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Active: 1356 users

[M] (2) AVEX - Namaste

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Avexyli
Profile Blog Joined April 2014
United States697 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 +

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[image loading]
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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 States697 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, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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 States697 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, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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 States697 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, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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 States705 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
Avexyli
Profile Blog Joined April 2014
United States697 Posts
March 04 2016 05:07 GMT
#21
On March 04 2016 10:42 [UoN]Sentinel wrote:
This is hot. I'd like to see stuff like this on the ladder.


Unfortunately this was released post-submission.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
DSK
Profile Blog Joined February 2015
England1110 Posts
March 04 2016 19:15 GMT
#22
Wow....it's just so utterly beautiful. I'm genuinely speechless. Excellent work, Avex!
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
Hexe
Profile Joined August 2014
United States332 Posts
March 04 2016 21:13 GMT
#23
some of the brick textures with moss makes is a bit hard to see the layout
billynasty
Profile Joined October 2014
United States260 Posts
March 05 2016 02:59 GMT
#24
the map looks beautiful & yeah it reminds me of Habitation Station in a way too, but arent the mains a tab bit small? Im trying to picture where all my buildings would go & it just looks like it'd be a challenge. Has anyone thats played this map had an issue with building spacing?
i dont miss God but i sure miss Santa Claus
Avexyli
Profile Blog Joined April 2014
United States697 Posts
March 05 2016 03:23 GMT
#25
I saw Funk and Pengwin play on it as a PvZ, and most of the buildings were placed towards the natural. I've been experimenting with small mains and medium/big naturals. They didn't seem to have an issue.
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
March 05 2016 07:10 GMT
#26
I think you need to look at terran games to evaluate that kind of thing, they have the most issues with building space
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 States697 Posts
March 05 2016 07:15 GMT
#27
It's possible that the results have changed with the new base layouts, so I can't be for sure.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Shiraq
Profile Joined March 2016
17 Posts
March 07 2016 10:25 GMT
#28
How did you tint the Shakuras3 texture pink? I would love to be able to tint textures but I tried opening your map and couldn't see how you did it.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-03-07 20:03:32
March 07 2016 20:02 GMT
#29
You can extract and edit the .dds file then import the changed version back into the map. If you're going for a simple recolor then it's not too much work. Although sometimes it's hard to see how a color will actually look without doing the import process and putting it on the map, so there's some trial and error. Check out the Mapper's Index that is stickied in this forum, it probably has some info in there somewhere.
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 States697 Posts
March 07 2016 22:10 GMT
#30
Similarly you could go to the Import tab on the map, and export the textures I used.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Shiraq
Profile Joined March 2016
17 Posts
March 08 2016 08:26 GMT
#31
Oh. Is that OK though? To use your own textures? Like, if you want to submit your map to potentially be a ladder map? I'd think Blizzard wouldn't like custom textures on the ladder. I'm new to this so I have no idea what the "rules" are, as it were.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 08 2016 12:22 GMT
#32
On March 08 2016 17:26 Shiraq wrote:
Oh. Is that OK though? To use your own textures? Like, if you want to submit your map to potentially be a ladder map? I'd think Blizzard wouldn't like custom textures on the ladder. I'm new to this so I have no idea what the "rules" are, as it were.

recolored textures have already been used on ladder maps (echo), it's not a problem
vibeo gane,
Shiraq
Profile Joined March 2016
17 Posts
March 08 2016 13:22 GMT
#33
Good to know, thank you.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
March 08 2016 18:30 GMT
#34
As long as your textures aren't incredibly hindering to either performance (importing a fuckton of them) or visibility (making it really bright, poor spec map, etc) then they're not a problem.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
EmKey
Profile Joined December 2002
Korea (South)631 Posts
March 08 2016 20:48 GMT
#35
looks pretty, dont like the choice of the name tho
불놀이야
InfCereal
Profile Joined December 2011
Canada1759 Posts
Last Edited: 2016-05-10 12:57:23
May 10 2016 12:52 GMT
#36
Bug

[image loading]

Can't place creep tumours here for some reason.

Also just from playing it, the entire bottom half of the map feels completely disconnected from the top half.

e: Apparently there's a building here that I can't see. http://i.imgur.com/0ep1L4Q.jpg
Cereal
Avexyli
Profile Blog Joined April 2014
United States697 Posts
May 10 2016 16:56 GMT
#37
Yeah I discovered that yesterday, there's a big re-work coming for the map soon - so it should be gone by submission tomorrow.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Aunvilgodess
Profile Joined May 2016
954 Posts
May 23 2016 17:27 GMT
#38
Looks even better in-game. I am amazed.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
May 23 2016 23:06 GMT
#39
Changes being made to the uploaded and [TLMC] maps by later today;

Main Mineral line moved up one cell to allow for spore/pylon/turret placement.
Mountain added behind main to help with Liberator spots.


There's also a whole 2nd version of Namaste ready to be seen and judged - a version with feedback from Monk and Liquid.Snute.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
imre
Profile Blog Joined November 2011
France9263 Posts
May 25 2016 09:12 GMT
#40
Beautiful map at the very least.
Zest fanboy.
dbm
Profile Joined March 2011
Poland25 Posts
July 11 2016 01:47 GMT
#41
cool design
Normal
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