• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:02
CEST 17:02
KST 00:02
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy3GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
BW General Discussion JD's Ro24 review BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion [BSL22] RO32 Group Stage
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F [BSL22] RO32 Group B - Sunday 21:00 CEST
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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 European Politico-economics QA Mega-thread Russo-Ukrainian War Thread The China Politics Thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1833 users

[M] (2) Xel'Naga Avenger

Forum Index > SC2 Maps & Custom Games
Post a Reply
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 12:13 GMT
#1
Title: Xel'Naga Avenger v 0.1

Made by: Destructicon
Published on: EU

Overview Image
+ Show Spoiler +
[image loading]


In Game Description:
The main bases are clsoe by air, the natural is close and well protected. Further expansions push across the borders of the map. The gold bases are exposed near the center of the map. The Xel'Naga Towers oversee the main attack paths.

Introduction:
This map was one of my entries into the TL MC. I wanted to go for a space themed map and add my own twist to it, I realized that no one had made a truly playable map what looked entirely like a spaceship, everyone had build space platforms. So I set about building the map so it would look like a ship, that was my concept.

Pictures Aesthetics:
+ Show Spoiler +
[image loading]


Data Aesthetics:
Ulnar texture set, no modifications.
1360 doodads
Default lighting

Pictures Gameplay:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


Gameplay Data:
Playable bounds: 148*142
Number of Starting locations: 2
Number of bases: 8 regular bases, 2 gold bases
Number of XWT: 2
Number of destructible rocks: 4

Balance comments:
Because the rush distance from nat to nat is small, I added a some destructible rocks in the middle by the XNT to slow down some pushes and I also added some rocks on the natural expansion's ramp so that it could be better defended early game while not being too narrow later game.

The biggest problem though, and what I've gotten feedback about when I posted it to TLMC, was as I suspected, the fact that the map is a bit to turtly with the 3rd base being the way it is.
My goals for the immediate future are to open the map up a little so that more interesting games can be played.

Change Log: N/A
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 13:15 GMT
#2
I was really interested when I saw this map in the thread. I would really like to take a closer look at the map, but you are in EU so I can't. Do you mind PM'ing me the map?
starleague forever
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
Last Edited: 2011-11-10 13:25:50
November 10 2011 13:24 GMT
#3
I haven't tried the map yet, so I can't say how it would play out, but going on the comments that you've received, what if you moved the gold bases closer to the middle, and added a ramp to the third, where the gold bases were. Sort of like the picture below:

+ Show Spoiler +
[image loading]


Like I said, I'm not sure exactly how it would play out, just a suggestion responding to the feedback people have said
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 13:27 GMT
#4
I was thinking the same thing, moving the golds towards the middle gap and adding ramps to the 3rd, still, there is a problem with the 3rds being on the highest tier so the ramp would have to be a double ramp, which I'm not sure will work. At the moment I'm doing some heavy reconstruction on my map and building two version for testing.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 10 2011 13:35 GMT
#5
Oh yeah, I see the issue there....erm....lower the 3rd so its the same level as the 4th, then do it?

This is getting complicating
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 14:25 GMT
#6
1. you could probably move the mains a bit outwards. this isn't to necessarily increase air rush distance, but to balance the main itself, as the closest points between the bases is fairly short, and with the position of the ramp, it would be difficult to defend drops as protoss due to the distance.

[image loading]

2. i would move the resources at nat one square closer to ramp to help with protoss walloff

3. i would remove the halos because they are god damn annoying

4. with the above poster, moving the golds to the middle is an easy fix. you could raise the terrain in that middle section and ramp it to change up the terrain, this also allows you another ramp to the third if you want though i don't really think you need it.

[image loading]

5. the biggest issue with the map is all the entire lower half. the layout just isn't right and you end up with alot of empty and useless space. just think about how people move their armies around to get an idea of where to put the bases.

[image loading]

6. an extension of the above, its hard to determine if 4 bases are enough for the map. if you can imagine, zergs are on 3 bases well under 10 minutes into the game, and that leaves them only the last 4th and gold to rely on as the game progresses. but deciding on 4 or 5 bases is difficult due to the size of the map itself as well, as the extra bases can through if off. so its something you have to think about.

ps, theres easier ways to block pathing rather than using a million pathing blocking doodads. you can literally paint it in from the pathing tab, or use pathing fills to block an entire piece of terrain with just one object
starleague forever
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 10 2011 22:25 GMT
#7
Ok, I've worked today on making some of the necessary adjustments to the map, I wasn't quite sure which route to go, so I made two versions of the map so far. I'll be adjusting them an decide on a final new layout as more feedback rolls in.

