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[M] (2) AVEX - Purified Forge

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States697 Posts
Last Edited: 2016-01-31 21:39:26
November 30 2015 01:57 GMT
#1
[M] (2) AVEX - Purified Forge

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Analyzer:
+ Show Spoiler +

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


Size: 156x160
Tileset: Cybross + CharEx2
Spawn Positions: 3,9
Base Count: 15
Servers: NA, EU, SEA, KR

VOD:
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http://www.twitch.tv/basetradetv/v/28195455 @ The 1 hour mark. - COURTESY TO BTTV!


Features/Explanation/Whatever:
+ Show Spoiler +
I was inspired by Fenn3r's dislike of the map Ulrena, where there are fast air travel distances, and a short rush distance choke. However, said map gives little time for players to react to certain builds (especially in ZvZ). With this map I achieved a similar effect with a close rush distance, but with an entirely other half of the map dedicated to a longer rush distance, and even a backdoor into the natural, but it takes a long time to reach the backdoor. The superbase at the north is like my other maps, you need 2 bases to mine it all efficiently, else you only mine the blue minerals efficiently, with 2 rich geysers. The gold bases near the main also seem floatable, but since the distance required for SCVs to travel is so long, it's likely not too worth it, but maybe a floatable third? The white highground above the 5th at the south side is a pathable position, so tanks can be used there.


Artsy:
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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 30 2015 07:22 GMT
#2
This looks like a ton of fun. Very cool map.

I guess blink stalkers could be an issue, but maybe if so you can just slightly increase some of the lava gaps around the main. I think I like that the third is easy; it makes up somewhat for the exposed main and nat. Main town hall -> nat town hall may be too far. Maybe scoot the main mineral line towards the nat a bit.

It would be nice if the map was maybe a touch clearer in the manmade sections but I don't have any great suggestions towards that end, other than it probably doesn't help that the nat level is the same-ish color as the level below it.

I wish more people would make maps like this that don't give too many fucks. We have plenty of good standard mappers around, but not that many that really experiment to any great degree.
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
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
December 01 2015 16:19 GMT
#3
interesting experimental concept
10%
Antares777
Profile Joined June 2010
United States1971 Posts
December 01 2015 23:37 GMT
#4
This is very experimental. Reminds me a lot of Desert Oasis.

The main and natural are very vulnerable to air, drops, and blink. Defense will be difficult, and games will probably favor aggressive harassment rather than moving out with a ground army. I wish that the main and natural were a little closer together for creep reasons though. To make up for it, the third is well defended.

If the main and natural do turn out to be too far apart, you could fix it by pushing the main more towards the natural and putting the backdoor ramp into the gold expansion into the main instead of the nat. Alternatively you could just move the mineral line clower to the ramp.
NasusAndDraven
Profile Joined April 2015
359 Posts
December 02 2015 19:39 GMT
#5
TvP. Terran floats to gold. Does some rush build. GG.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
December 02 2015 19:58 GMT
#6
Huh, figured the walk distance would make that really not viable. I can put unbuildable plates there if it's needed.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
NasusAndDraven
Profile Joined April 2015
359 Posts
Last Edited: 2015-12-02 20:10:33
December 02 2015 20:07 GMT
#7
On December 03 2015 04:58 Avexyli wrote:
Huh, figured the walk distance would make that really not viable. I can put unbuildable plates there if it's needed.

You can load SCVs into CC you know? Since they unload instantly, you can elevate all 12 SCVs almost instantly with nice micro. But yeah, plates should do the trick.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
December 02 2015 22:23 GMT
#8
Yeah but I figured 12 scvs would make that undesirable Current version (unuploaded) has plates.
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
December 02 2015 23:38 GMT
#9
Major aeshetic update, should be way easier to see on the map, got rid of the lowground custom texture to help differentiate the levels. Added plates to the gold bases and replaced the rocks at the north superbase with plates (doesnt matter much).

Moved the natural ramp a cell up so you can't hit the natural gas from the upper area. Added sight blockers to the narrow choke ramp at the south, and made the forcefield wall a sight blocker.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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