• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:11
CEST 03:11
KST 10:11
  • 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 - RO8 Preview4[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) Sea Duckling Open (Global, Bronze-Diamond) RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Quality of life changes in BW that you will like ? Tulbo's ASL S21 Ro8 Post-Review Why there arent any 256x256 pro maps? Do we have a pimpest plays list? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro8 Day 4 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Path of Exile Nintendo Switch Thread OutLive 25 (RTS Game)
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
US Politics Mega-thread UK Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [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: 1496 users

[M] (4) AVEX - Invader

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Avexyli
Profile Blog Joined April 2014
United States711 Posts
Last Edited: 2016-04-06 22:48:33
January 02 2016 00:53 GMT
#1
[M] (4) AVEX - Invader II

[image loading]


[image loading]
(click to enlarge)

Analyzer:
+ Show Spoiler +

Analyzer seems broken, will add when it's fixed.


Size: 200x164
Tileset: Protoss Base, Aiur City, Endion
Spawn Positions: 1, 5, 7, 11 (CROSS ENABLED)
Base Count: 26
Servers: NA, SEA, KR, EU

Link to Reddit Discussion #1.



Features/Explanation/Whatever:
+ Show Spoiler +


This is the 2nd edition of Invader, featuring a heavy number of changes to the current Ladder Edition in order to help Protoss and Terran play be even viable in the current season. This map has hours dumped into it and is currently being discussed for use. There are no promises to this map being used or uploaded to the current ladder pool. But it is a goal.




Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]








OLD INVADER POST:
+ Show Spoiler +

[M] (4) AVEX - Invader

[image loading]


[image loading]
(click to enlarge)

60
+ Show Spoiler +

[image loading]


Analyzer:
+ Show Spoiler +

Analyzer seems broken, will add when it's fixed.


Size: 200x164
Tileset: Protoss Base, Aiur City, Endion
Spawn Positions: 1, 5, 7, 11 (CROSS DISABLED)
Base Count: 24
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +
I wasn't a big fan of Dash and Terminal, but I liked the change in Natural layout it had. Using that as inspiration, I wanted to make a 4p map with rectangular symmetry and try and blossom the map from there. The first layout wasn't too different from the final map, the only differences being the 6/12 oclock bases, and the addition of the 3/9 bases, which used to be a pathway.

The 6/12 bases were a challenge for me, I went to Rotti, Feardragon, Temp0 and the Map Cave to try and solve the problem. I eventually settled with the suggestion of adding a highground behind the bases' back. This kept the base flow that I wanted, without making it really easy to take those two bases.

Overall I'm quite happy with this map, a favorite of mine up with Cupid. I hope you all enjoy.


Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




[image loading]
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 02 2016 01:27 GMT
#2
There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.

Looks like a decently interesting map though. Good job.
Administrator~ Spirit will set you free ~
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 02 2016 01:29 GMT
#3
On January 02 2016 10:27 Plexa wrote:
There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.

Looks like a decently interesting map though. Good job.


Many of my earlier iterations involved golds towards the center, but with the symmetry of the map it just didn't work out. :/
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
January 02 2016 22:27 GMT
#4
That main/nat/3rd looks like fun. I prefer this implementation over Dash's - having the more direct route to the main be the narrow one makes more sense. The main looks a touch small, but there's some room on the side of the nat so I guess it's no huge deal.

I wonder if the rocks + cooling tower is really necessary. I think either on their own would be enough.
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
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 03 2016 00:07 GMT
#5
Great Map! You getting better and better.
I agree with Fatam, u should pick what rock block u want.
10%
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 03 2016 01:25 GMT
#6
I'll probably get rid of the tower. I just liked that you could hit the tower from the highground and ramp to create a choke or re-seal the wall the rocks gave you in the beginning.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
January 03 2016 22:54 GMT
#7
proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.

the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.

the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off.
"Not you."
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 04 2016 00:04 GMT
#8
On January 04 2016 07:54 Meavis wrote:
proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.

the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.

the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off.


I made the natural tuck in that fashion to combat 13/12, though I guess the bounds of the map (and it being 4p) would be enough to combat it. It also gives it more space since the main is lacking. But if it does need to be pushed forward a bit, I can do that.

What would you propose for center changes?
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
January 04 2016 09:25 GMT
#9
Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.