So, the two versions are.
v 0.2
+ Show Spoiler +
[image loading]

Basically I lowered the height on the main, the nat and the 3rd, raised the 4th, moved the golds and added another ramp to the 3rd. It is now more vulnerable. I also changed the area between the two 4th bases, it is now high ground, and hopefully it will give more incentive to attack from there.
One downside is that, the nat expansions, which where already pretty close are now more open, I did add destructible rocks, but I'm not sure its enough.

v 0.3
+ Show Spoiler +
[image loading]

In this version the main and nat stay the same size, however I lowered the 3rd base in height and added a gap between nats and 3rds. Added a ramp to the 3rd, moved golds and also re-worked 4ths a bit.
In this version the nat should be more secure because of the high ground, and its also a bit more dynamic because it has another attack path, along with the 3rd.

That's enough for me today, I'm awaiting further feedback for tomorrow's changes.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 10 2011 23:34 GMT
#8
its hard to discern from analyzer pics ... overview pics of the actual map plz
starleague forever
Duban
Profile Joined July 2009
United States548 Posts
November 12 2011 23:10 GMT
#9
Looks interesting. One question though. Is the natural ramp a double wide ramp that has junk on it making it a single wide? That's what it looks like but i can't tell.
An ignorant person makes a mistake. A stupid person makes it again.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
November 12 2011 23:40 GMT
#10
i think you should still put a single neutral base in the bottom left corner
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 14 2011 08:03 GMT
#11
The golds are incredibly open. You either need to create some sort of choke point(s) or barriers around the gold, or if you intend on keeping the openness you need to just remove the gold rocks entirely. It's either safe and blocked, or unsafe and open.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 20 2011 00:23 GMT
#12
Ok, I took a small break from working on maps, I finally did some more tweaks this week, so here is a newer version.

Overview Image
+ Show Spoiler +
[image loading]


Analyzer Image
+ Show Spoiler +
[image loading]


In short, I re-worked the nat a bit, pushed the mineral line back a bit and changed the orientation of the ramp from main to nat.
It results in the rush distance from nat to nat going up from 105 to about 112, very similar to the rush distance on Metalopolis close by air. The rush distance from main to main also went up to 153.
I also failed to take into consideration last time that, since the golds are now more exposed they don't require rocks, this has been rectified.

Since the nat is on high ground compared to meta's low ground, I think it should be a bit more secure despite the relative low rush distance.

With the 4ths on high ground now and a high ground path between them compared to the rest of the map it should encourage more use of that path way late game.

What bothers me now though is how the openness has really grown, I'll need to figure out how to fix that later.
Anyway, I'm looking forward to more feedback and I thank you for the feedback so far.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #243
Liquipedia
WardiTV Team League
11:00
Playoffs Day 3
RotterdaM822
WardiTV822
ComeBackTV 739
IndyStarCraft 269
Rex135
3DClanTV 73
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 822
IndyStarCraft 269
Hui .265
LamboSC2 206
Rex 135
ProTech125
Vindicta 46
Railgan 32
Codebar 18
StarCraft: Brood War
Britney 64346
Calm 4208
Bisu 2834
Mini 1098
Shuttle 1082
BeSt 886
actioN 664
EffOrt 582
Light 449
ggaemo 420
[ Show more ]
ZerO 404
Rush 344
Hyuk 327
firebathero 153
Last 94
Aegong 73
Killer 71
Nal_rA 70
Shinee 59
Barracks 57
Movie 50
Sexy 50
Mind 50
Hyun 41
ToSsGirL 37
scan(afreeca) 32
soO 26
Hm[arnc] 26
Backho 26
Free 24
Rock 17
IntoTheRainbow 14
Terrorterran 13
GoRush 12
NotJumperer 11
yabsab 11
ivOry 8
Dota 2
Gorgc7404
qojqva2631
LuMiX1
Counter-Strike
zeus1350
Heroes of the Storm
Khaldor220
MindelVK15
Other Games
singsing1837
B2W.Neo1515
Liquid`RaSZi1350
FrodaN158
QueenE67
Mew2King60
ZerO(Twitch)33
Organizations
Counter-Strike
PGL906
StarCraft: Brood War
Kim Chul Min (afreeca) 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Adnapsc2 13
• LUISG 6
• Response 4
• iHatsuTV 3
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• TFBlade2166
• Jankos1897
Upcoming Events
BSL
3h 58m
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
IPSL
3h 58m
Artosis vs TBD
Napoleon vs TBD
Replay Cast
17h 58m
Wardi Open
18h 58m
Afreeca Starleague
18h 58m
Soma vs YSC
Sharp vs sSak
Monday Night Weeklies
1d
OSC
1d 8h
Afreeca Starleague
1d 18h
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
1d 18h
GSL
1d 20h
[ Show More ]
Replay Cast
2 days
Kung Fu Cup
2 days
The PondCast
3 days
WardiTV Map Contest Tou…
3 days
Escore
4 days
WardiTV Map Contest Tou…
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
WardiTV Map Contest Tou…
5 days
IPSL
6 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
6 days
Sparkling Tuna Cup
6 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.