• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:35
CEST 15:35
KST 22:35
  • 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
Maestros of the Game: Week 1/Play-in Preview10[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Maestros of the Game: Week 1/Play-in Preview Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Buy Oxycontin, Xanax, Adderall, Rivotril, Adipex, Pros React To: herO's Baffling Game
Tourneys
Is there English video for group selection for ASL [Megathread] Daily Proleagues Small VOD Thread 2.0 [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1245 users

[M] (2) Avalon Keep - By oneil

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-28 22:07:34
March 27 2011 14:34 GMT
#1

Avalon Keep
by oneil


[image loading]

+ Show Spoiler [Detailed Overview] +

Green \ = Vespene
Green X = Rich Vespene
Blue ( = Minerals
Red < = LOS Blocker
Yellow = XNT + Range
[image loading]


This is my second melee map submission to the TL forums. It's a 1v1 map with a custom cavern/cave texture set. Lots of rain, fog and weird flora

All I've got is a ~23 min insane vs insane replay.. If you'd like to test out the map please upload any replays you get!

My other map(s):
Uplands

  • Total dev time: ~5 hours
  • Spawns: Middle (10 and 4)
  • Size: 128x160 (playable)
  • XNT: 2
  • Tileset: Custom Cave
  • Expansions: 10
    • 8x 8 min 2 vesp
    • 2x 6 min 1 rich vesp


+ Show Spoiler [In-game screens] +

[image loading]
[image loading]
[image loading]

+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]


Avalon Keep is currently published on NA - one.610


+ Show Spoiler [Changelogs] +

+ Show Spoiler [28/03/2011] +

- Changed map size, now 128x160 playable
- Expanded middle to make wider
- Moved XNT to adapt to new size
- Added LOS blockers to middle area

+ Show Spoiler [27/03/2011] +

- Added ramp/passage by farthest expo
- Added destructible rocks to back expo

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 27 2011 15:16 GMT
#2
I think you struck gold here sir. Never seen such a layout before, its refreshing and pretty damn good

KCCO!
adso
Profile Joined March 2011
718 Posts
March 27 2011 15:26 GMT
#3
Gorgeous texturing, a bit on the dark side of the moon ?
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 15:29:00
March 27 2011 15:28 GMT
#4
Thanks guys! As for the darkness, I updated the OP with in-game screenshots..

Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 27 2011 15:39 GMT
#5
On March 28 2011 00:28 oneil wrote:
Thanks guys! As for the darkness, I updated the OP with in-game screenshots..

Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?

i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.
For he is the Oystermeister, lord of all the oysters.
oneil
Profile Joined March 2011
Canada73 Posts
March 27 2011 15:44 GMT
#6
That's what I did for the top-most screenshot.. But I see people put high-res screenshots with all doodas present and showing fog/mist as well. Hmmm

On March 28 2011 00:39 VarpuliS wrote:
i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
FlaShFTW
Profile Blog Joined February 2010
United States10184 Posts
March 27 2011 16:01 GMT
#7
interesting format of the natural... the side alley makes it so you might have to pay a bit of attention.

however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 16:49:55
March 27 2011 16:45 GMT
#8
I would hesitate to call the XNT useless, as they won't be that easy to hold until you control your third and push your forces out from the high ground. It's a key position to hold to detect air and keeping an eye for any hidden expansions or troops coming through the back.

By your definition the XNT would have to be placed in the middle (to show enemy movement) and this would be far too important a position to hold

On March 28 2011 01:01 FlaShFTW wrote:
however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 27 2011 16:55 GMT
#9
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.
sixdrumquads
Profile Joined January 2011
United States51 Posts
March 27 2011 17:10 GMT
#10
my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.

also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army

very good map though, those three things imo would make it pretty good for ladder or tourney play
oneil
Profile Joined March 2011
Canada73 Posts
March 27 2011 17:26 GMT
#11
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]


On March 28 2011 02:10 sixdrumquads wrote:
my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.

also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army


I'm not too sure about your XNT placement, as moving them any closer from their current position would reveal into the opponent's main, natural and/or choke. I do however agree with your suggestion of putting rocks to block off the back door during the early game.

How do you feel about giant destructible rocks across like so:

+ Show Spoiler +

Rocks here are out of XNT vision, allow early hidden expos and require extra effort to check up on:
[image loading]
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Lunit
Profile Joined July 2010
United States183 Posts
March 27 2011 17:42 GMT
#12
Im loving the layout of this map. Completely diverse to any out there.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2011-03-27 17:56:35
March 27 2011 17:49 GMT
#13
On March 28 2011 02:26 oneil wrote:
Show nested quote +
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]


Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way. Plus, I'm not saying the middle path is in tank range from then nat, I'm saying that the middle path is tiny and is the only path to your opponent. If a Terran camps one end of it, there's no way you're getting past.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 27 2011 17:50 GMT
#14
On March 28 2011 02:26 oneil wrote:
Show nested quote +
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]

So you want a player to roflstomp himself by trapping himself in that passage? LOL!
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 18:43:29
March 27 2011 18:38 GMT
#15
No, that's not what I meant.. I just wanted to show that any sized unit can move through that path. It's 1 FF wide so obviously not a good place to run your entire ball through..

