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Active: 616 users

[M] (4) AVEX - Invader

Forum Index > SC2 Maps & Custom Games
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Avexyli
Profile Blog Joined April 2014
United States694 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 +

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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 +

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AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 Posts
January 07 2016 21:38 GMT
#15
Fixed!
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Avexyli
Profile Blog Joined April 2014
United States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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 States694 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, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Mightygear
Profile Joined November 2015
81 Posts
February 12 2016 20:07 GMT
#21
what happend :O ?
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 12 2016 20:08 GMT
#22
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2016-02-12 20:12:03
February 12 2016 20:11 GMT
#23
On February 13 2016 05:08 ZigguratOfUr wrote:
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.

The following is a comprehensive list of similarities between this map and Central Protocol.

  • 4p map
  • reflective
  • cool looking bridges
  • gold bases in center


It's an OK map, although I think there are plenty of much better maps blizzard should be considering (including some by Avex).
Moderatorshe/her
TL+ Member
Coypirus
Profile Joined February 2015
119 Posts
February 12 2016 20:18 GMT
#24
Holy shit. This map is just asking for air abuse to win games. Literally rushing stargate will get there faster than a proxy close air spawns. wtf
Fatam
Profile Joined June 2012
1986 Posts
February 12 2016 21:10 GMT
#25
On February 13 2016 05:11 The_Templar wrote:
Show nested quote +
On February 13 2016 05:08 ZigguratOfUr wrote:
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.

The following is a comprehensive list of similarities between this map and Central Protocol.

  • 4p map
  • reflective
  • cool looking bridges
  • gold bases in center


It's an OK map, although I think there are plenty of much better maps blizzard should be considering (including some by Avex).



Yeah I was surprised too, I like a lot of avex maps but this wouldn't have been the one amongst them I would have chosen. Nonetheless it's an interesting map and it would be better than a lot of stuff we have so I have no real qualms. and grats if it does make ladder!
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
MCThiaz
Profile Joined November 2015
9 Posts
February 13 2016 00:12 GMT
#26
The third is soooo far, i like the design tho.
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 13 2016 06:11 GMT
#27
I have to say I'm utterfly baffled by Blizzard here. As Templar says it's not actually that much like Central Protocol. Plus, if they're willing to replace their maps with community maps that sort of resemble their own, they really should just have seven community maps. I really don't get what their decision making process could even be.

That said I really like this map and hope it does go through! super hype
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 13 2016 06:17 GMT
#28
So after staring at it in the editor, I think I figured out what Blizzard was talking about, if anyone from Blizz wants to comment they can feel free to:

Central Protocol's idea was to have a natural nearby the main, but at a sort-of awkward distance to create some difficulty in defense, as well as a path blocked by a rock, leading directly to the main. Further, the third is meant to be more difficult to take and much more forward from the main and natural, rather than in a standard means of expanding.

I feel like when Blizz saw Invader, they saw that instead of having a backdoor rock and ramp into the main, I have a path that splits the third and natural that goes both into the single choke ramp towards the main, as well as the path to the natural. The third is still far away, but in a reasonable position to where it's not ridiculously hard to defend, but difficult enough.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2016-03-12 11:47:05
March 12 2016 11:44 GMT
#29
I agree with Plexa about the center of the map looking a bit awkward and not holding much strategic value. Still a nice map tho ofc :D

GJ and congrats!

Edit: Oh also agreed on the third expo being "the spark" about this map.
Revolutionist fan
deymos
Profile Joined February 2016
35 Posts
March 12 2016 15:35 GMT
#30
Congrats!
But honestly in my opinion You have done a lot of better maps
civi
Profile Joined June 2010
Norway24 Posts
March 12 2016 17:21 GMT
#31
I don't understand why this map is no cross position. I think that cross is the only spawn location that can create nice and normal macrogames on this map. Can't say i'm a fan of the close air distances and a weirdly placed third. The map aesthetics looks great tho.
I really do enjoy to point out when people does not play starcraft2
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-12 20:22:27
March 12 2016 20:21 GMT
#32
On March 13 2016 00:35 deymos wrote:
Congrats!
But honestly in my opinion You have done a lot of better maps


I agree.

