• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:34
CEST 15:34
KST 22:34
  • 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] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II Best Games Kespa era
Tourneys
[ASL22] Ro24 Group A CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary [Megathread] Daily Proleagues
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Artificial Intelligence Thread US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
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
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10425 users

[G] Judging a Melee Map

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-10-09 14:22:02
September 24 2012 16:28 GMT
#1
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 24 2012 16:35 GMT
#2
If you're wondering, I'm doing UMS/Arcade mapmaking now

omg teeeach me
Comprehensive strategic intention: DNE
myRZeth
Profile Joined June 2011
Germany1047 Posts
September 24 2012 17:23 GMT
#3
oh wow
good "red suture"
i m not sure whether this explains what i mean^^
BongChambers
Profile Joined September 2012
Canada591 Posts
September 24 2012 17:47 GMT
#4
Maps are quite frankly top 3 most important things about SC2 or BW or quite frankly any RTS, its the battle feild in which all your battles take places, just ask any General or commanding officer how important knowing the Terrain and layout of the battleground is.

Gotta love MapMakers that really put time and effort into everything about thier map rather then just "ooo 4 base map and pretty doodads all over the place "
420
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 24 2012 18:05 GMT
#5
On September 25 2012 02:47 BongChambers wrote:
Maps are quite frankly top 3 most important things about SC2 or BW or quite frankly any RTS, its the battle feild in which all your battles take places, just ask any General or commanding officer how important knowing the Terrain and layout of the battleground is.

Gotta love MapMakers that really put time and effort into everything about thier map rather then just "ooo 4 base map and pretty doodads all over the place "


Hahaha I guess my maps don't get enough exposure
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 24 2012 19:57 GMT
#6
This is a big read, and quite a good one. I could definitely see this helping just about everyone, but even more so the beginners out there. Sticky it, perhaps?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FlaShFTW
Profile Blog Joined February 2010
United States10540 Posts
September 24 2012 20:04 GMT
#7
7: Thirds
FlaShFTW: Does he approve?
a) if yes, good third.
b) if no, bad third. Improve

good list :D
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 24 2012 20:30 GMT
#8
Awesome post. Why aren't you a motm judge again?
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 25 2012 02:40 GMT
#9
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-09-25 02:48:36
September 25 2012 02:46 GMT
#10
--- Nuked ---
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2012-09-25 02:47:38
September 25 2012 02:47 GMT
#11
tldr; play the map before judging it


good job barrin
Administrator~ Spirit will set you free ~
GT350
Profile Joined May 2012
United States270 Posts
September 25 2012 03:45 GMT
#12
Great job with this!
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 25 2012 04:11 GMT
#13
But these are also useful for how to judge your own map during its construction and provide some useful vocabulary for talking about maps and giving feedback after you have played on somebody else's map.

Very concise, as large as it is.

I'll spend some time thinking about whether you've missed anything this weekend.
monitor
Profile Blog Joined June 2010
United States2409 Posts
September 25 2012 04:37 GMT
#14
The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature?

All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2012 05:52 GMT
#15
On September 25 2012 13:37 monitor wrote:
The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature?

All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced.

This might be the most important thing for mappers to consider once they are confident in their basic competence.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-25 07:17:38
September 25 2012 07:15 GMT
#16
On September 25 2012 14:52 EatThePath wrote:
Show nested quote +
On September 25 2012 13:37 monitor wrote:
The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature?

All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced.

This might be the most important thing for mappers to consider once they are confident in their basic competence.


The main problem I see with this attitude is that people think they just have to try to get some cool features together and forget about tweaking all the small think, adjust chokes and spaces , consider flow.

But yes, it is a smart strategic decision to make something cool, conceptual that stands out and looks like it will play different (just hope that people go beyond the two/three bases that you made standard

And these two points:

On September 25 2012 11:47 Plexa wrote:
tldr; play the map before judging it


good job barrin

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2012 07:49 GMT
#17
On September 25 2012 16:15 Samro225am wrote:
Show nested quote +
On September 25 2012 14:52 EatThePath wrote:
On September 25 2012 13:37 monitor wrote:
The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature?

All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced.

This might be the most important thing for mappers to consider once they are confident in their basic competence.