This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),

In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.

Gorgeous aesthetics, man...just gorgeous.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 04 2016 21:08 GMT
#10
On January 04 2016 18:25 Qwyn wrote:
Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.

This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),

In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.

Gorgeous aesthetics, man...just gorgeous.



If you mean along the edge of the map there's essentially zero deadspace.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
January 05 2016 03:29 GMT
#11
little airspace ftw

terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P
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
Blizzkrieg
Profile Joined March 2014
95 Posts
January 05 2016 16:46 GMT
#12
On January 04 2016 07:54 Meavis wrote:the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.


The nat does look a bit cramped. I know it's nit-picky, but could you pull the mineral lines back just a bit to give it some extra room? I haven't yet played the map, so like I said, this is a nit-pick if anything.

Otherwise, I like the aesthetic a lot. Have you made any updates since you first posted it? It looks a bit different since I last saw it.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
Avexyli
Profile Blog Joined April 2014
United States711 Posts
Last Edited: 2016-01-05 22:09:25
January 05 2016 20:36 GMT
#13
Nothing has changed since I posted it. If really needed I can push the natural a little over, but I had it close to help with ZvZ, but since the map is on the larger scale I guess it wouldn't matter.

EDIT: I have now changed the center, doubling the watchtower count and moving them closer to the outer bases. I removed the tower at the natural as well as removed the rock ramp at the thirds, replacing them with gold bases. I also added highground cliffs to the other highground thirds.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
DariusTirsar
Profile Joined April 2015
Romania13 Posts
January 07 2016 20:28 GMT
#14
[image loading]

Small bug
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 07 2016 21:38 GMT
#15
Fixed!
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Avexyli
Profile Blog Joined April 2014
United States711 Posts
January 30 2016 01:16 GMT
#16
This map was included in my submissions to Blizzard. A quick update, I prevented cross spawn, due to the rush distance being fucking huge.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
January 30 2016 04:15 GMT
#17
prevented cross spawn? that's an interesting one that you don't hear too often.
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
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 31 2016 15:03 GMT
#18
On January 05 2016 12:29 Fatam wrote:
little airspace ftw

terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P


This is actually a very strongly drop/muta map due to the difficult ground traverse outside the main and 3rd base. It's not really that much about the amount of dead airspace, but about the difference of mobility between air and ground units. You won't ever feasibly cover all the available ground anyway.

I for one welcome a map with a completely flat center, I don't see the pressing need for endless terrain creations to be put there.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 12 2016 19:35 GMT
#19
Too early to call gratz on making ladder?
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States711 Posts
February 12 2016 19:57 GMT
#20
I dunno man. I just got informed about it and I'm trying to stay in my chair.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL S1: Ro8 Group A
CranKy Ducklings73
Liquipedia
OSC
22:00
OSC Elite Rising Star #19
davetesta25
Liquipedia
The PiG Daily
21:20
Best Games of SC
Maru vs TBD
Maru vs Classic
herO vs Solar
ByuN vs Solar
PiGStarcraft500
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft500
SpeCial 147
RuFF_SC2 95
NeuroSwarm 17
StarCraft: Brood War
NaDa 28
Dota 2
monkeys_forever380
Counter-Strike
Doublelift2682
Other Games
gofns15613
tarik_tv9723
C9.Mang0343
JimRising 333
ViBE68
Organizations
Other Games
gamesdonequick2749
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 149
• RyuSc2 36
• Sammyuel 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra3021
Upcoming Events
CranKy Ducklings
8h 49m
RSL Revival
8h 49m
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
9h 49m
Krystianer vs TriGGeR
Cure vs Rogue
SC Evo League
11h 49m
uThermal 2v2 Circuit
13h 49m
BSL
17h 49m
Artosis vs TerrOr
spx vs StRyKeR
Replay Cast
22h 49m
Sparkling Tuna Cup
1d 8h
RSL Revival
1d 8h
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
1d 9h
[ Show More ]
BSL
1d 17h
Dewalt vs DragOn
Aether vs Jimin
GSL
2 days
Afreeca Starleague
2 days
Soma vs Leta
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
CranKy Ducklings
3 days
Afreeca Starleague
3 days
Light vs Flash
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S2: W6
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
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

BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 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.