• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:12
CEST 01:12
KST 08:12
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-67SC4ALL II announced - $10,000 prize pool, Dec 5-64PIG STY FESTIVAL 8.0! (13 - 23 August)11Neeb returns to progaming; rejoins ONSYDE17
StarCraft 2
General
Clem: "I don't have that much hope in Blizzard" Balance hotfix patch 5.0.16b (July 16) Neeb returns to progaming; rejoins ONSYDE SC4ALL II: StarCraft 2 Player Announcement 2/8 August World Ranking: Clem climbs to #2
Tourneys
Tasteless Time Warp: SC Evo Showmatch (May 25) SC4ALL II announced - $10,000 prize pool, Dec 5-6 Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch Mutation # 535 Assembly of Vengeance
Brood War
General
ASL22 General Discussion Data needed BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion [Personal Project Share] Terran Defense v0.60
Tourneys
SC4ALL II: Brood War - $2500 - Dec 5-6 2v2v2v2 Tournament [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Any training maps people recommend? Fighting Spirit mining rates Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace Early Access is Now Live! General RTS Discussion Thread Nintendo Switch Thread Beyond All Reason
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Clem Fan Club INnoVation Fan Club The Scarlett Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Please support my new stand…
Peanutsc
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2746 users

[M] (2v2) Xel'Naga Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
darien_jarkeld
Profile Joined July 2011
United States9 Posts
August 10 2011 13:44 GMT
#1
Xel'Naga Valley v1.6

This map is an outpost style map [see my post on new map styles]. The intent is to split up the teams in the early game, forcing 1v1 style early game and allowing a transition to 2v2s in the mid and late game. The map uses standard Agria textures and has lots of asteroid, Xel'Naga rubble stuff.

Overview

+ Show Spoiler +
[image loading]


  • Map Size: 240x128
  • 4 player map that is designed for 2v2
  • Each Main is located in one of the corners of the map. Players are located closer to their enemy than their ally. The teams are always north vs south,
  • 20 bases, 5 per player. All bases have a standard mineral/gas count
  • There is one set of towers that can see most of the rush attack path between players. There is another set of towers to get information about allied aggression in the mid game.
  • There are line of sight blockers in the middle that are intended to make the towers on either side a little harder to take.
  • There are destructible rocks between each player's 2nd and 3rd bases. These rocks are both to protect the player from early joint attacks, and to limit access to the 3rd base.



Map Analyzer:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


This map is publicly hosted on Battle.net under the name Xel'Naga Valley, on the NA server. You can also download it here.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 10 2011 14:14 GMT
#2
It's a good map, but you should make it east versus west.
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10534 Posts
August 10 2011 15:06 GMT
#3
On August 10 2011 23:14 TehTemplar wrote:
It's a good map, but you should make it east versus west.

agreed. its gonna be so hard to help out your ally if he gets attacked, because by the time you are half way there, you'll probs get counter attacked and then you guys lose. east vs west is better, because you can help out, but still be close enough to defend a counter attack.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-10 15:10:55
August 10 2011 15:07 GMT
#4
On August 10 2011 22:44 darien_jarkeld wrote:
Players are located closer to their enemy than their ally. The teams are always north vs south.


This just makes it a 2x 1v1 map = no team play. Also, with so close rush distances and super wide ramp in natural, this seems like a rather bad 1v1 (x2) map. Since I dont see how getting a second base is possible, I feel like it would almost never transition into 2v2 like you say.


