17 2014 22:33 GMT
#1979
lol well played, Syphon8, I like it, but the middle is kinda tight with every early attack route flowing through it
~ ~ <°)))><~ ~ ~
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-02-18 09:03:14
February 18 2014 09:02 GMT
#1980
On February 18 2014 06:45 Syphon8 wrote:
+ Show Spoiler +
[image loading]


"Pocket nat or open nat?"

"WHY NOT BOTH?"

Oh God... the Reaper and Blink abuse with that main... not to mention the sickest siege tank positioning to deny the main ramp ever. I think it's a flunk for TvT and TvP unfortunately. Would have to scale down the shenanigans to avoid the auto losses.
Twitter: @iamcaustic
Prev 1 97 98 99 100 101 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 725
RushiSC 39
SpeCial 31
MindelVK 29
StarCraft: Brood War
Calm 3857
Mini 359
ggaemo 158
Soulkey 113
Dewaltoss 81
BRAT_OK 73
scan(afreeca) 22
Dota 2
qojqva3344
XcaliburYe214
syndereN163
League of Legends
Trikslyr59
Counter-Strike
fl0m2001
byalli987
Super Smash Bros
C9.Mang0184
Mew2King68
Heroes of the Storm
Liquid`Hasu322
Other Games
Grubby3952
Beastyqt940
elazer313
B2W.Neo152
ArmadaUGS138
Pyrionflax128
UpATreeSC95
XaKoH 79
JuggernautJason71
ToD70
Organizations
Other Games
BasetradeTV184
StarCraft 2
angryscii 18
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• blackmanpl 11
• HerbMon 8
• Michael_bg 8
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2935
League of Legends
• TFBlade827
Counter-Strike
• Nemesis1203
Other Games
• imaqtpie1890
Upcoming Events
PiGosaur Cup
4h 55m
The PondCast
14h 55m
Kung Fu Cup
15h 55m
Patches Events
20h 55m
Replay Cast
1d 13h
CrankTV Team League
1d 15h
OSC
1d 17h
OSC
1d 22h
Replay Cast
2 days
Escore
2 days
[ Show More ]
CrankTV Team League
2 days
OSC
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
3 days
Afreeca Starleague
4 days
RSL Revival
4 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
4 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-07-27
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.