The main problem I see with this attitude is that people think they just have to try to get some cool features together and forget about tweaking all the small think, adjust chokes and spaces , consider flow.

But yes, it is a smart strategic decision to make something cool, conceptual that stands out and looks like it will play different (just hope that people go beyond the two/three bases that you made standard

And these two points:

Show nested quote +
On September 25 2012 11:47 Plexa wrote:
tldr; play the map before judging it


good job barrin


Well you know I favor novelty.

However I was seconding (what I understand to be) monitor's standpoint, which is that the best state of mind for mapmaking is where you consider the holistic experience of the map, the total outcome of what you've made. Having the vision to access that during the creative process and not in retrospect is the hardest thing there is about mapping; I'm not sure anyone is consistently at that level yet.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
September 25 2012 09:27 GMT
#18
On September 25 2012 16:49 EatThePath wrote:
Show nested quote +
On September 25 2012 16:15 Samro225am wrote:
On September 25 2012 14:52 EatThePath wrote:
On September 25 2012 13:37 monitor wrote:
The only I think you've missed is- What makes this map special? What maps the map different from the other maps in the map pool? What was the motivation behind making it? What gameplay does it feature?

All of these questions are asking about the map concept. Its what kind of gameplay you are trying to emphasize. Maybe the map addresses something in the metagame, like early Protoss third bases. Or the static three/four base layout that we see so often. Basically, there should be some purpose to the map, even if its something as simple as a learning map (developing editor skills) or to be perfectly balanced.

This might be the most important thing for mappers to consider once they are confident in their basic competence.


The main problem I see with this attitude is that people think they just have to try to get some cool features together and forget about tweaking all the small think, adjust chokes and spaces , consider flow.

But yes, it is a smart strategic decision to make something cool, conceptual that stands out and looks like it will play different (just hope that people go beyond the two/three bases that you made standard

And these two points:

On September 25 2012 11:47 Plexa wrote:
tldr; play the map before judging it


good job barrin


Well you know I favor novelty.

However I was seconding (what I understand to be) monitor's standpoint, which is that the best state of mind for mapmaking is where you consider the holistic experience of the map, the total outcome of what you've made. Having the vision to access that during the creative process and not in retrospect is the hardest thing there is about mapping; I'm not sure anyone is consistently at that level yet.


we could call ourselves lucky if we all were on the level to make solid maps consistently
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 09:53 GMT
#19
we could call ourselves lucky if we all were on the level to make solid maps consistently


Yeah definitely no one is there yet. Even some of the most "famous" community mapmakers have bad maps. For instance a couple of LSprime's most popular maps (got to be on GSL and hence the rest of the tourneys, although that has more to do w/ the prime mapmakers' connections than anything, but that's another story) weren't balanced: Atlantis Spaceship and Metropolis.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-09-25 13:12:42
September 25 2012 13:10 GMT
#20
--- Nuked ---
Brainiac_Br
Profile Joined December 2011
Brazil14 Posts
September 25 2012 16:34 GMT
#21
Before judge a map i gonna open this thread while i play it :3
=D
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 27 2012 22:53 GMT
#22
On September 25 2012 01:28 Barrin wrote:
Six Separate Matchups
- Mirror: ZvZ, PvP, TvT
- Core: ZvP, ZvT, PvT


This is the one thing that I think many people overlook.. since most people play one race, they really only have a feel for half of the matchups, and therefore, can't really imagine all the possibilities in their head.


Voted for sticky, but if I were to add to this, it would be a section on specific map features, and what effect they have on the game.

For example, a common mistake among new mappers is to use a cardinal ramp at the main, not realizing this makes it much harder to get up a proper wall off in time. Another example of a feature might be an in-base natural, or a discussion on half-bases and gold bases. However, it might not be practical to list all the possibilities, and it might be too easy to say "this never works", when there might be some yet untried thing that could make that feature work.
~ ~ <°)))><~ ~ ~
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 22 2013 19:09 GMT
#23
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-22 19:25:36
January 22 2013 19:22 GMT
#24
Hmmm... XD


[edit] Oh, whenever I read this I acquire a growing satisfaction with the comprehensive (if not exhaustive) coverage of important items, and then I read the request to reply with more but I can never think of any because you already listed the headlines. One of these days, perhaps.
Comprehensive strategic intention: DNE
Wingman
Profile Joined March 2012
France3 Posts
Last Edited: 2013-01-28 07:49:55
January 28 2013 07:17 GMT
#25
One little detail that could be added when examining path and distances is the difference between rush, push and reinforcement paths.

