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[M] (2) AVEX - Contaiment

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-01-31 21:39:24
November 14 2015 02:43 GMT
#1
[M] (2) AVEX Contaiment

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Analyzer:
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Analyzer seems broken, will add when it's fixed.


Size: 140x152
Tileset: Endion + Cyberos
Spawn Positions: 2, 8
Base Count: 16
Servers: NA, EU, SEA
Rush Distances:
Main to Main: 160
Natural base to Natural base - 140
Distances between bases: ~30-38

Features/Explanation/Whatever: Nothing really to talk about here, I wanted to create a legacy map and felt I did fairly well, the distances between all the bases are the same as they are on the current blizzard maps, the base count is a fair number. I love the aesthetic work I did (combination of Endion + Cyberos/Purifier), not sure what else to say. I was inspired by the remade Season map in CS:GO for the look.

Artsy:
+ Show Spoiler +

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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
November 14 2015 17:06 GMT
#2
Wow the artistic part of the map looks really great, specially those rocks and trees, i also like the title set
10%
Avexyli
Profile Blog Joined April 2014
United States694 Posts
November 14 2015 22:16 GMT
#3
Updated textures, fixed gold mineral placement (they blocked medium+ sized units), fixed some cliff pathing.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Insidioussc2
Profile Joined March 2015
Germany96 Posts
November 15 2015 13:48 GMT
#4
Pretty good looking map!

The gold and all potential 3rd and 4th bases might be too easily defendable with all those rather small chokes. Otherwise a standard, but very promising map.
GiveMeCake
Profile Joined October 2010
148 Posts
November 15 2015 17:07 GMT
#5
Looks fresh.
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.
Fatam
Profile Joined June 2012
1986 Posts
November 15 2015 19:31 GMT
#6
I kind of dislike some of the purifier stuff here, I think it could be done a lot better/smoother. But the natural parts are definitely enjoyable
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
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2015-11-15 20:50:34
November 15 2015 20:49 GMT
#7
Another update, fixed mineral field types, using a texture made by iGrok now for the main white path - helps spice up the road. Pushed the hg third back a little bit and removed the blinkpath into the main from the third. Widened the gap outside the natural.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 24 2015 04:32 GMT
#8
Gold bases are weird.. why not just push against cliff? Makes midmap control more important and removes the awkward defending-at-minerals dynamic which seems out of place here.
Comprehensive strategic intention: DNE
Avexyli
Profile Blog Joined April 2014
United States694 Posts
November 24 2015 04:37 GMT
#9
So put the gold to the lowground against a cliff wall behind it? Can do that.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-11-24 04:44:50
November 24 2015 04:39 GMT
#10
Nah I mean scoot it against the existing cliff, and probably adjust the nearby ramp so it flows smoother. So it becomes very easily cliffable from the lowground, like on Overgrowth.

Also that would make way more sense for a gold base that's easy to take and on highground, requiring a measure of map control or serious force dedication on the base itself in order to defend it.

Something like this
[image loading]

Might want to do something with the huge highground space at that point, too.
Comprehensive strategic intention: DNE
Avexyli
Profile Blog Joined April 2014
United States694 Posts
November 24 2015 04:44 GMT
#11
Sure, easy fix. Gunna work on that tomorrow.
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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