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[M] (4) AVEX - Cupid

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-01-31 21:37:50
December 14 2015 20:33 GMT
#1
[M] (2) AVEX - Cupid

[image loading]

[image loading]
(click to enlarge)

60
+ Show Spoiler +

[image loading]


Analyzer:
+ Show Spoiler +

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


Size: 186x186 (playable)
Tileset: Shakuras Temple (re-colored pink)
Spawn Positions: 2, 4, 8, 10
Base Count: 20
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +
I really wanted to make a map based off of the cherry blossom trees found in Japan. I also thought pink was a color not often explored with StarCraft 2 maps, commonly seen with green, brown, and grey colors.

I also wanted to see what I could do with 4 player maps. I wanted to avoid rotational, but all the layouts with rectangular looked really poor. I'm quite happy with this layout, as the small things really spice the map up.

For example, there are brushes along the side of the mains, facing a narrow cliff. This is to partially help versus blink aggression as well as help it, for if you were to snipe the MSC, you don't have vision to hop up or down from the main easily. You're also blinking into a very narrow choke and have a long way out to leave from. But it also blocks vision from the inside, allowing for nice runbys and pressure, but not enough to fully deny mining for a long period of time due to it's choke.

Most of the map has moderate chokes as the primary pathways, but with a high ramp count, counter attacks and splitting your army is better against armies that have high splash.


Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 14 2015 21:46 GMT
#2
Love that skinny pathway. :D
Comprehensive strategic intention: DNE
halomonian
Profile Joined January 2012
Brazil255 Posts
December 14 2015 22:05 GMT
#3
Like Dead Man's Bridge, I see so much potential in this map for its positionally intensive play. But if you were going for the feel of cherry blossom in japan, a jungle with a pink recolor would irradiate this feeling better IMO. Visuals aside, this is such an amazing map I want to see it flourish (heh) in the next TLMC. It is a proper RTS map, where its very tactical and offers multiple paths to attack and defend expansions. Looking forward to play it after published
thoughts in chaos | enjOy[dream]
Avexyli
Profile Blog Joined April 2014
United States694 Posts
December 14 2015 22:19 GMT
#4
Major aesthetic change, got rid of the overwhelming pink and went for more of a japan look.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Xarayezona
Profile Joined August 2011
United States72 Posts
Last Edited: 2015-12-15 00:37:48
December 15 2015 00:36 GMT
#5
Could someone ascertain the distances between the third base choices?

Just from the images, it seems like if you spawn in say the 8 position, if your opponent spawns at 11 your closest third base option has you expanding towards them. Perhaps the distance difference is negligible, or perhaps I'm just batty.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 15 2015 02:59 GMT
#6
No the map is definitely pushing imba, but you can't really fix it so eh.
Comprehensive strategic intention: DNE
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2015-12-15 04:12:45
December 15 2015 03:26 GMT
#7
The expansion near the main is farther away by ~30 cells.

I was thinking about banning vertical spawns when designing it, but I also feel like that third isn't that hard to defend, with how much longer it'd take to wrap around and flank.

The ramp from middle into that third is also chokier than the other ramps to the side, as long as you have decent map control and vision I don't think holding it would be a problem.

SEA is having issues for me with connectivity, the map is not updated.

Live versions have this changed style of main as well: I'm unable to export a new image atm.

[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.
Fatam
Profile Joined June 2012
1986 Posts
December 15 2015 05:17 GMT
#8
Cool map, very nice look. To nitpick I think the narrow hallway beneath the main is probably abusable somehow given its proximity to the main's mineral line but I'd rather see stuff like that in there than not. I think visually the decals in the middle of the walkways are the weakest part, and it would probably look better without them. I'm cool with the ones on the cliff edges and such though. Anyway, keep up the good maps
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
December 15 2015 05:24 GMT
#9
You mean the shakuras decals on the pathways? I kinda just put them there for eh reasons. I'll see how they look without it.

And I moved the mains as you can see up there ^
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
December 15 2015 16:11 GMT
#10
This is very nice, I like everything except the middle, you should just make it with standard expos, so blizz can actually aprove it
10%
Avexyli
Profile Blog Joined April 2014
United States694 Posts
December 15 2015 19:35 GMT
#11
I'm very likely just going to remove the middle bases.
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
December 15 2015 20:36 GMT
#12
Removed the middle bases and the protoss decals along the walkway.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Blizzkrieg
Profile Joined March 2014
95 Posts
December 15 2015 20:40 GMT
#13
On December 16 2015 05:36 Avexyli wrote:
Removed the middle bases and the protoss decals along the walkway.


You just know you've a hell of map when a main complaint is 'those protoss decals!'

Great work!
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2015-12-15 21:10:59
December 15 2015 20:50 GMT
#14
Thanks! I had a very simple image with this map which allowed me to create just a solid piece rather than worry about aesthetics, like High Peak.

EU and KR are NOT updated.
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
December 15 2015 23:31 GMT
#15
you should add ramps where the middle bases used to be, so the center becomes 4 way symmetrical.
vibeo gane,
Avexyli
Profile Blog Joined April 2014
United States694 Posts
December 16 2015 01:31 GMT
#16
I quite like it the way it is now.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Fatam
Profile Joined June 2012
1986 Posts
December 16 2015 08:15 GMT
#17
I agree. If you add more ramps to the center it becomes too flowy and loses its meaning/structure.
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
December 17 2015 04:25 GMT
#18
Map updated on all servers.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 19 2015 08:04 GMT
#19
Very cool aesthetic theme, really like the feel. The map is a love note to 4 spawn maps both reflective and rotational (asymmetric rotational?)
Anyway, my concern is that 186x186 is too large. It's bigger than TDA and nearly as big as Alterzim - bigger than any current lotv ladder map.
~ ~ <°)))><~ ~ ~
Avexyli
Profile Blog Joined April 2014
United States694 Posts
December 19 2015 20:33 GMT
#20
Ruins of Seras is 204x164, if you take/add by 4s you'll end up with 184x184, so this is only 2 cells bigger than Ruins of Seras on each axis.
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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