• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:57
CEST 12:57
KST 19:57
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview4[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL21 General Discussion
Tourneys
[BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Semifinals B [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game
Dota 2
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1964 users

[M](2) Xel'Naga Vespene Matrix

Forum Index > SC2 Maps & Custom Games
Post a Reply
NinjaDuckBob
Profile Joined March 2014
184 Posts
Last Edited: 2015-04-23 04:07:32
April 17 2015 08:46 GMT
#1
[image loading]


Map By NinjaDuckBob


-- TLMC 6 submission.

-- Updated version of Xel'Naga Vespene Mines, my submission for TLMC5.

-- Published to NA, EU, KR

-- Playable Dimensions: 128x193

-- Rush Distances: Nat to Nat = 60s, Main to Main = 73s

90° Overview

[image loading]

30° Overview

+ Show Spoiler +

[image loading]


Map Analysis Images

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Aesthetics:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Misc. Info:

-- Watchtowers can view center attack paths and lategame expansions.

-- Center paths and hills allow for different flanking opportunities as well as escape routes.

-- Primary natural choke/wall can be circumvented by the backdoor, accessed by the 3rd's path early in the game and by the far backdoor path later in the game.

-- This backdoor can be walled off for protection of the natural, or left open/rocks destroyed for a reinforcement path to the third and a flanking path against containment strategies and armies approaching the natural through the primary entrance.

-- 8 o'clock high ground 5th rock towers allow players to choose to block pathways or access lategame expansions.

I'm still open to any suggestions regarding it, so any you have are appreciated.

UPDATES 4/22/15:

Aesthetic:

-- Blended textures
-- Added to Xel'Naga Artifact areas outside of 3rd
-- Added unpathable cliffs in the corners to fracture deadspace (also makes a nice art frame)

Gameplay/Design:

-- Rocks @8 o'clock high ground 5th removed
-- Rock towers added @8 o'clock high ground 5th ramps
-- Center long rocks @choke between 4th and center bases removed
-- Choke between 4th and center bases narrowed
-- Unpathable cliff added to large area outside of of 3rd
-- Center bases now hug cliffs of center area
NinjaDuckBob ~ Fear the fuzzy!
Rukis
Profile Joined April 2009
United States252 Posts
April 17 2015 17:11 GMT
#2
I like the layout but the biggest thing that bugs me is the unblended texture thats throughout the map.
Flash was the Genius, Nada was the true god.
NinjaDuckBob
Profile Joined March 2014
184 Posts
April 17 2015 18:11 GMT
#3
Are you talking about the circuits being adjacent to the other textures without blur/smudge? If not, could you give an example of what you speak of?
NinjaDuckBob ~ Fear the fuzzy!
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-04-17 18:29:25
April 17 2015 18:18 GMT
#4
4-5 bases behind one large choke seems a bit to easy, even with destructible rocks. To be honest, a lot of the rocks just make movement on the map very restricted. I would also push the center bases inward so they hug the middle cliff (might as well make the whole middle high ground... if you want). So yeah, maybe get rid of the rocks blocking the rout around the 3rd, and the ones vertical to the 4th.
I would agree with Rukis about the textures. As an offer, maybe I could download the map on the editor and re-style it. Not that you couldn't on your own, I'm just pretty bored.

Edit- He means the textures look very unnatural due to the lack of blending. The map also lacks any sort of transitional textures. I see what your going for, and it can be done. All you need is a transitional texture and some blending. I did the same thing with ice to make frozen rivers and ponds.

[image loading]
Casual Mapmaker
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
April 17 2015 21:18 GMT
#5
Aesthetically speaking, this is up there with fruitland and bel'shir beach as one of my all-time favorite maps. But could you explain the center portion a little bit more thoroughly?
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
NinjaDuckBob
Profile Joined March 2014
184 Posts
Last Edited: 2015-04-17 23:36:29
April 17 2015 22:54 GMT
#6
On April 18 2015 03:18 SwedenTheKid wrote:
4-5 bases behind one large choke seems a bit to easy, even with destructible rocks. To be honest, a lot of the rocks just make movement on the map very restricted. I would also push the center bases inward so they hug the middle cliff (might as well make the whole middle high ground... if you want). So yeah, maybe get rid of the rocks blocking the rout around the 3rd, and the ones vertical to the 4th.


After thinking about it some more, I can see how the rocks at the far end of the backdoor might be unnecessary. I'll see what happens when they're removed.

I'm a bit leery about removing the long center rocks at the moment, I don't want the center bases to be too easy to take and I don't want the 4th bases to be too hard to take. What would you think of removing the rocks at the high ground 5th instead to open up the backdoor to the 4th earlier on?

If I did remove the center rocks, do you think it would be beneficial to make the chokes there a little narrower?