Finally, you'd be walking through your path and not the one on your opponent's side (if the intent is to avoid tank fire)

+ Show Spoiler [Quotes for above] +
On March 28 2011 02:49 neobowman wrote:
Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way.


On March 28 2011 02:50 dezi wrote:
So you want a player to roflstomp himself by trapping himself in that passage? LOL!


I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Thanks for the comments guys!
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-27 19:14:49
March 27 2011 19:13 GMT
#16
If you stretch the map a little bit to create actually 2 seperated paths in the mid it might be a much better map. Right now you only need to camp at the third to secure urself 5 bases (beside drops) and please add some more details pics (to me the map looks somewhat empty in terms of doodads).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-03-28 01:30:42
March 28 2011 01:19 GMT
#17
Maybe a long stretch of LOS blockers through the center splitting it into two might help a bit with the problem, or high HP destructable rocks on a ramp between the mains and opponent's third expo? Just an idea, can't say I'm any pro balancing guru or anything. At least the rocks / ramp would open another attack path mid-game, and I think the LOS (maybe not in this shape, could be another) would hurt turtled terran's tank range.

/brainstorm

I like it a lot, though. Especially the tileset.
+ Show Spoiler [idea] +
[image loading]



On March 28 2011 03:38 oneil wrote:

I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Thanks for the comments guys!


It looks like the expansion to the north of the left main base has a cliff on the back, while the same base on the opposite side seems still to have a ramp. Or is there a ramp up top that I just can't see for the shadowing?
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 28 2011 04:08 GMT
#18
This is the big problem with the layout of this map. Two starting bases on the sides of a tall but thin map. Ends up with one path through the middle.
superezekiel
Profile Joined November 2010
United States35 Posts
March 28 2011 21:05 GMT
#19
I think what will be interesting in this map is to see the battles for the expos, as the layout around those is more complex and interesting, but otherwise I agree that the attack patch through the middle could be a bit of a problem in creating interesting matches. 2 basing seems too easy.
Victory Goes To The Winner!
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
March 28 2011 21:10 GMT
#20
It looks like reapers and blink stalkers would be increeeeeeeeedibly powerful here due to the amount of cliff space by your main and nat, maybe it's just me.

Other than that looks pretty cool :D
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 84
BRAT_OK 48
StarCraft: Brood War
Britney 42548
PianO 5679
Rain 4112
Sea 3703
Jaedong 1541
Bisu 1316
GuemChi 1298
Shuttle 622
Larva 484
Mini 402
[ Show more ]
Light 311
actioN 285
Snow 268
Hyuk 243
BeSt 235
Soulkey 224
Mong 206
EffOrt 197
ggaemo 189
Barracks 133
ZerO 96
Hyun 92
Mind 85
JYJ46
ToSsGirL 42
Pusan 38
Sharp 35
TY 35
sSak 29
Nal_rA 25
Noble 23
Movie 17
scan(afreeca) 16
sorry 15
HiyA 14
Sacsri 14
ajuk12(nOOB) 13
Yoon 11
yabsab 11
Free 10
SilentControl 8
Bale 7
Terrorterran 6
Shine 5
IntoTheRainbow 4
Dota 2
The International44834
Gorgc11061
qojqva501
XaKoH 243
Fuzer 220
XcaliburYe106
febbydoto3
League of Legends
JimRising 250
Counter-Strike
zeus942
Stewie2K340
oskar193
edward81
Heroes of the Storm
Khaldor51
Other Games
singsing1505
hiko695
crisheroes564
B2W.Neo503
Happy370
DeMusliM296
Hui .132
Liquid`VortiX87
ArmadaUGS71
QueenE71
MindelVK34
ZerO(Twitch)21
KnowMe14
Organizations
StarCraft: Brood War
UltimateBattle 2186
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3263
• Jankos1272
Upcoming Events
Maestros of the Game
3h 25m
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
5h 25m
Team Bonyth vs Team Dewalt
CranKy Ducklings
20h 25m
RSL Revival
20h 25m
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
1d
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
1d 3h
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
1d 4h
RSL Revival
1d 20h
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
2 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
2 days
Team Hawk vs Team Sziky
[ Show More ]
Sparkling Tuna Cup
2 days
Monday Night Weeklies
3 days
The PondCast
5 days
Online Event
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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 © 2025 TLnet. All Rights Reserved.