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Active: 1456 users

[M] (2) AVEX - Rain City

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2016-01-31 21:35:16
January 10 2016 01:24 GMT
#1
[M] (2) AVEX - Rain City

[image loading]


[image loading]
(click to enlarge)

90
+ Show Spoiler +

[image loading]


Analyzer:
+ Show Spoiler +

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


Size: 156x156
Tileset: Shakuras City / Retextured Aiur City.
Spawn Positions: 5,11
Base Count: 16
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +
When designing Invader, I wanted to mess around more with the Light Bridges that I used at the third/fourth connectors. This map originally had a bunch more bridges, but ended up making the map really chokey and have poor flow, so I opted to keep the bridges out of the way of the main center. The map also looked like Central Protocal and Dusk Towers had a child at first, which was okay, but I opted to get rid of the choke near the gold (like the choke near the fourth in DT) and just have a vertical cliff line instead in the center. The watch towers were also near the upper bridge near the gold fourth, but I felt it was more of an easy vision grab for the defending player. So I moved it closer to the center and it naturally fit in a little cylinder shaped area I put, and it worked well.

I also added the narrow ramp to the fifth so it wouldn't be so hard to take, but not super easy. The army would still have to go towards the center. Hope it's not too easy to hold bases on here, but I feel the map flows nicely for the early and mid game.

Struggles I had encountered included the ramps, the curbs and bridges which all needed to be recolored in photoshop. The bridge wasn't enough though, as the blue rays of the bridge are not attached to the diffuse, emissive or specular textures. So I ended up recoloring the bridge stairs/frames, and using the regular bridge tinted green through the Editor, and placed slightly below to achieve the effect I wanted.


Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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[image loading]
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
January 10 2016 07:44 GMT
#2
That base in the second to last artsy picture is hngggg. I wish all the aesthetics were that sexy but that's probably asking a lot. (they're still very good)

Not sure if the whitish green stuff on the ground are fog patches? (which would be more apparent in-game)

I wonder if people would go reaper as often given they might get trapped if they try to harass the nat. It's definitely an interesting nat b/c of that, the distance, and the airspace.

The 1/7 o'clock bases seem light years away; I wonder if they would ever see use even in a really long game. I feel like if they're going to be that far away they should be an island, or they should be closer to the mains. Or you could even do both, which might be interesting given the map already encourages airplay so it could see some use. Maybe the top and bottom bounds could be squished a bit if you did this (without compromising the way the natural works too much). Even for an air map that purposely has airspace, there seems like there's a good amount of bloat that could be removed (most of that quadrant of the map feels like dead weight, basically).
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
DariusTirsar
Profile Joined April 2015
Romania13 Posts
January 10 2016 17:58 GMT
#3
Hi, I am on the EU server and I can only play alone.
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
January 10 2016 19:17 GMT
#4
On January 11 2016 02:58 DariusTirsar wrote:
Hi, I am on the EU server and I can only play alone.


Looks like OP forgot to enable player 2
They don't want you to construct additional pylons
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2016-01-10 20:34:45
January 10 2016 20:30 GMT
#5
Oops. Fixed.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 11 2016 20:30 GMT
#6
What is third to third distance?
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States702 Posts
January 12 2016 01:48 GMT
#7
Ramp to Ramp is 100, base to base is 130.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 12 2016 17:36 GMT
#8
Then it's official, I love this map
www.alonetone.com/xenotolerance
NasusAndDraven
Profile Joined April 2015
359 Posts
January 12 2016 21:32 GMT
#9
Why is the 4th a gold? Protoss players aint going to like that
Avexyli
Profile Blog Joined April 2014
United States702 Posts
January 12 2016 21:38 GMT
#10
It's easier to punish than on other maps, and it's skinny enough to fit in that little pocket.
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
January 14 2016 17:54 GMT
#11
On January 13 2016 06:32 NasusAndDraven wrote:
Why is the 4th a gold? Protoss players aint going to like that


Lmao, I think they have enough to be happy about though, Adepts, cough*
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
January 15 2016 17:06 GMT
#12
I really like the bridges, but I think map could be T favored, it just seems like terran can drop all over (and abuse the air space).
10%
LongShot27
Profile Joined May 2013
United States2084 Posts
January 15 2016 21:33 GMT
#13
excellent
If all men were created equal there would be no reason to declare it.
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