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Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States697 Posts
Last Edited: 2015-09-04 07:15:36
August 31 2015 19:43 GMT
#1
Newest:

[image loading]



Old:
+ Show Spoiler +
[image loading]


Size: 164x164
Tileset: LOTV Auir
Spawn Positions: 2, 8
Base Count: 16
Servers: NA, EU

Features: I had the idea of a close-air map at the centers, and making it feel like the bases expand away from the opponent, but the more I developed the map it felt easily turtle-favored. The only way I could fix this would be to make it have a backdoor third (thats easily blockable in the earlygame), with rocks to expand the ramp, meaning early pushes don't just kill you.

I also found that one side of the map became more important to the other, so I added two bases closer to the middle as well as a path, allowing armies to move through the map without having to go through the main or middle. This also drastically nerfed turtle play, as originally you would get choked into specific points too easily. Now the highground top area can leave your base open on the other side of the map.

It's not perfect, by any means, it's very very different, and hope it proves fun, perhaps this would be more of a bio map for TvP, for example. The air space doens't make mutas imba (as the first version did, which I unfortunately don't have pictures of), the two corners are relatively open.

Bridges are unbuildable, there are unbuildable plates at the pocket third choke to prevent cannoning, pylon blocking, etc.


Artsy:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 31 2015 20:18 GMT
#2
damn those lotv textures look great... as for the layout, i'm far from a starbow expert but it looks very easy to turtle on 4 bases.
vibeo gane,
Avexyli
Profile Blog Joined April 2014
United States697 Posts
August 31 2015 20:22 GMT
#3
That was the worry, which is why I added the backdoors.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Avexyli
Profile Blog Joined April 2014
United States697 Posts
Last Edited: 2015-09-01 00:03:55
August 31 2015 23:23 GMT
#4
Lowered mineral-only third to lowground, updated some texturing.

Removed backdoor ramp to that third, was causing alot of problems with pathing. nerfs turtling a bit too.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 01 2015 00:43 GMT
#5
Deco and textures look great, but Im not fan of the layout
10%
SwedenTheKid
Profile Joined July 2014
567 Posts
September 01 2015 05:00 GMT
#6
Beautiful aesthetics. I don't really dislike the layout, but I feel like the area surrounding the main is just to base heavy. Maybe? Looks damn pretty though.
Casual Mapmaker
Ej_
Profile Blog Joined January 2013
47656 Posts
September 01 2015 11:04 GMT
#7
hi I drew siege tanks
[image loading]
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Avexyli
Profile Blog Joined April 2014
United States697 Posts
September 01 2015 18:59 GMT
#8
[image loading]

Removed pocket fourth, raised a base to the highground to give zergs a base to defend with lurkers.

Removed a forward based, changed another forward base to mineral-only. Highground where the removed base was.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Avexyli
Profile Blog Joined April 2014
United States697 Posts
September 01 2015 21:20 GMT
#9
Some more texture updates, Made the top bases easier to hold, added gas to the mineral onlys at the bottom and right sides, made it a 3 gate wall, not sure if the gas will stay, it's relatively far to take for P and Z, but T can float to it, which may be a problem, so I made it 6 mineral patches instead of 8.

Made the highground bases at the bottom and right have a narrowish bridge, so it's not too easy to hold as P or T, but good enough for Z.. hopefully.

[image loading]
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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