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[M] (4) AVEX - Invader - Page 3

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
April 02 2016 03:25 GMT
#41
On April 02 2016 05:10 sAsImre wrote:
Show nested quote +
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.


savage
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
Elentos
Profile Blog Joined February 2015
55510 Posts
April 02 2016 08:19 GMT
#42
So can the creators of this map explain to me why cross spawns is disabled on ladder? ._.
Every 60 seconds in Africa, a minute passes.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 02 2016 19:05 GMT
#43
At the time with testing I felt it would have the Ruins of Seras problem (but worse) where it heavily favored Z, which was ~4 months ago now. By the time the submissions were already through I changed my view, but couldn't change the map.

Invader 2 will have cross.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 04 2016 12:10 GMT
#44
Scarlett's feelings on Invader: https://www.twitch.tv/scarletttest/v/58289715?t=05m46s
Cereal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 04 2016 19:12 GMT
#45
VOD is muted.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
InfCereal
Profile Joined December 2011
Canada1759 Posts
April 04 2016 23:04 GMT
#46
On April 05 2016 04:12 Avexyli wrote:
VOD is muted.


Oh, no, she was just vigorously highlighting "extreme macro games" in the description. She kept getting all inned on it.
Cereal
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-04-06 03:30:58
April 06 2016 03:27 GMT
#47
So, there's two options I have here;




Option 1:

I completely re-did Invader's concept on a blank canvas, solving all the issues and messing with some stuff to make the map more different.

[image loading]

+ Show Spoiler +
v1: TeamLiquid / Official Release
v2: Ladder Release
v3: Complete Re-do
[image loading]



Option 2:

Because Blizzard might be attached to the current map, I opened up the LE and made changes to that, while fixing as many of the problems I could. I also started experimenting with different ideas, like how to change what is considered the "third" as well as problems with vertical spawns.

[image loading]

+ Show Spoiler +

v1: TeamLiquid / Official Release
v2: Ladder Release
v3: Post-Ladder Changes:
[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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 06 2016 03:45 GMT
#48
They're both different enough from the version that's currently on ladder that if you want to try to convince Blizzard to replace the LE version you might as well just pitch the map you think is better.

Also if you want to get any new version of Invader on ladder you should try to convince Blizzard as soon as possible, because the already slim chance of Blizzard updating Invader on ladder will become a 0% chance as major tournaments approach.
Fatam
Profile Joined June 2012
1986 Posts
April 06 2016 05:01 GMT
#49
Blizz moves at the pace of a sleepy snail so GL getting them to change anything at this point
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 06 2016 06:58 GMT
#50
WHAT THE FUCK IT HAS EVEN MORE BASES NOW
vibeo gane,
LemonyTang
Profile Joined March 2011
United Kingdom428 Posts
April 06 2016 10:05 GMT
#51
Snovader looks so damn nice
Mvp #1
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 06 2016 20:10 GMT
#52
On April 06 2016 15:58 -NegativeZero- wrote:
WHAT THE FUCK IT HAS EVEN MORE BASES NOW



Hue.
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
Last Edited: 2016-04-06 22:59:25
April 06 2016 22:54 GMT
#53
Invader II released.

List of changes:

  • Main Base size increased. Ramp to natural moved slightly forward.
  • Natural shifted a bit forward to ease distance between third and natural.
  • Natural choke slightly smaller to make up for newly added rocks.
  • "Old third" ramp moved back towards main with aforementioned rocks.
  • "Old third" mineral line changed to be oriented vertically to help in defense of cross and horizontal spawns.
  • "New third" tucked back, separated from vertically symmetrical base with ramps
  • Xel'Naga Tower added at the separation of this base to add more interesting dynamics with vertical spawns.
  • Rock Tower added at ramps separating the Xel'Naga Tower highground from the "New Third"
  • Rock Tower + 4x4 rock added at vertical ramps of "old third."
  • 6x6 rocks added to bridges towards the 6/12 o'clock bases.
  • "Old Third" added ramp facing center of the map.
  • New blue base replaces gold bases towards the center of the map.
  • Ramps for 6/12 bases tucked back to make room for these bases.
  • Xel'Naga Towers from the north and south centers removed.
  • Xel'Naga Tower added in direct center of the map.
  • Gold Bases added at the 3/9 o'clock.
  • Many/Most of the air blockers from Ladder Edition removed. Tall doodads removed or shortened.
  • Lighting changed to be more greenish (brown is pretty depressing to look at everywhere).
  • Cross Spawn Enabled.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
imre
Profile Blog Joined November 2011
France9263 Posts
April 07 2016 10:36 GMT
#54
Loving the rework of the middle and the rocks look great.
Zest fanboy.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 07 2016 11:52 GMT
#55
nice job with the aestehtics
Author of Coda and Eastwatch.
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