What you should do:
If you want to stick to your 1v1 into 2v2 desing, make the natural more defendable or increase the rush distance.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 10 2011 15:32 GMT
#5
Better yet, make a backdoor to your ally.
ModeratorI am still alive, somehow
TL+ Member
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 10 2011 15:40 GMT
#6
To all of you complaining that you can't help your ally, Outpost-style maps are perfectly fine. Read the link he posted. Also, there were outpost maps in BW.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Proko
Profile Joined February 2011
United States1022 Posts
August 10 2011 16:04 GMT
#7
The problem with an outpost style map is that it will reward a X + P team disproportionately. the P fourgates and attacks alongside his teammate to destroy one side. the teammate opens with an economy build and adds a few units to the attack. Even the opponent of the P counterattacks and kills him, they will have a pooled army to attack with and contain the remaining player while they rebuild.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 10 2011 17:21 GMT
#8
On August 11 2011 00:40 iGrok wrote:
To all of you complaining that you can't help your ally, Outpost-style maps are perfectly fine. Read the link he posted. Also, there were outpost maps in BW.

yeah if you like 2v1s
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 10 2011 17:30 GMT
#9
On August 11 2011 02:21 WniO wrote:
Show nested quote +
On August 11 2011 00:40 iGrok wrote:
To all of you complaining that you can't help your ally, Outpost-style maps are perfectly fine. Read the link he posted. Also, there were outpost maps in BW.

yeah if you like 2v1s

If you can't help your ally, stands to reason they can't. If they can, then you can.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
darien_jarkeld
Profile Joined July 2011
United States9 Posts
August 10 2011 17:58 GMT
#10
This just makes it a 2x 1v1 map = no team play. Also, with so close rush distances and super wide ramp in natural, this seems like a rather bad 1v1 (x2) map. Since I dont see how getting a second base is possible, I feel like it would almost never transition into 2v2 like you say.


I agree that the rush distances are a little too close, but even Metalopolis with close air spawns is only 133. At one point the natural had a tighter choke close to the main's ramp, but it just felt like it was a little too easy to defend. I am not trying to force it into the late game, but I don't want to discourage that style of play either. Of the few games I have played, we have all managed to expand to our naturals. Expanding to the third base seemed a little harder, but I think that was mostly because we weren't used to the map.

The problem with an outpost style map is that it will reward a X + P team disproportionately. the P fourgates and attacks alongside his teammate to destroy one side. the teammate opens with an economy build and adds a few units to the attack. Even the opponent of the P counterattacks and kills him, they will have a pooled army to attack with and contain the remaining player while they rebuild.


Yeah, building a pylon in your ally's base seems like a pretty strong tactic for Protoss. This is actually my least favorite part about the destructible rocks by your base. When the pressure comes, you end up feeling really trapped unless you have destroyed those rocks. If you can get away with your workers and/or units when you see that you are completely outnumbered, you could regroup with your ally after he destroys the Protoss base. That should more or less even out the rest of the match. I have thought about adding a path that goes straight from your base to your allies with no way to get from there to the middle of the map. That kind of path just felt kind of contrived though so I didn't end up adding it.

If you can't help your ally, stands to reason they can't. If they can, then you can.

iGrok nailed the intent of the map. It is supposed to be difficult to help your ally (either for attacking or defending) early on in the match.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-08-10 18:14:54
August 10 2011 18:13 GMT
#11
--- Nuked ---
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 10 2011 18:44 GMT
#12
wait what lmao if you dont help your ally and you go counter they will win the basetrade EVERY TIME. 2v1 shit breaks 2v2 games that are outpost style maps. and its incredibly imbalanced for certain matchups as well. ZZ v PP for instance is so hard early on for the protoss. and igrok didnt nail it on the head, he just stated the obvious.

theres a fine line in 2v2 maps and its how far away your ally is.
darien_jarkeld
Profile Joined July 2011
United States9 Posts
August 10 2011 19:42 GMT
#13
wait what lmao if you dont help your ally and you go counter they will win the basetrade EVERY TIME. 2v1 shit breaks 2v2 games that are outpost style maps. and its incredibly imbalanced for certain matchups as well. ZZ v PP for instance is so hard early on for the protoss. and igrok didnt nail it on the head, he just stated the obvious.

theres a fine line in 2v2 maps and its how far away your ally is.


I agree that distance from your ally is a very significant element of 2v2 maps. In most 2v2 maps where you do not share a base, your opponents can easily combine their army and then control both you and your ally by sitting outside your ramps. This is because they are able to control your ability to move out with an army and your ability to combine armies. In addition static defenses aren't as good because they can just ignore them and attack your ally.

