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[M](3) Azura

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 15 2015 18:45 GMT
#1
Azura

Map created by: IeZaeL
Version 1.0
Uploaded to: [NA] [EU] [KR] [SEA]


*TeamLiquid Map Contest #6 Submission


[image loading]


Map Info:
Size: 176x176
Doodads count: 2132
Map theme: Underwater installation
Notable features: Every spawn got some little to medium changes , will you spot them all?

Rush Distances:
To be done once the analyser wakes up

Aesthetics:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Its actually a lot better ingame because there are a lot of moving/particles all over the map and it really feels to be underwater


Change Log:
+ Show Spoiler [Version 1] +
Map announced ( 15/4/2015)


Tutorial on the background technique and Air-blocker kitbash
Soon!

Have you got any question? Feel free to shoot me a tweet at @IeZaeLSC2Maps
Author of Coda and Eastwatch.
Scrapy921
Profile Joined April 2015
3 Posts
April 15 2015 18:51 GMT
#2
I like it
Rukis
Profile Joined April 2009
United States252 Posts
April 15 2015 19:06 GMT
#3
I like how the naturals have differences. interesting.
Flash was the Genius, Nada was the true god.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 15 2015 19:16 GMT
#4
On April 16 2015 04:06 Rukis wrote:
I like how the naturals have differences. interesting.

I'm pretty sure they don't and that it's due to the angle in the overview.

Really nice map, liked watching it develop :D
ModeratorI am still alive, somehow
TL+ Member
Rukis
Profile Joined April 2009
United States252 Posts
April 15 2015 20:28 GMT
#5
On April 16 2015 04:16 The_Templar wrote:
Show nested quote +
On April 16 2015 04:06 Rukis wrote:
I like how the naturals have differences. interesting.

I'm pretty sure they don't and that it's due to the angle in the overview.

Really nice map, liked watching it develop :D



No I think im right, you should look closer.
Flash was the Genius, Nada was the true god.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 15 2015 21:25 GMT
#6
Wow sick map.
On April 16 2015 04:16 The_Templar wrote:
Show nested quote +
On April 16 2015 04:06 Rukis wrote:
I like how the naturals have differences. interesting.

I'm pretty sure they don't and that it's due to the angle in the overview.

Really nice map, liked watching it develop :D

Afaik this was done without the symmetry tool, so I guess there has to be slight differences (;
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 15 2015 21:26 GMT
#7
On April 16 2015 04:16 The_Templar wrote:
Show nested quote +
On April 16 2015 04:06 Rukis wrote:
I like how the naturals have differences. interesting.

I'm pretty sure they don't and that it's due to the angle in the overview.

Really nice map, liked watching it develop :D


No, I'm pretty sure they all have minor differences around the double ramp, and just after the wall off spot.
Cereal
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 16 2015 00:12 GMT
#8
On April 16 2015 06:26 InfCereal wrote:
Show nested quote +
On April 16 2015 04:16 The_Templar wrote:
On April 16 2015 04:06 Rukis wrote:
I like how the naturals have differences. interesting.

I'm pretty sure they don't and that it's due to the angle in the overview.

Really nice map, liked watching it develop :D


No, I'm pretty sure they all have minor differences around the double ramp, and just after the wall off spot.

Maybe they do, but I'm pretty sure all the important sizes/shapes are the same.
ModeratorI am still alive, somehow
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
April 16 2015 00:15 GMT
#9
Really really (really) pretty. Those aesthetics are OP.

I think there's a limit to how strategically interesting you can make 3p maps but this one does an ok job of that w/ the optional thirds. I think there might be too much airspace even w/ the air blockers, maybe move them in some?
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 16 2015 02:07 GMT
#10
I really dislike how unimportant the middle of the map is. There is no reason at all to ever walk through the middle of the map. Terran are always going to parade push the edge of the map most likely into the protoss/zerg natural. Protoss will most likely always deathball attack through the edge of the map because it's more choked off/ramps. Zerg miiiiight go through the middle but they'll probably be so heavily trying to defend the edges that besides the random zergling run bys through the middle to get to the other edge.

Aesthetics are awesome. I never understood why nobody else did an underwater map after Abyssal City. AC is probably my favorite map ever aesethetically so your map is already pretty high in my book. My only concern is you say how it looks better ingame due to more ingame moving particles and that could be rough for the players with not as great computers so if this map ever got considered for ladder, I'd expect some fairly big graphic changes.

Good job!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
SwedenTheKid
Profile Joined July 2014
567 Posts
April 16 2015 05:04 GMT
#11
I like it, but it would be cool to see a Fighting Spirit like rich base in the center... would be hard to implement though.
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2015 08:23 GMT
#12
wow. :O


+ Show Spoiler +

I really like the rocks on this map, they matter and are interesting in a way that is rarely achieved so well, and their remaining/absence affects all phases of the game.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10597 Posts
April 16 2015 08:28 GMT
#13
this is like a 3 player version of cactus valley. very nice thirds and alternatives. standard maps like these always get my vote.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
insitelol
Profile Joined August 2012
845 Posts
April 16 2015 11:59 GMT
#14
This is beautiful
Less is more.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 16 2015 12:25 GMT
#15
A lot of these corresponding distances look a little asymmetrical. I know it's a 3p, but unlike ramp angles, these distances are things you can actually fix.

[image loading]
vibeo gane,
Gwavajuice
Profile Joined June 2014
France1810 Posts
April 16 2015 13:27 GMT
#16
IMHO, the maps is extremely beautiful, will it be fun to play on it though?

Like Sidian, I m not a big fan of the center (maybe just remove the destructible rocks?) and the 5 th bases (the platform ones) have plenty of wierd things about them : they 're far away from the opponent (better when 5th base forces you to go toward your opponent), they seem too easy to defend but above all their asymetry can be a problem.

Like, if your on the 10 o'clock position, the 5th is easy and smooth with the ramp oriented toward your main. If you're on 6 o'clock, it's not. Imho 10 oclock vs 6 oclock will be OP.

If the ramp can't be reoriented, merge the 4th and 5th, 12 bases are enough on a 2 players map anyway and it might allow you to improve the map big time...
Dear INno and all the former STX boys.
Fatam
Profile Joined June 2012
1986 Posts
April 16 2015 19:43 GMT
#17
On April 16 2015 21:25 -NegativeZero- wrote:
A lot of these corresponding distances look a little asymmetrical. I know it's a 3p, but unlike ramp angles, these distances are things you can actually fix.


Almost every 3p map on this forum/the ladder dating back years has been more asymmetrical than is necessary. There's even a tutorial to help you a bit on this forum, although I imagine the problem is people just aren't careful enough, not that they don't have the knowledge.

To be fair to all the 3p maps: I doubt it matters too much. I'd be surprised if it ever decided the outcome of a game.. but you might as well make it as symmetrical as possible so that people can't cry imba.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 17 2015 05:55 GMT
#18
The middle is in play as soon as there's a 3rd base, from what I can tell going over different scenarios in my head. It won't always be used early on but quickly becomes important for flanking and saving time on attack / cut-in maneuvers.
Comprehensive strategic intention: DNE
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 17 2015 13:03 GMT
#19
Wouuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu!
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
April 17 2015 13:20 GMT
#20
This is making my head spin with ideas I want to make an arcade map with this terrain AMAZING!
Can you get me some close up of the lower cliffs plz. I will love to have the map on my editor but that will be asking the impossible. Please some lower screenshots.
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
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