On March 13 2016 02:21 civi wrote:
I don't understand why this map is no cross position. I think that cross is the only spawn location that can create nice and normal macrogames on this map. Can't say i'm a fan of the close air distances and a weirdly placed third. The map aesthetics looks great tho.



Blizzard isn't too interested in really long macro games, and the distances between cross were ridiculously long.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-03-12 20:34:52
March 12 2016 20:28 GMT
#33
cross would probably be RIP terran

OT edit: although, I think a map that has different possible spawns for different matchups would be cool in the future, if Blizz or any tourneys would ever allow it.

For example if it was this map, if the matchup was TvZ or TvP then cross would be disabled, but TvT and all the other MUs it could be enabled. There's other maps that could use this to greater effect, I think, but it's easy to use this as an example.
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
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 19 2016 06:36 GMT
#34
On March 13 2016 05:28 Fatam wrote:
cross would probably be RIP terran

OT edit: although, I think a map that has different possible spawns for different matchups would be cool in the future, if Blizz or any tourneys would ever allow it.

For example if it was this map, if the matchup was TvZ or TvP then cross would be disabled, but TvT and all the other MUs it could be enabled. There's other maps that could use this to greater effect, I think, but it's easy to use this as an example.


Yeah I really wish we could do a per-matchup spawn setup, but I think that'd be complicated to display.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
March 19 2016 18:14 GMT
#35
I really like the aesthetic of this map, a lot more than central protcol xD
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-28 17:34:34
March 28 2016 17:33 GMT
#36
For those wondering, the differences between the live version and my version:

  • The highground above the 3/6/9/12 bases have been blocked off.
  • Anti-Fly zones have been added in the same spots, as well as around the map for taller structures.
  • Fancy light bridges removed (choke remains the same)
  • Curtain/Fog of War blockers around XNTs were removed.
  • XNT Towers moved partially north for the southern side.
  • Unbuildable Plates partially moved towards the center of the map.
  • Most of the bases adjusted, no real major impact, just made more standard.
  • Quite a bit of detail removed or adjusted, for visibility or optimization (most changes were outside playable area)
  • Blizz fixed my ground trim (thanks <3) at highground bases.
  • The recolored rock texture is used as a slightly transaprent path around the map


AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 01 2016 07:52 GMT
#37
The main is way too small, where am I supposed to build 3+ base production as terran?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
imre
Profile Blog Joined November 2011
France9263 Posts
April 01 2016 20:10 GMT
#38
On April 01 2016 16:52 graNite wrote:
The main is way too small, where am I supposed to build 3+ base production as terran?


you won't have a 3rd don't worry.
Zest fanboy.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 01 2016 20:43 GMT
#39
Stay tuned.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Musicus
Profile Joined August 2011
Germany23576 Posts
April 01 2016 21:36 GMT
#40
On April 02 2016 05:43 Avexyli wrote:
Stay tuned.


New version looks sick!
Maru and Serral are probably top 5.
Fatam
Profile Joined June 2012
1986 Posts
April 02 2016 03:25 GMT
#41
On April 02 2016 05:10 sAsImre wrote:
Show nested quote +
On April 01 2016 16:52 graNite wrote:
The main is way too small, where am I supposed to build 3+ base production as terran?


you won't have a 3rd don't worry.


savage
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
Elentos
Profile Blog Joined February 2015
55510 Posts
April 02 2016 08:19 GMT
#42
So can the creators of this map explain to me why cross spawns is disabled on ladder? ._.
Every 60 seconds in Africa, a minute passes.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 02 2016 19:05 GMT
#43
At the time with testing I felt it would have the Ruins of Seras problem (but worse) where it heavily favored Z, which was ~4 months ago now. By the time the submissions were already through I changed my view, but couldn't change the map.