This map is different than those because it is very costly for your opponents to combine their armies. The cost is this: by controlling one opponent with both armies, they give the other opponent the freedom to do whatever he likes. They can't control both of you because the time cost is way to high. This also improves the value of static defenses. If you are able to scout that your ally is getting double rushed, he can throw down some towers/bunkers/crawlers and the will be up by the time the opponents are able to combine their armies. This can make it that much harder to team up against a player in the early game. The longer that player is able to last the better off his team will be. If you are able to spot the rush, I think that you will have a huge advantage in a map like this, and that is why I placed the Xel'Naga towers where I did. Even if you don't spot the rush, I believe that you will have a decent chance, assuming your ally responds appropriately. Besides as a protoss player you should probably just always build a pylon in your ally’s base.

The whole point of this map is to experiment with distances between you and your enemies that are non-standard and see how it plays out. It might be that it is completely imbalanced toward certain races, but I don't think that it will have the same imbalances that we see now on 2v2 maps where bases are not shared.
Proko
Profile Joined February 2011
United States1022 Posts
August 10 2011 21:25 GMT
#14
On August 11 2011 03:13 Barrin wrote:
IMO, "Outpost" style maps have the potential to be just fine.

Not enough people understand that in a 2v2 when you're getting "2v1'd", your ally is essentially untouched (at least and especially in the Outpost style). He can do a mix of counter attacking the enemy's undefended bases and/or macroing up a storm. All of that should be done while you are dying as slowly as possible (which can be done very effectively, I will not describe it here). The less forces they send at you, the higher their economy but the slower you will die (you might not even die if you went army heavy and they just played standard putting their forces together).

Yes, the person who get's 2v1'd feels like he is losing, and he sort-of is because he is now the weakest player, but if you play it properly most people would be surprised how balanced it actually is because the 2v1'd player's ally is generally significantly stronger than either of the enemies.

Well, this is kind-of hard to explain, and it took day[9] about an hour in Day[9] Daily #210... he probably explained it better than me.



edit: oh yeah, Protoss do have more flexibility in this map. But still, wherever he warps in units is units he's not warping in in other places.


I play 2s at a pretty high level and I can tell you unequivocally that what you are saying about tech strength only works in rare situations. most of the time you lose the game if you lose your ally, unless he dies very very slowly, which is hard, if not impossible to do. This would be a great map for 4 t's or t+z v. t+z but the addition of protoss makes it a very dangerous map.

In general map design has an incredibly profound effect on balance in 2v2s. this map would favor p+x. it's just a fact. the same way a map like gutterhulk (which was terribad in imho) favors Z heavily because of the distance between bases.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Please log in or register to reply.
Live Events Refresh
Next event in 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft279
SpeCial 65
ViBE36
StarCraft: Brood War
Britney 9414
Artosis 602
HiyA 50
Dota 2
420jenkins412
NeuroSwarm142
capcasts80
League of Legends
Doublelift4891
Counter-Strike
summit1g7258
tarik_tv3512
Other Games
Grubby1893
hungrybox756
C9.Mang0375
ToD249
White-Ra108
XaKoH 84
UpATreeSC62
JimRising 29
Organizations
Other Games
gamesdonequick485
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• musti20045 46
• OhrlRock 1
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 34
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21317
Other Games
• imaqtpie861
• Shiphtur276
Upcoming Events
Replay Cast
48m
The PondCast
10h 48m
OSC
10h 48m
INu's Battles
11h 48m
Percival vs Cure
Classic vs Clem
Replay Cast
1d
Escore
1d 10h
IntoTheTV X SOOP
1d 11h
RSL Revival
2 days
herO vs SHIN
Clem vs Solar
Serral vs Rogue
RSL Revival
3 days
WardiTV Weekly
4 days
[ Show More ]
The Patches Monday
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
PiGosaur Cup
6 days
Replay Cast
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-04
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
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

Upcoming

Escore Tournament S3: W6
Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
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.