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[M] (4) AVEX - Invader - Page 2

Forum Index > SC2 Maps & Custom Games
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Mightygear
Profile Joined November 2015
81 Posts
February 12 2016 20:07 GMT
#21
what happend :O ?
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 12 2016 20:08 GMT
#22
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2016-02-12 20:12:03
February 12 2016 20:11 GMT
#23
On February 13 2016 05:08 ZigguratOfUr wrote:
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.

The following is a comprehensive list of similarities between this map and Central Protocol.

  • 4p map
  • reflective
  • cool looking bridges
  • gold bases in center


It's an OK map, although I think there are plenty of much better maps blizzard should be considering (including some by Avex).
ModeratorI am still alive, somehow
TL+ Member
Coypirus
Profile Joined February 2015
119 Posts
February 12 2016 20:18 GMT
#24
Holy shit. This map is just asking for air abuse to win games. Literally rushing stargate will get there faster than a proxy close air spawns. wtf
Fatam
Profile Joined June 2012
1986 Posts
February 12 2016 21:10 GMT
#25
On February 13 2016 05:11 The_Templar wrote:
Show nested quote +
On February 13 2016 05:08 ZigguratOfUr wrote:
It's a nice map though I fail to see how it is a similar idea to Central Protocol. I could see the middle of the map playing similarly, but the main/natural/third layout looks really different.

The following is a comprehensive list of similarities between this map and Central Protocol.

  • 4p map
  • reflective
  • cool looking bridges
  • gold bases in center


It's an OK map, although I think there are plenty of much better maps blizzard should be considering (including some by Avex).



Yeah I was surprised too, I like a lot of avex maps but this wouldn't have been the one amongst them I would have chosen. Nonetheless it's an interesting map and it would be better than a lot of stuff we have so I have no real qualms. and grats if it does make ladder!
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
MCThiaz
Profile Joined November 2015
9 Posts
February 13 2016 00:12 GMT
#26
The third is soooo far, i like the design tho.
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 13 2016 06:11 GMT
#27
I have to say I'm utterfly baffled by Blizzard here. As Templar says it's not actually that much like Central Protocol. Plus, if they're willing to replace their maps with community maps that sort of resemble their own, they really should just have seven community maps. I really don't get what their decision making process could even be.

That said I really like this map and hope it does go through! super hype
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States712 Posts
February 13 2016 06:17 GMT
#28
So after staring at it in the editor, I think I figured out what Blizzard was talking about, if anyone from Blizz wants to comment they can feel free to:

Central Protocol's idea was to have a natural nearby the main, but at a sort-of awkward distance to create some difficulty in defense, as well as a path blocked by a rock, leading directly to the main. Further, the third is meant to be more difficult to take and much more forward from the main and natural, rather than in a standard means of expanding.

I feel like when Blizz saw Invader, they saw that instead of having a backdoor rock and ramp into the main, I have a path that splits the third and natural that goes both into the single choke ramp towards the main, as well as the path to the natural. The third is still far away, but in a reasonable position to where it's not ridiculously hard to defend, but difficult enough.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2016-03-12 11:47:05
March 12 2016 11:44 GMT
#29
I agree with Plexa about the center of the map looking a bit awkward and not holding much strategic value. Still a nice map tho ofc :D

GJ and congrats!

Edit: Oh also agreed on the third expo being "the spark" about this map.
Revolutionist fan
deymos
Profile Joined February 2016
35 Posts
March 12 2016 15:35 GMT
#30
Congrats!
But honestly in my opinion You have done a lot of better maps
civi
Profile Joined June 2010
Norway24 Posts
March 12 2016 17:21 GMT
#31
I don't understand why this map is no cross position. I think that cross is the only spawn location that can create nice and normal macrogames on this map. Can't say i'm a fan of the close air distances and a weirdly placed third. The map aesthetics looks great tho.
I really do enjoy to point out when people does not play starcraft2
Avexyli
Profile Blog Joined April 2014
United States712 Posts
Last Edited: 2016-03-12 20:22:27
March 12 2016 20:21 GMT
#32
On March 13 2016 00:35 deymos wrote:
Congrats!
But honestly in my opinion You have done a lot of better maps


I agree.

On March 13 2016 02:21 civi wrote:
I don't understand why this map is no cross position. I think that cross is the only spawn location that can create nice and normal macrogames on this map. Can't say i'm a fan of the close air distances and a weirdly placed third. The map aesthetics looks great tho.



Blizzard isn't too interested in really long macro games, and the distances between cross were ridiculously long.
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: 2016-03-12 20:34:52
March 12 2016 20:28 GMT
#33
cross would probably be RIP terran

OT edit: although, I think a map that has different possible spawns for different matchups would be cool in the future, if Blizz or any tourneys would ever allow it.

For example if it was this map, if the matchup was TvZ or TvP then cross would be disabled, but TvT and all the other MUs it could be enabled. There's other maps that could use this to greater effect, I think, but it's easy to use this as an example.
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
March 19 2016 06:36 GMT
#34
On March 13 2016 05:28 Fatam wrote:
cross would probably be RIP terran

OT edit: although, I think a map that has different possible spawns for different matchups would be cool in the future, if Blizz or any tourneys would ever allow it.

For example if it was this map, if the matchup was TvZ or TvP then cross would be disabled, but TvT and all the other MUs it could be enabled. There's other maps that could use this to greater effect, I think, but it's easy to use this as an example.


Yeah I really wish we could do a per-matchup spawn setup, but I think that'd be complicated to display.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
March 19 2016 18:14 GMT
#35
I really like the aesthetic of this map, a lot more than central protcol xD
Avexyli
Profile Blog Joined April 2014
United States712 Posts
Last Edited: 2016-03-28 17:34:34
March 28 2016 17:33 GMT
#36
For those wondering, the differences between the live version and my version:

  • The highground above the 3/6/9/12 bases have been blocked off.
  • Anti-Fly zones have been added in the same spots, as well as around the map for taller structures.
  • Fancy light bridges removed (choke remains the same)
  • Curtain/Fog of War blockers around XNTs were removed.
  • XNT Towers moved partially north for the southern side.
  • Unbuildable Plates partially moved towards the center of the map.
  • Most of the bases adjusted, no real major impact, just made more standard.
  • Quite a bit of detail removed or adjusted, for visibility or optimization (most changes were outside playable area)
  • Blizz fixed my ground trim (thanks <3) at highground bases.
  • The recolored rock texture is used as a slightly transaprent path around the map


AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 01 2016 07:52 GMT
#37
The main is way too small, where am I supposed to build 3+ base production as terran?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
imre
Profile Blog Joined November 2011
France9263 Posts
April 01 2016 20:10 GMT
#38
On April 01 2016 16:52 graNite wrote:
The main is way too small, where am I supposed to build 3+ base production as terran?


you won't have a 3rd don't worry.
Zest fanboy.
Avexyli
Profile Blog Joined April 2014
United States712 Posts
April 01 2016 20:43 GMT
#39
Stay tuned.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Musicus
Profile Joined August 2011
Germany23580 Posts
April 01 2016 21:36 GMT
#40
On April 02 2016 05:43 Avexyli wrote:
Stay tuned.


New version looks sick!
Maru and Serral are probably top 5.
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