Invader 2 will have cross.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 04 2016 12:10 GMT
#44
Scarlett's feelings on Invader: https://www.twitch.tv/scarletttest/v/58289715?t=05m46s
Cereal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 04 2016 19:12 GMT
#45
VOD is muted.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 04 2016 23:04 GMT
#46
On April 05 2016 04:12 Avexyli wrote:
VOD is muted.


Oh, no, she was just vigorously highlighting "extreme macro games" in the description. She kept getting all inned on it.
Cereal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-04-06 03:30:58
April 06 2016 03:27 GMT
#47
So, there's two options I have here;




Option 1:

I completely re-did Invader's concept on a blank canvas, solving all the issues and messing with some stuff to make the map more different.

[image loading]

+ Show Spoiler +
v1: TeamLiquid / Official Release
v2: Ladder Release
v3: Complete Re-do
[image loading]



Option 2:

Because Blizzard might be attached to the current map, I opened up the LE and made changes to that, while fixing as many of the problems I could. I also started experimenting with different ideas, like how to change what is considered the "third" as well as problems with vertical spawns.

[image loading]

+ Show Spoiler +

v1: TeamLiquid / Official Release
v2: Ladder Release
v3: Post-Ladder Changes:
[image loading]

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 06 2016 03:45 GMT
#48
They're both different enough from the version that's currently on ladder that if you want to try to convince Blizzard to replace the LE version you might as well just pitch the map you think is better.

Also if you want to get any new version of Invader on ladder you should try to convince Blizzard as soon as possible, because the already slim chance of Blizzard updating Invader on ladder will become a 0% chance as major tournaments approach.
Fatam
Profile Joined June 2012
1986 Posts
April 06 2016 05:01 GMT
#49
Blizz moves at the pace of a sleepy snail so GL getting them to change anything at this point
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 06 2016 06:58 GMT
#50
WHAT THE FUCK IT HAS EVEN MORE BASES NOW
vibeo gane,
LemonyTang
Profile Joined March 2011
United Kingdom428 Posts
April 06 2016 10:05 GMT
#51
Snovader looks so damn nice
Mvp #1
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 06 2016 20:10 GMT
#52
On April 06 2016 15:58 -NegativeZero- wrote:
WHAT THE FUCK IT HAS EVEN MORE BASES NOW



Hue.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-04-06 22:59:25
April 06 2016 22:54 GMT
#53
Invader II released.

List of changes:

  • Main Base size increased. Ramp to natural moved slightly forward.
  • Natural shifted a bit forward to ease distance between third and natural.
  • Natural choke slightly smaller to make up for newly added rocks.
  • "Old third" ramp moved back towards main with aforementioned rocks.
  • "Old third" mineral line changed to be oriented vertically to help in defense of cross and horizontal spawns.
  • "New third" tucked back, separated from vertically symmetrical base with ramps
  • Xel'Naga Tower added at the separation of this base to add more interesting dynamics with vertical spawns.
  • Rock Tower added at ramps separating the Xel'Naga Tower highground from the "New Third"
  • Rock Tower + 4x4 rock added at vertical ramps of "old third."
  • 6x6 rocks added to bridges towards the 6/12 o'clock bases.
  • "Old Third" added ramp facing center of the map.
  • New blue base replaces gold bases towards the center of the map.
  • Ramps for 6/12 bases tucked back to make room for these bases.
  • Xel'Naga Towers from the north and south centers removed.
  • Xel'Naga Tower added in direct center of the map.
  • Gold Bases added at the 3/9 o'clock.
  • Many/Most of the air blockers from Ladder Edition removed. Tall doodads removed or shortened.
  • Lighting changed to be more greenish (brown is pretty depressing to look at everywhere).
  • Cross Spawn Enabled.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
imre
Profile Blog Joined November 2011
France9263 Posts
April 07 2016 10:36 GMT
#54
Loving the rework of the middle and the rocks look great.
Zest fanboy.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 07 2016 11:52 GMT
#55
nice job with the aestehtics
Author of Coda and Eastwatch.
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