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[M] (2) AEM Outpost

Forum Index > SC2 Maps & Custom Games
Post a Reply
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 04 2014 18:51 GMT
#1
[image loading]


Version 0.1 - Not Published yet
Created by IeZaeL

[image loading]

Playable: 136x128




I used a new tileset called Purifer found in the sc2 textures pack. Its like the ice tileset found back in WoL expansion. If you want to use this tileset too , just search for " Puriferworld_number" .This time i didnt really care about making the map "prettier" , i just wanted to see if this layout worked and could play out some interesting games

Tileset
+ Show Spoiler +

Purifer3
Purifer6
Purifer7
Daelaam Ark Metal light
Skygeirr Lab Dirt
Phaeton dirt light
Shakuras Rock cracked
Ulaan Rock rough

Phaeton Organic Cliffs
Daelaam Ark manmade Cliffs

Starship Lighting


Aesthetic Shots
+ Show Spoiler +


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Feedbacks are welcome!
Author of Coda and Eastwatch.
Morrissey
Profile Blog Joined April 2014
Germany55 Posts
July 04 2014 19:45 GMT
#2
two entrances to the natural would make the map really tricky i think..
MarineKingPrime forever
TheFlexN
Profile Joined March 2012
Israel472 Posts
July 04 2014 20:42 GMT
#3
Those textures, I am drooling, so pretty. Interesting map layout. Does the high ground path to the natural back door is 1 squre wide at a point? (can be blocked by a single pylon/depo)
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 04 2014 20:51 GMT
#4
On July 05 2014 05:42 TheFlexN wrote:
Those textures, I am drooling, so pretty. Interesting map layout. Does the high ground path to the natural back door is 1 squre wide at a point? (can be blocked by a single pylon/depo)

Oh you noticed it ^^. Yes it can be blocked by a single pylon/depot.
Author of Coda and Eastwatch.
Androxide
Profile Blog Joined November 2013
Canada340 Posts
July 04 2014 20:53 GMT
#5
I think the biggest problem with this is that it's impossible to control your gold without your opponent also taking his. You can't control it if the opponent has high-ground 3rd.
Liquipedia ex-Trial Staff | [20:41] <@tofucake> but if cloud to butt rears its ugly head again the block goes back on
Pino
Profile Joined June 2013
1032 Posts
July 04 2014 21:01 GMT
#6
Could you give nat/nat distance? I feel like this map is too small. But anyway the tilesets are great and the global aesthetic looks fantastic
ThunderKatz
Profile Joined February 2012
United States6 Posts
July 04 2014 21:15 GMT
#7
The combination of colors is striking and lovely. It seems to me that a third base could be very hard to take and hold, in multiple match-ups. The small squares to the top left of the bottom center base and to the bottom right of the top center base--are these little plateaus, or ramps?
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 04 2014 21:20 GMT
#8
not great use of the textures, the way they sit on organic cliffs is just off. otherwise, very cute map, though balance is not something I'd expect to see here.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-07-04 21:46:50
July 04 2014 21:42 GMT
#9
It's good to see a small 10 base map, they have been conspicuously absent recently. Very interesting idea with the backdoor - how it's easy to block but doing so requires placing a building far out on the map. Agreed that the cliffs are weird, pls change those, also your mineral formations in the mains are screwed up.

Edit: is the natural cliff droppable? That's probably a bad idea...
vibeo gane,
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 05 2014 02:43 GMT
#10
It'd be cool if the cliff above the nat was part of the main, so that it could also help watch the backdoor path. But I realize there might not be space for this.

This map looks tough for zerg given that getting 4+ bases secure is difficult. TvZ especially with the gold (how is zerg supposed to punish that?) and the mono push path.

Definitely cool ideas though and the twisting interweaving routes are appealing.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 05 2014 03:40 GMT
#11
Rush distance seems tiny.
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 05 2014 03:53 GMT
#12
Also, that name
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 05 2014 05:31 GMT
#13
How about Outposture
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 05 2014 20:42 GMT
#14
On July 05 2014 14:31 EatThePath wrote:
How about Outposture

You don't have to see yourself out for this one, I'll help you. Really, don't worry about it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 05 2014 22:38 GMT
#15
On July 06 2014 05:42 NewSunshine wrote:
Show nested quote +
On July 05 2014 14:31 EatThePath wrote:
How about Outposture

You don't have to see yourself out for this one, I'll help you. Really, don't worry about it.

;D
Comprehensive strategic intention: DNE
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