I'm a bit confused about your comments on the center bases, I thought they do hug the high-ground cliffs. Do you mean hugging the cliffs to the point of there being no space to build static defense behind the Mineral lines?

I don't know about making the entire middle high ground. I want those side ramps to provide flanking opportunities to that area of the map. However, if you can give me your reasoning for making it all high ground there, I might consider it.

Or do you mean just make the middle two vertical ramps high ground?

On April 18 2015 03:18 SwedenTheKid wrote:
I would agree with Rukis about the textures. As an offer, maybe I could download the map on the editor and re-style it. Not that you couldn't on your own, I'm just pretty bored.

Edit- He means the textures look very unnatural due to the lack of blending. The map also lacks any sort of transitional textures. I see what your going for, and it can be done. All you need is a transitional texture and some blending. I did the same thing with ice to make frozen rivers and ponds.

Ahh, okay. I did have transition textures on the previous version of my map, but I wasn't sure if they were necessary here. I'll definitely try to work them back in.

Thanks for the offer, I kinda want to do this one myself, though

Not that I'm not looking for advice as I'm still a fairly new mapmaker but you know
NinjaDuckBob ~ Fear the fuzzy!
NinjaDuckBob
Profile Joined March 2014
184 Posts
Last Edited: 2015-04-18 00:12:26
April 17 2015 23:29 GMT
#7
On April 18 2015 06:18 Pontius Pirate wrote:
Aesthetically speaking, this is up there with fruitland and bel'shir beach as one of my all-time favorite maps. But could you explain the center portion a little bit more thoroughly?

Thank you :-)

On the predecessor to this map, the center was airspace. The only main attack paths were straight down the side or all the way around the other side of the center base area.

I added the ramps and high ground there to allow the players to go for the slightly longer high ground and flanking paths or go for the faster but narrower path straight across. Later in the game when the fourth base is taken, the other side of the center and the other low ground path on the side create more options for attacking and flanking. The players can choose to continue going down the right side, or they can cross the middle of the map and attack from another angle (other options are to use both paths, and the path down the right side bases is also an alternate path).

Battles within the middle of the map can be affected by positional decisions utilizing the low ground. Players can try to escape across it, lure the opponent into it, or pursue the opponent if they have a superior enough force.

Mobile armies can utilize the center to switch sides for flanking or attacking expansions in case a lesser mobile army is on one side of the map.
NinjaDuckBob ~ Fear the fuzzy!
NinjaDuckBob
Profile Joined March 2014
184 Posts
April 23 2015 04:07 GMT
#8
UPDATES 4/22/15:

Aesthetic:

-- Blended textures
-- Added to Xel'Naga Artifact areas outside of 3rd
-- Added unpathable cliffs in the corners to fracture deadspace (also makes a nice art frame)

Gameplay/Design:

-- Rocks @8 o'clock high ground 5th removed
-- Rock towers added @8 o'clock high ground 5th ramps
-- Center long rocks @choke between 4th and center bases removed
-- Choke between 4th and center bases narrowed
-- Unpathable cliff added to large area outside of of 3rd
-- Center bases now hug cliffs of center area
NinjaDuckBob ~ Fear the fuzzy!
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 Season 1: Playoffs
SHIN vs MaruLIVE!
herO vs TBD
CranKy Ducklings SOOP100
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 43
StarCraft: Brood War
Sea 7126
Killer 782
Jaedong 632
Larva 360
Mind 265
EffOrt 240
Soma 186
scan(afreeca) 162
Light 160
Hm[arnc] 130
[ Show more ]
Pusan 129
JYJ 120
Last 117
hero 102
ggaemo 82
sorry 48
Sharp 40
Sacsri 33
Shinee 32
Backho 23
JulyZerg 21
Movie 12
Barracks 6
Shine 6
zelot 4
NotJumperer 4
Dota 2
Gorgc4309
XaKoH 504
monkeys_forever224
Counter-Strike
zeus519
edward87
Other Games
gofns33607
singsing1553
crisheroes247
Pyrionflax141
amsayoshi52
XcaliburYe44
QueenE35
DeMusliM0
B2W.Neo0
Organizations
Counter-Strike
PGL35047
StarCraft 2
IntoTheiNu 408
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH371
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1949
• Jankos1441
Upcoming Events
IPSL
5h 3m
Bonyth vs Napoleon
G5 vs JDConan
BSL
8h 3m
OyAji vs JDConan
DragOn vs TBD
OSC
13h 3m
Replay Cast
22h 3m
Monday Night Weeklies
1d 5h
Replay Cast
1d 13h
The PondCast
1d 23h
Kung Fu Cup
2 days
GSL
2 days
Replay Cast
3 days
[ Show More ]
GSL
3 days
WardiTV Spring Champion…
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
5 days
Replay Cast
5 days
RSL Revival
5 days
Classic vs SHIN
Rogue vs Bunny
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.