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New Map Maker - Looking for Advice - Love or Hate

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mobmental8923
Profile Joined June 2026
2 Posts
Last Edited: 2026-06-26 03:35:01
June 24 2026 00:46 GMT
#1
Hello map makers,

To have a solid look I suggest opening them up online!

Comments - Critique - Love - Hate are all ok!

Published maps on US/EU

1st Cliffs of Chaos - 1st map - Learning - Bounds Playable 137-131
[image loading]


2nd Ice and Mice Mountain 2nd - Bounds Playable 152-98
[image loading]


3rd Jungle Juke - RUSH DISTANCE .37 - Bounds Playable 140 x 100
[image loading]


4th Black Rock Beacon - Bounds Playable 140 x 100
[image loading]


5th Rumble Ramps - Bounds Playable 124 x 100
[image loading]


6th Reyton Moon - Bounds Playable 128 x 146
[image loading]


Thank you Killer for the initial help to get me going.

Some players comments:
~main size and natural size adjustments
~ramp sizes have to be more linear
~More or less air blockers
~map sizing issues *(Im still a bit unsure of the set sizes of some maps)

MobMental ~ Joust
IrregularProjects
Profile Joined September 2025
6 Posts
June 24 2026 18:29 GMT
#2
Hey Mobmental!
Sadly this forum isn't as lively as it used to be. I recommend you to join the Mapper's Circle discord (I can DM you an invite link), if you want a quick conversation style feedback. It is where most of us sit nowadays and there is always space for more!

If you want a link, shoot me a dm or just reply here
KillerSmile
Profile Joined November 2018
Germany96 Posts
June 24 2026 20:22 GMT
#3
I'm gonna focus more on the last 2 maps since those are easiest to read for me.

First off, playable size: 100x124 is too small if you aim for a ladder map. 128x146 is mor ein the realm of what is acceptable. Your best bet is to take a look at the sc2 liquipedia and look through the map sizes for the last 5 years or so. Generally maps are somewhere between 124 and 148 at their edges.

Your main ramps are not diagonal. SC2 is very much standardized and balanced around there being a 1x diagonal ramp at the main to wall off and defend. The cardinal ramps you use are easier for terran to wall off, but harder for zerg to blcok with queens in a ZvZ for example. Cardinal ramps in general are harder to read than diagonal ones, especially the ones leaning away from the camera.

The little pillars you use on your 6th map are way too generous for zerg to sit an overlord on top and scout the oppoents base with very little counterplay early on. Usually you'd want to use decoration there instead with D doodads and H pathing paint red and only use the pillars in places where an overlord doesn't see everything for free. It's a delicate balance to find the right place and can be subject to personal mapmaker philosophy if for example a pillar should scout the rush path or the entire nat walloff or only partially see those for free. You can check the pillars on ladder maps for reference.

For a proper natural wall you want the main to lead to the natural base and then have that be the place where the defender gathers on 2 bases and from there has a single chokepoint or ramp to defend those 2 bases wallable by 3 buildings. Your 6th map does that ok, but it looks liek there is a way around the pillars that one would use for a walloff. A backdoor to the natural can be ok, but not something I would recommend doing all the time when you are new to mapmaking. This is a "first learn the rules before you know how to break them" sort of thing. Your 5th map in comparison doesn't have a proper natural, because the base next to the main ramp is very open and impossible to wall off. On your 4th maps the tiny ramps going to the bottom corner bases seem like a good idea since they seem easy to defend, but the problem is that they are also the route your own defender units have to take once you want to take and hold those corner bases. On that map in prticular many of your bases face away and are turned so they can be shot by tanks. Such bases are usually better implemented in a way where you can engage the tanks that would shoot those vulnerable mineral lines and create interaction with that, but if the path by ground is too long all you can do is retreat and then nobody mines and nobody has money to make fighting untis and the game grinds to a halt.

Your 6th map does the flow overall a lot better than the rest of them and has a proper mix of tight ramps and open places with bases, even tho the ramps are a bit too small and cardinal. out on the map I would recommend 3x diagonal ramps, if you want tighter spots you can utilize destructible rocks. The area with the speed zones is way too tight and does not flow well. Big armies moving through that area would run into cliffs and struggle in the lategame, which leads many players to just go all air units much earlier in the game. Unfortunately the map really only has one attack path right through the middle with winner bases in the very center that you can really only take once the game is already won and thus those bases usually don't play very well and reduce comeback potential. That can be cool if you want a map that has games that end earlier than normal, but is very unusual these days.

Overall I can say that there clearly is an improvement from one map to the next, which is something you can be very proud of doing this mostly on your own. There are some cool ideas in there in your maps you will be happy to revisit once you have learned more about melee mapmaking and how to execute your ideas better, but soemthing that helped me a lot early on is opening ladder mpas in the editor and seeing how the terrain was created and work backwards what choice were being made during the creation process.

Oh and don't use airblockers, air units usually get caught on them if you place them in the open. GLHF
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Mobmental8923
Profile Joined June 2026
2 Posts
June 25 2026 17:25 GMT
#4
Great, This is a lot of useful advice. Thanks KillerSmile!
ProTech
Profile Joined November 2010
United States490 Posts
June 25 2026 22:22 GMT
#5
For this iteration of the game, I would highly suggest looking at the " Dream Pool " which was the first season of LOTV. Bare in mind this didn't work and it was received negatively because of the 12 worker start. If you want an understanding of how WoL/HoTS game play should look, reference that map pool.
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