- The early-game rush distance may remain relevant as a mid/late-game rush distance if the map-control allows for it (Xel presence & location? Easily-defended base/area within the path?), but its main purpose is to be used by fast unit in small groups for quick harass, run-by and later on, flanks & the like.
- The push distance is sometimes the exact same as the rush distance, but it may well partially/totally not be (so many edge cases coming ahead!). It all depends on the openness of the pathable area along this very path. That is, a rush path may work for a bunch of small units, but be totally unadapted when moving a large force around, because of, say, narrow ramps, corners & turns creating lines of units, wide and exposed areas you should not stay within, etc. It is all about "is it ok for me to move my 200/200 around here?".
- Reinforcement paths are those paths which may allow to back a big push up using exposed shortcuts on the map; that is, paths you would not normally use as push paths because it is too risky or just don't cross enough distance, but can afford to use while you are pushing (and therefore have enough map-control to begin with).

It mostly concerns terrestrial path but, who know, with HOTS we may see more aerian gameplay so any kind of path should be considered really.

There are a *lot* of dynamics that can occur when providing up to these three kinds of paths on a map. It works on "static" maps but also on "dynamic" maps as well, such as the one featuring destroyable rocks with evolving path patterns. Other design factors may come in conflict with those path patterns, so it may not be as "open" in term of strategies as it could be by just examining this very aspect, but that's a given when it comes to map-analysis.

For instance, a map with just distinct rush and push paths, maybe because of separate endpoints, may allow for a smart defender to come back while under heavy pressure by moving out and going for harass/trade base/flank/cutting reinforcement/whatever. A reinforcement path that can be transformed into a longer but viable push path, for instance by destroying rocks while the opponent is lacking on the map-control side of the game, can allow for unexpected attack/location timings. Etc etc. This also relates to the expansion pattern. Sometimes, a riskier expansion pattern may be rewarded by increased map-control, which itself results in the straight denial of an alternate, powerful push path, which means you will also be controlling one more than the opponent. Clever paths can break early-game symmetry. Well, there so much in this

TLDR: think about rush path (as in small count of fast units) VS push path (as in large army moving around safely) VS reinforcement path (as in risky yet viable shortcuts you can afford to take while pushing).
Fatam
Profile Joined June 2012
1986 Posts
January 28 2013 07:32 GMT
#26
dat necro
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Normal
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #100
IntoTheiNu 1251
WardiTV1008
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko1280
mouzHeroMarine 305
TKL 244
Rex 146
BRAT_OK 59
SHIN 25
RushiSC 3
StarCraft: Brood War
Calm 8704
Hm[arnc] 1574
Mini 1002
BeSt 907
EffOrt 666
Soulkey 494
Soma 379
Stork 277
Light 251
ggaemo 194
[ Show more ]
Larva 177
Pusan 156
Snow 138
Hyun 124
Mong 111
ZerO 95
Mind 88
[sc1f]eonzerg 53
sSak 46
Sexy 33
Bale 24
Noble 20
sorry 17
zelot 16
Icarus 9
Terrorterran 5
Dota 2
Gorgc8093
Dendi2017
qojqva1504
BananaSlamJamma277
Counter-Strike
olofmeister1857
zeus408
markeloff53
Other Games
Liquid`LucifroN6753
singsing2059
hiko616
B2W.Neo344
crisheroes312
Hui .171
Liquid`VortiX90
RotterdaM76
QueenE62
Mew2King48
amsayoshi20
ZerO(Twitch)15
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV997
League of Legends
• TFBlade688
Upcoming Events
The Patches Monday
2h 27m
Afreeca Starleague
20h 27m
Sharp vs Shinee
Action vs Shine
GSL
21h 27m
PiGosaur Cup
1d 10h
Replay Cast
1d 19h
Afreeca Starleague
1d 20h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 21h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
Replay Cast
3 days
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open 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.