Ulnar Temple (battleground concept) by KingWut117

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Ulnar Temple (battleground concept)

By: KingWut117
Last Updated: Feb 20, 2016
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Ulnar Temple (battleground concept)

Xel'Naga Battlefield

BATTLEGROUND CONCEPT
CAUTION
SPOILERS FOR LEGACY OF THE VOID EPILOGUE

Appearance

This battleground would use the main Ulnar tile-set from LotV. 3 lane map
Towers will be replaced with Khaydarin Monoliths, and the walls and gates will be replaced with Xel'Naga style structure and plasma shield.
Forts Will be half-formed pyramid-like structures with a large Khaydarin crystal floating in the middle, where the attacks come from.
Keeps will be more fully formed version of the forts, but more Nexus-like.

Left team's core will be replaced by Ouros, the last Xel'Naga. Right team's core will be Amon.
Footsoldier is replaced by Zealot
Mage is replaced by Sentry
Archer is replaced by Adept
Catapult is replaced by Reaver

Objective

Teams will fight for control over 3 preserver stasis pods, arranged in an upside-down triangle like so

lane>>

Mercs

Siege Mercs
2 camps, located on the top and bottom middle of the map. 2 rogue Purifier colossi. Will assist in lanes by firing standard colossus beams at minions, and firing long-range blasts of energy at structures (similar to the Tal'darim colossi)

Bruiser Mercs
2 zerg nests, located near the middle on the left and right of the map. Each nest consists of 2 spine crawlers and a swarm queen. Capturing the camp allows that team to warp in reinforcements (Daelaam for the left team, Tal'darim for the right team) consisting of 3 Stone Zealots (which attack by punching) and an immortal. (functionally identical between both teams, but stylized differently)

Boss Camp
Located in the middle just above the 2nd lane. A Xel'Naga construct, fires lasers from a short range, and launches telegraphed mini-constructs to explode in an area for large damage

Notes

I liked the idea of a core that isn't destroyed by conventional means so much in Towers of Doom that I decided to put my own twist on it.
Like any other map, control of the objectives is essential, however it can be ignored for straight pushing to the enemy core. I think this could create an interesting balance between siege and objectives.

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