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[M] (2) AVEX - Mausoelum

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States711 Posts
Last Edited: 2016-01-31 21:38:59
November 19 2015 01:35 GMT
#1
[M] (2) AVEX - Mausoleum

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(click to enlarge)

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Analyzer:
+ Show Spoiler +

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


Size: 148x140
Tileset: (Void) Korhal City + Endion
Spawn Positions: 10, 4
Base Count: 14
Servers: NA, EU, SEA
Rush Distances:
Main CC to Main CC: 153
Natural base to Natural base - 120
Distances between bases: ~30-40

Features/Explanation/Whatever: I had spent most of the mapmaking from Legacy on the Aiur, Endion and Purifier tilesets. I couldn't make anything with the Aiur tileset work out, I have a purifier/meinhoff map in the works, and Containment was the purifier/endion mix. I decided to try Korhal out a bit and ended up with this abandoned city concept, which eventually turned into this overgrown quarry look. I'm pretty happy with it, I think I achieved the look I wanted.

The base layout was pretty standard at first, and I keep getting commentary about maps not being "crazy" enough, so I decided to start putting gold minerals everywhere, which gained criticism about how Protoss doesn't get much from the gold bases, opting for a rich geyser at each base past the third. I think this map is crazy enough and might have some great games played. It's definitely meant to be a quick map. I hope it's not buried in the meta.

Artsy:
+ Show Spoiler +

[image loading]

[image loading]

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[image loading]
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
November 19 2015 05:07 GMT
#2
Mixed mineral fields? Nice! I like the deco and title set, but still don't like some of the general shapes of the basic terrain etc
10%
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 19 2015 05:53 GMT
#3
Those center bases..

But overall pretty cool. Maybe could use a little more definition at various hallways/chokepoints for tactical diversity and lategame considerations.
Comprehensive strategic intention: DNE
Avexyli
Profile Blog Joined April 2014
United States711 Posts
November 19 2015 07:26 GMT
#4
On November 19 2015 14:07 sTYleZerG-eX wrote:
Mixed mineral fields? Nice! I like the deco and title set, but still don't like some of the general shapes of the basic terrain etc


You mean the cliffs?

On November 19 2015 14:53 EatThePath wrote:
Those center bases..

But overall pretty cool. Maybe could use a little more definition at various hallways/chokepoints for tactical diversity and lategame considerations.



Do you think they could be removed? They're definitely bases that are on the lines of "I'm so ahead so better take them just 'cause". I ran out of space for a middle and the base count felt low without it. :/
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Antares777
Profile Joined June 2010
United States1971 Posts
November 19 2015 18:52 GMT
#5
I agree that something needs to change about the center. Those two bases you would only take if you're already way ahead.

If they were further apart, or if there was some obstruction between them, it would probably be a lot better.
InfCereal
Profile Joined December 2011
Canada1759 Posts
November 19 2015 18:58 GMT
#6
On November 20 2015 03:52 Antares777 wrote:
I agree that something needs to change about the center. Those two bases you would only take if you're already way ahead.

If they were further apart, or if there was some obstruction between them, it would probably be a lot better.


They could also be taken if you're both out of money, which I think is a really fun interaction.

Cereal
Avexyli
Profile Blog Joined April 2014
United States711 Posts
November 19 2015 22:54 GMT
#7
Yeah I'm really torn on it.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-11-20 18:07:00
November 20 2015 18:06 GMT
#8
[image loading]

interesting. I guess something like this would be the most obvious solution, although it might make 4 base too easy. Maybe if you also added a 1FF ramp coming from the attacker's angle like this
[image loading] it could make it vulnerable enough. It also might add an interesting wrinkle in that the narrow path through both of those ramps would be the shortest N2N but also kind of dangerous. Maybe the N2N would be too short though, idk. Just thinking out loud
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 States711 Posts
November 20 2015 21:10 GMT
#9
Ooh, I kinda like that. Might try it. Currently have an idea that I'm working on for a diff map and I'll see how that one works after.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 20 2015 22:14 GMT
#10
Mixed mineral lines always seem really random to me, like there doesn't seem to be any real reason for them. That Korean ice map that did it first put the mixed line in for a reason (give a fast expanding a player a mineral boost to compensate for walking distances) but in every map I've seen with them since that one it seems like normal mineral lines would be perfectly fine for those bases with mixed.
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
November 20 2015 22:20 GMT
#11
Another? Damn. I don't even how you're cranking out so many maps I need that kind of dedication
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 States711 Posts
November 20 2015 22:55 GMT
#12
On November 21 2015 07:14 TheFish7 wrote:
Mixed mineral lines always seem really random to me, like there doesn't seem to be any real reason for them. That Korean ice map that did it first put the mixed line in for a reason (give a fast expanding a player a mineral boost to compensate for walking distances) but in every map I've seen with them since that one it seems like normal mineral lines would be perfectly fine for those bases with mixed.


This one was to ramp up the pace of the game faster than legacy already does. The only problem is that Protoss doesn't get this effect without rich geysers, as they have little incentive to take golds.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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