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[M] (2) AVEX - Arcane Sanctuary

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 02 2016 20:54 GMT
#1
[M] (2) AVEX - Arcane Sanctuary

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60:
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Analyzer:
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Analyzer seems broken, will add when it's fixed.


Size: 172x172
Tileset: Korhal City, Retextured Slayn/Shakuras Temple
Spawn Positions: 2, 8
Base Count: 18
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
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The map is a little bigger than I wanted it to be, but I'm quite happy with it. The first obvious feature is the main and natural setup. The main and natural are roughly 29 cells from eachother, but on contrasting ground levels (highest vs lowest), and a middle ground level to create a "long" ramp. Sending your drone to the natural from the main is a little shorter than the distance on maps like Ruins of Seras, so it times out well. This type of ramp also allows for a more solid defense into your main in the cases of ZvZ, where you can double-reinforce your defense with queens at each ramp. Past the natural, the map can take very different expansion directions, eitther going left or right. As the game progresses, vision and map control becomes heavily important due to all the different pathways as you leave the center of the map.

The aesthetic style (and name, obviously) was inspired by the Diablo 2 region - Arcane Sanctuary in Act II.




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AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 03 2016 01:47 GMT
#2
theme/tileset are good.

a lot of the geysers are in really awkward positions, was that intentional? also do you have a real reason for the double main ramp?
vibeo gane,
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 03 2016 01:52 GMT
#3
It's something different, gives one wiggle room for defense should they lose the natural without a full retreat and exposure of your main production.

And geysers are intentionally positioned odd, yes.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2016-03-03 03:43:21
March 03 2016 03:42 GMT
#4
Mostly the awkward geysers seem to make army positioning really bad for defense. I would have a panic attack trying to defend the blue 4th because of the geysers there, and the one right in front of the main ramp is really bad too. Your reinforcements coming down from the main get funneled into a bad position, for no apparent reason really. Also the main is tiny, I think too tiny. If not for the size of the main and the geyser-block I think the double ramp is interesting enough to try, but I think the map as is doesn't give it a proper chance.

The layout is cool. I think the proportions and geyser placement take a lot away from it. You sure are breaking all the rules though, in the best ways possible
www.alonetone.com/xenotolerance
ThunderJunk
Profile Joined December 2015
United States673 Posts
March 03 2016 07:58 GMT
#5
Very Chokey map. I like the reaper ladder into the main. Makes for relatively unpredictable early game, which favors protoss, but as midgame happens, terran gains an edge due to how many attack routes there are for picking off structures with drops.

Lots of strategic expansions. Seems like a map that would produce really interesting games. Not much room in main means you need to be very strategic with building placement, which I like. I also really like the way the rocks are set up outside the gold 3rd.

And since it's so chokey, don't need xel naga towers, and you don't have them. I wouldn't veto this map if it was on the ladder

I am free because I know that I alone am morally responsible for everything I do.
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