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[M] (2) SB - Aiur Heights

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2015-09-20 21:58:50
September 03 2015 19:57 GMT
#1
[image loading]

Size: 168x132
Tileset: Daleem Ark + Hidden Textures + Imported Doodad Textures
Spawn Positions: 10, 4
Base Count: 12
Servers: NA, EU

Features: I made the layout pretty quickly, with a highground, wide mineral only third, and a vulnerable lowground gas third. Originally there were four paths going into the lowground third, but it was seen as difficult to hold for Terran players. Features a decently open middle, with some corridor-like pathways stolen from SC2-styled maps. I'm quite happy with the layout.

Artsy:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 03 2015 22:15 GMT
#2
Updated with "artsy" pictures.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Magmire
Profile Joined August 2015
16 Posts
September 04 2015 07:17 GMT
#3
I'm in love
GiveMeCake
Profile Joined October 2010
148 Posts
September 04 2015 14:15 GMT
#4
COOL
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
September 04 2015 14:20 GMT
#5
Can we get analyzer pics? Also, you need a lot more detail work aesthetically. For example, the texture on the overlord pod in the 4th artsy picture. You have some really good areas where its clear that you spent time getting the texturing right, so the areas where its sloppy look extra bad in comparison. The third looks mineral-only, is that right? And then the 4th is 1-gas?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
GiveMeCake
Profile Joined October 2010
148 Posts
September 04 2015 16:37 GMT
#6
If you would look you would see there are multiple overlord pods textured similarly, so he most likely did that on purpose and it looks fine?
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
SwedenTheKid
Profile Joined July 2014
567 Posts
September 04 2015 17:24 GMT
#7
A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work.
Casual Mapmaker
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 04 2015 18:25 GMT
#8
On September 05 2015 02:24 SwedenTheKid wrote:
A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work.


Agreed..
10%
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 04 2015 22:20 GMT
#9
Originally before I added the Artsy segment I made a note that I didn't feel like I had much room to make artsy areas. I honestly wish there were more Protoss doodads to work with.

Purifier textures are difficult to use due to how easily they tile, which is why some areas look sloppier compared to others, I tried my best to mix some of the textures (the more detailed) to make it look less ugly.

If anyone has suggestions for doodads that could be used to spice up the outsides (I don't want to doodad up the middle), I'd greatly appreciate it.

And yes, the highground third is mineral only, the lowground is gas.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 05 2015 00:00 GMT
#10
The main issue is the lay out, I just dont see it working, the only part I seem to like is the outer part where the doodads are, and maybe the main and nat.
10%
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 05 2015 01:17 GMT
#11
Why wouldn't it work out? The middle is very open and accessible, the highground is a close mineral base because gas would make turtling with tanks too easy. The lowground gas third is holdable against amove Protoss compositions, but not imba to hold with tanks.

The corridors allow for small groups of units (such as vultures, zealots, lings) to harass bases, and those bases are wallable.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-09-05 01:37:38
September 05 2015 01:32 GMT
#12
On September 05 2015 02:24 SwedenTheKid wrote:
A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work.

this is for starbow, starbow maps are more like BW maps in that there is generally a high contrast between extreme open spaces and extreme chokes. that's just how the game works.

with lurkers/ravagers/liberators added, and their defensive capabilities and the need for flanking/surrounding them, i actually think this has some potential as a LotV layout.
vibeo gane,
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-09-05 01:33:36
September 05 2015 01:33 GMT
#13
edit: i did a fail
vibeo gane,
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 05 2015 03:32 GMT
#14
I like where this is going, aesthetically. Unfortunately, the aesthetics also make it a bit difficult to tell exactly what's going on as far as layout goes. If we could get an analyzer pic, that would be great. A straight-up overhead shot might help too. But aesthetics are always a very important part of maps for me, and you've got a fantastic start with yours.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 05 2015 04:59 GMT
#15
Here's an ana:

[image loading]
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 05 2015 05:31 GMT
#16
Oh man it freaked out, doesnt even show the mineral fields.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
CuTroll
Profile Joined September 2014
Korea (South)16 Posts
Last Edited: 2015-09-05 13:19:38
September 05 2015 13:09 GMT
#17
Awesome!! It's very beautiful texture.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
September 07 2015 03:43 GMT
#18
The analyzer doesn't show the new Mineral Field types, nor the protoss gasses.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 07 2015 03:48 GMT
#19
The blue squares are the gasses, not sure why it didn't show the mineral fields.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 07 2015 23:34 GMT
#20
Updated the OP with new artsy pictures, as the whole outside of the map got an overhaul, added some decals around the map to make it less bland.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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