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[M] (2) Apotheosis

Forum Index > SC2 Maps & Custom Games
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-02-13 08:26:34
December 25 2014 14:10 GMT
#1
Apotheosis 1.3
140x148
Published on all servers


[image loading]

Info/details:

This map is the culmination of a series of map layouts stretching back a couple years, each one a revision/modification of the previous:
  1. Overwatch - the original layout, a (quite successful) BW map.
  2. White Forest - straightforward SC2 port of Overwatch, entered into TLMC 3.
  3. Neo Overwatch - update to the original, borrowed a couple changes from the SC2 port as well as some new edits.
  4. This untitled thing - Neo Overwatch adapted for SC2, but with a more significant layout overhaul. This got posted in the WIP map thread then promptly disappeared for a while, until now.
  5. Apotheosis aka this guy right here. This final version has a few more layout changes to bring the 3rds to a more standard distance as well as expand the map slightly to add a couple more bases.

Overall this is a macro oriented 14 base 2p map bearing some similarities to Match Point and Cloud Kingdom (mostly unintentional, lol). The concept of this map revolves around the importance of the high ground pods, as they're both the optimal location to position an army to defend several bases and the easiest location for the opponent to attack. The center chokes split the map into 3 major attacking lanes (or 5, if you count the divided low ground paths separately) which converge toward the high ground pods - but they still allow smaller groups to easily move through for harassment or small attacks.

As well as the higher base count, the 1x ramps at the 3rds are designed with LotV in mind, where all 3 races can take advantage of the 1x ramps - Z with the new lurkers and ravagers. Other than that it's quite a standard map.


Angled
+ Show Spoiler +
[image loading]


Analyzer
+ Show Spoiler +
[image loading]


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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Tileset
+ Show Spoiler +
-Aiur Small Bricks
-Aiur Tiles
-Aiur Grass
-Aiur Dirt
-Aiur Grunge
-Bel'Shir Grass Light
-Tarsonis Rubble
-Xil Sand

-Aiur Manmade Cliffs
-Phaethon Organic Cliffs


Changelog
+ Show Spoiler +
v1.3 (not yet published):
-Reverted 3rd ramp change

v1.2:
-Narrowed area in front of nat choke
-Narrowed nat choke from 11 to 10 tiles, moved slightly closer to 3rd
-Changed 3rd chokes from 1 ff ramps to 3 ff with 6x6 rocks (still 1 ff wide with the rocks)
-Minor art/detail updates

v1.1:
-Minor art/detail updates
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 25 2014 14:28 GMT
#2
All I can think of is this sorry


I really like the choices of how to secure four bases.
Moderatorshe/her
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 25 2014 18:22 GMT
#3
Oh you finally finished it. Thats gorgeous , maybe your best map by far.
Author of Coda and Eastwatch.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
December 25 2014 18:55 GMT
#4
Seriously reminds me of bel shir vestige haha
$O$ | soO
Ej_
Profile Blog Joined January 2013
47656 Posts
December 25 2014 19:33 GMT
#5
On December 26 2014 03:55 iMrising wrote:
Seriously reminds me of bel shir vestige haha

Looks like Bel'shir where you can take a 4th base

nice map, like the small ramp on 4th
"Technically the dictionary has zero authority on the meaning or words" - Rodya
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 25 2014 21:03 GMT
#6
Looks like a really excellent map
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Superouman
Profile Blog Joined August 2007
France2195 Posts
December 25 2014 23:17 GMT
#7
Seeing well placed tight chokes make me very happy. This map is really good
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
algue
Profile Joined July 2011
France1436 Posts
December 25 2014 23:20 GMT
#8
Really solid map. Good job. When a vertical ramps doesn't even look awkward, you know the map is good.
rly ?
skdeimos
Profile Joined May 2013
Canada155 Posts
December 26 2014 10:46 GMT
#9
Oh man I remember this from ages ago in the WIP map thread. I loved it then and I love it now. Nice work NegZero.
algue
Profile Joined July 2011
France1436 Posts
December 26 2014 11:42 GMT
#10
On December 26 2014 03:55 iMrising wrote:
Seriously reminds me of bel shir vestige haha

It doesn't remotely look like belshir vestig imo
rly ?
[PkF] Wire
Profile Joined March 2013
France24203 Posts
December 26 2014 16:19 GMT
#11
I agree this map is excellent and gorgeous to boot. Maps like this only make the outlook of the new ladder maps more painful.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-12-27 08:32:07
December 27 2014 08:29 GMT
#12
Yeah this is looking really good. I remember when it first popped up and it was already good then, better now :D

I love the design of the 3rd -- the distance from the nat, the openness, the main access to that openness from the highground route, the small 2nd entrance to the 3rd coming from same highground route -- really emphasizes fighting for the center highgrounds without making it win/lose to control, much like match point. Yes I'm making that comparison. ^^

Also this is a godly example of what you can achieve with a good color scheme, for aesthetics and readability working in tandem to create mood and grokkability.
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-01-03 08:52:35
January 03 2015 08:52 GMT
#13
Map's now published on all servers, go test it out pls! OP also updated with more pictures, description, etc.

@Templar: Name's actually stolen from this game soundtrack, lol. But the definition actually makes sense in context of the map's history, so I've gone full meta or something like that idk.

@iMrising/Ej_/algue: The layout wasn't inspired at all by Bel'Shir Vestige, but the aesthetics certainly were - I added the sand once I noticed the orientation of the first 3 bases was similar. I'm banking on Blizzard's apparent love of 2p beach-ish maps with mains at top left/bottom right and the first 3 bases in a line across the top, and their history of getting on the ladder...

@Superouman: Thanks, guess I have the superouman seal of approval lol.
vibeo gane,
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 03 2015 09:53 GMT
#14
COOL MAP approved
Mapmaker of Frost, Fruitland and Bridgehead
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-02-12 21:03:27
February 11 2015 07:14 GMT
#15
Updated to version 1.2, probably the final TLMC submission version.

Changes:
-Narrowed area in front of nat choke
-Narrowed nat choke from 11 to 10 tiles, moved slightly closer to 3rd
-Changed 3rd chokes from 1 ff ramps to 3 ff with 6x6 rocks (still 1 ff wide with the rocks)
-Minor art/detail updates

The 3rd choke change is the one I'm unsure of still, what do you think? It's a little more standard-ish now but still very narrow without the rocks.

Edit: reverted the 3rd to the original version, still thinking about it
vibeo gane,
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 12 2015 20:26 GMT
#16
The name is not a Caprica thing? Blaspehmy!

Other than that, this map really caught my eye. This concept of "pieces of land, each of them brings you something, connected by ramps/chockes and differently textured" is not really new, but I enjoy it. It makes it easier to navigate and realize what place you are looking at right now. Also on many modern maps, I feel like having only one place to go, this is a "roamy" map with many interesting opportunities for terrain use and local fights.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
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