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[M] (4) AVEX - Neo Temple

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States712 Posts
Last Edited: 2016-01-31 21:38:50
November 24 2015 04:36 GMT
#1
[M] (4) AVEX - Neo Temple

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(click to enlarge)

60
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Analyzer:
+ Show Spoiler +

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


Size: 148x156
Tileset: (Void) Aiur Temple + (Void) Bel'Shir
Spawn Positions: 2, 5, 7, 10 (You cannot spawn horizontally)
Base Count: 20
Servers: NA, EU, SEA
Rush Distances:
Main CC to Main CC: 114 (vertical) 161 (diagonal)
Natural base to Natural base - 109 (vertical) 125 (diagonal)
Distances between bases: ~20-40

Features/Explanation/Whatever: So, it seems my direction for "Crazy" is going to be multiple natural ramps, with an "easier" and a "riskier" third base choice, the easier specifically made for Protoss.

The biggest deal with this map is the rich bases at the 0 3 6 9 positions. These bases are spread apart, so when you take them, you'll find that it takes 2 bases to fully efficiently mine from the whole mineral line and rich geysers. If you place a base in the direct center, you'll be able to efficiently mine the regular minerals, but have two cells of distance added (which can be roughly half or so a second) between the rich geysers and minerals to your base. This helps with making Zerg have less dominance over rich bases, giving more balance against and for Protoss and Terran to use them.

Also, the dirt-covered temple tops such as next to the vertical golds and the watchtowers are pathable, which shouldn't be too much of a problem since we see alot more drop play these days.

Artsy:
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Example of the Gold Base:
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AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Rukis
Profile Joined April 2009
United States252 Posts
November 24 2015 05:08 GMT
#2
I would rather see this on the map pool than most of the others .-.
Flash was the Genius, Nada was the true god.
Avexyli
Profile Blog Joined April 2014
United States712 Posts
November 24 2015 05:09 GMT
#3
Thanks <3
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
November 24 2015 05:26 GMT
#4
i think these gold configurations actually favor z>t>p. z has cheap hatches, and they can make an extra hatch for production anyway, t can get a PF or an extra orbital, but p has no reason to make a second nexus there.
vibeo gane,
Avexyli
Profile Blog Joined April 2014
United States712 Posts
Last Edited: 2015-11-24 05:28:45
November 24 2015 05:28 GMT
#5
It's more for lessening the effect that Z gets rather than increasing P or T. But, with the geysers, P and T will get more from it than they would a regular gold base.
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 24 2015 05:32 GMT
#6
texturing and deco are fantastic as always. 2 questions:
- Are mains big enough? they seem small from over view (might b wrong)
- Can you tank nat from those high ground paths behind nat? If so I dont think that would be good/balanced 4 legacy

I also dislike how some expos are totally blocking paths leading 2 ramp.
And watch tower lol, I kind of like it, but might be 2 terran favored.
10%
Avexyli
Profile Blog Joined April 2014
United States712 Posts
November 24 2015 05:40 GMT
#7
Yeah you can tank it, I originally had that there to help against Liberators, since the area before that made it impossible to reach them. Not sure how to handle that, guess I could use no-fly zones, but that's a little lazy.
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
November 24 2015 05:51 GMT
#8
Crazy stuff. I did something similar to those XNTs here + Show Spoiler +
http://www.teamliquid.net/forum/sc2-maps/383348-2-cold-is-the-void
except air units could use them too.. but the rest of the map was shyte, unfortunately. Maybe your map has potential enough that the idea could actually see light of day.

Those hybrid bases are insane but make some sense. Part of me wishes the the 3/9 o'clock ones and surrounding area was rotated 180 degrees, so that the openings were on the edge of the map instead of towards the middle, but I know that would break a lot of things and require significant restructuring, and maybe the idea isn't even good in the first place.

I like what you said about the concept of
an "easier" and a "riskier" third base choice, the easier specifically made for Protoss
as that's more or less how I've always thought of it as well.
When I make optional thirds I make one that Zerg can tolerate and then one that Protoss can tolerate. Meanwhile with Terran, the thinking is they are adaptable enough to choose between the two depending on MU/situation.

Aesthetically I'm glad to see the return of the temple / grass stuff now that they've added more stuff for it. It's never too flashy but always pleasing to look at.
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 States712 Posts
November 24 2015 05:57 GMT
#9
I just updated the map, the tankable cliff is gone and covered with bricks, and I added no-flyzones to prevent liberator harassment.

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AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
NanashiStarCraft
Profile Joined October 2011
Germany48 Posts
February 02 2016 03:39 GMT
#10
This sure looks interesting! Well done.
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