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Active: 716 users

[M] (2) AEM Oasis

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-08-02 22:20:39
July 17 2014 20:33 GMT
#1
[image loading]

AEM Oasis - version 1.0
Uploaded - [NA] [EU] [KR] [SEA]

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+ Show Spoiler [analyzer] +
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2 players
playable 136x136
2 xel'naga towers
12 blue bases (10 blue expansions)

Pictures!
+ Show Spoiler [Pictures!] +
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Changelog!
+ Show Spoiler [Changelog!] +
1.0 - original
+ Show Spoiler +
[image loading]


1.1 - main edge reduced, geyser at low ground third fixed
+ Show Spoiler +
[image loading]



Recent Works:

AEM Angel's Wing
AEM Demon's Claw
AEM Sol Dios
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Homonuncnunc
Profile Joined May 2014
United States41 Posts
July 18 2014 01:46 GMT
#2
Do those collapsible rocks block a town hall or just form a semi-wall? My guess is they form a wall, but I can't tell for sure from the pictures. Either way, I'd be interested in the reasoning behind them.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 18 2014 02:07 GMT
#3
It does block the town hall. You can have a close third base, that is blockable by the rock tower, or you can have a farther third with no such block.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Homonuncnunc
Profile Joined May 2014
United States41 Posts
July 18 2014 02:35 GMT
#4
Ah okay. Looks really obvious in hindsight . It kind of presents the same options/gameplay that the collapsible tower on the Sol Dios island base did, but in a spot that's far more likely to actually see use.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-18 03:41:33
July 18 2014 03:12 GMT
#5
That small path in the center makes me so moist ♥_♥

But regarding the map itself i'm worried about the siege-able nat, but i'm more worried about cannon rushes, the third base also looks to have a place where cannons can be set up, it is not the biggest of issues but i feel it is worth mentioning.

As far as blink goes, the map should be fine, it is in the more exposed side of maps but it is fine.*

For mech play and toss the map may be similar to Foxtrot regarding the spacing of the choke points and the amount of open area between each ramp/choke point to the next making it hard for zerg players. This applies more when talking about immo all ins to both third bases, where they are very hard to defend, but that's far from final and it would require quite a bit of testing.

Almost forgot! i love those small pockets of terrain you did where players can hide pylons/units/stargates ^^

//edit, after a couple test games i feel blink all ins could be problematic, the main base is more exposed than i thought first, also regarding the spacing the map looks much better ingame, the wide areas between the choke points should do the trick nicely, so np there :b
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 18 2014 06:43 GMT
#6
Lot of cool things about this map. I especially like the 5th/6th bases.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
July 18 2014 07:12 GMT
#7
i think the double ramp leading to the farther away third base shouldn't be there. if the aggressor goes for a timing push on the 3rd and manages to begin pushing you back, it's very difficult to reinforce up the ramp to try to hold.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
vult
Profile Blog Joined February 2012
United States9400 Posts
July 18 2014 08:20 GMT
#8
I really like this map :D
I used to play random, but for you I play very specifically.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 19 2014 01:44 GMT
#9
I guess if Blink is an issue I can trim a bit off the edge of the main base, but it doesn't seem that exposed to me. Not a big deal either way, though.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 02 2014 22:22 GMT
#10
lefix pointed out a misplaced geyser at the low third base, so along with fixing that I'm rolling out a change that includes trimming the main base a bit - see version 1.1 in changelog
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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