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[M] (2) AVEX - Namaste

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-06-15 04:05:16
February 16 2016 23:42 GMT
#1
[M] (2) AVEX - Namaste

[image loading]

[image loading]

(click to enlarge)

Analyzer:
+ Show Spoiler +

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


Size: 148x148
Tileset: Endion, Shakuras Temple (retextured)
Spawn Positions: 10, 2
Base Count: 14
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +

The gold natural has two size 1 ramps entering from the small rush distance northern passage, but the choke into the main and natural from the gold base is a 4 mineral wall choke (50 minerals each), meaning one can punish a gold base, but not abuse that position to attack the main or circumvent the natural. One of the ramps at the gold can also be completely closed off.

The natural then has two possible ramps, inspired by Blizzard's recent discussion on rush distances and how they feel about them in maps like Ulrena. The fastest path is the North side to the gold bases, with a choke closer to the bases. The middle path is a pretty normal distance for smaller maps, and the bases are reasonably defended. The lowground third has rocks that allow it to be safely taken (as well as prevent that ramp to be abused by players attacking the natural). That ramp can be used to attack the natural from a longer route, or break the rocks inbetween.

The middle of the map has quite a few areas that can be used in terms of skirmishing, and this map, in my opinion, reminds me of how Blitz X is structured.




Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

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[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.
DeltaCadimus
Profile Joined February 2016
9 Posts
February 17 2016 01:23 GMT
#2
I'm wordless... It's just... Beautiful...
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 17 2016 01:26 GMT
#3
Wow, very interesting concept, and superb aesthetics. The mixing of choke points and open spaces is also intriguing. I would probably eliminate the highground pods in the main, seems too easy of a spot for oracles/liberators/whatever to sit picking off workers unchallenged.
~ ~ <°)))><~ ~ ~
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 17 2016 01:30 GMT
#4
I decided to keep them since there's very little/no air deadspace behind the mains.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 17 2016 02:09 GMT
#5
Looks like a Japanese garden. Very pretty color palette.

Not sure how I feel about the north bases being gold though.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Xenotolerance
Profile Joined November 2012
United States464 Posts
February 17 2016 03:57 GMT
#6
I'm so thrilled we've expanded the idea of what's acceptable or playable. Couple years ago, it would've been like 'this map is super pretty but it can't work because x y and z' whereas now, x y and z are attractive features.

Did this get submitted to Blizzard's thing?
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 17 2016 03:58 GMT
#7
I made it on like Saturday, so no.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
February 17 2016 08:15 GMT
#8
I really like how the gold base is "threatened" through short-distance air; however I could fear PvT would heavily favor Protoss here... Protoss takes gold and does tempests to siege the other gold ;p
Any sufficiently cheesy build is indistinguishable in skill
Isarios
Profile Joined March 2014
United States153 Posts
February 17 2016 09:00 GMT
#9
really cool sakura idea.

although the whole color palette does seem to clash a little bit. too many colors i think.

also a cool habitation station esque design. i think id prefer the gold base being along the edge instead of the middle though, this way, you can react to a forward gold being taken by also taking a safe gold yourself. it creates a much more dynamic possibility instead of simply trying to all in a gold-taker.
Blahhh
deymos
Profile Joined February 2016
35 Posts
February 17 2016 16:06 GMT
#10
Very nice concept of the main,second and third (absolutly love chokepoints between them), athought I think those sets of textures doesn't exactly fit to themselves - but it's matter of taste, layout is brilliant.
Dratini25
Profile Joined October 2015
10 Posts
February 17 2016 17:38 GMT
#11
yea the idea of the expansions on this map and how OPEN everything is with so many different entrances to the main just screams another ZERG map... lol
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-02-17 18:16:51
February 17 2016 18:07 GMT
#12
Thanks to myi.Pengwin and myi.Funk, there have been the following changes to the map:

  • Main mineral wall removed.
  • Natural mineral wall made opaque, 3 mineral fields with a value of 25.
  • One natural ramp removed, other pushed back.
  • Rocks added to backdoor nat ramp.
  • Rocks below natural to third removed, curtain changed from two rows to one.
  • Rocks added to southern passage below gold/blue bases.
  • Base added between the gold base and natural.


Pictures will be updated within the hour.

*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.
Fatam
Profile Joined June 2012
1986 Posts
February 17 2016 20:40 GMT
#13
Nice set of changes, I don't think anyone would have ever used that main mineral wall and I'm glad to see the mineral wall amounts reduced; 50 is asking a little much. Rock placement also makes a lot more sense.

I'm waiting for uvantak's post about the cannon-rushability of the main mineral line :-P

To the people crying about zerg, I think T > Z on this map, just stick to the northern areas for attacks and the rush distance is short for reinforcements.
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
February 18 2016 03:59 GMT
#14
Great looking map, but looks very split map like, I would at least add 1 more expo near the middle for players to battle for (maybe on the high ground u have at bottom middle center thats basically idle atm).
10%
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 18 2016 13:03 GMT
#15
I'm glad you reduced the amount of pink in the alley since your reddit post. The map's beautiful, but I thought that was too much.

Reminds me of Habitation Station in the best way possible.
Cereal
imLucid
Profile Joined February 2016
5 Posts
February 18 2016 21:24 GMT
#16
I love the mineral wall concept, especially since we haven't really seen that since Brood War. This seems like a fantastic map and I hope we get to see it on ladder
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-02-18 23:27:41
February 18 2016 22:22 GMT
#17
On February 19 2016 06:24 imLucid wrote:
I love the mineral wall concept, especially since we haven't really seen that since Brood War.


Not to be rude, but probably 10-15 SC2 maps would like to have words with you (maybe more?)
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
ThunderJunk
Profile Joined December 2015
United States681 Posts
March 03 2016 08:10 GMT
#18
Beautiful aesthetic.

Gold base should be low ground to make for more dynamic expo choices
I am free because I know that I alone am morally responsible for everything I do.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
March 04 2016 01:42 GMT
#19
This is hot. I'd like to see stuff like this on the ladder.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
March 04 2016 01:43 GMT
#20
On February 19 2016 07:22 Fatam wrote:
Show nested quote +
On February 19 2016 06:24 imLucid wrote:
I love the mineral wall concept, especially since we haven't really seen that since Brood War.


Not to be rude, but probably 10-15 SC2 maps would like to have words with you (maybe more?)

How many of them have been used in competition? The only one I can think of is Terraform with the 4ths giving access to the inner spiral.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
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