• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:56
CET 17:56
KST 01:56
  • 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: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (March 2-8): ByuN overcomes PvT block0GSL CK - New online series13BSL Season 224Vitality ends partnership with ONSYDE20Team Liquid Map Contest - Preparation Notice6
StarCraft 2
General
GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL 22 Map Contest — Submissions OPEN to March 10 BSL Season 22 battle.net problems
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement [BSL22] Open Qualifier #1 - Sunday 21:00 CET
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion General nutrition recommendations 2024 - 2026 Football Thread Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1866 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 States10332 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 States2408 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
Next event in 7h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 282
Rex 74
StarCraft: Brood War
Britney 26983
Calm 4570
Hyuk 1263
Larva 248
Snow 161
Soma 132
Dewaltoss 98
hero 92
ggaemo 84
Aegong 56
[ Show more ]
Backho 42
Shine 26
sSak 23
scan(afreeca) 22
Free 21
yabsab 20
IntoTheRainbow 20
Rock 18
Yoon 14
GoRush 12
910 11
NotJumperer 10
Dota 2
Gorgc8026
qojqva1547
monkeys_forever162
Counter-Strike
fl0m2935
Other Games
FrodaN1538
B2W.Neo841
DeMusliM313
ceh9192
Hui .180
Fuzer 165
QueenE106
XaKoH 86
C9.Mang079
Trikslyr51
Organizations
Dota 2
PGL Dota 2 - Secondary Stream12232
PGL Dota 2 - Main Stream8217
Other Games
gamesdonequick1304
BasetradeTV305
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 72
• poizon28 40
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix8
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis6749
• TFBlade1279
Other Games
• imaqtpie117
• Shiphtur112
Upcoming Events
PiGosaur Cup
7h 4m
GSL
17h 4m
WardiTV Team League
19h 4m
The PondCast
1d 17h
WardiTV Team League
1d 19h
Replay Cast
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
RSL Revival
3 days
WardiTV Team League
3 days
[ Show More ]
uThermal 2v2 Circuit
4 days
BSL
4 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
WardiTV Team League
4 days
BSL
5 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

ASL Season 21: Qualifier #2
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.