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Active: 4838 users

[M] (2) AVEX - Synchestra

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-06 22:53:44
March 05 2016 03:48 GMT
#1
[M] (2) AVEX - Synchestra

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(click to enlarge)

60:
+ Show Spoiler +

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(click to enlarge)


Analyzer:
+ Show Spoiler +

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


Size: 164x164
Tileset: Endion, Slayn Grass, Braxis Alpha
Spawn Positions: 11, 5
Base Count: 18
Servers: NA, SEA, KR, EU

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +
This map was originally an attempt to utilize a tileset that would mirror the look of the Ice tileset from Brood War. I ended up accidentally replacing some textures and ended up with this really nice muddy look, and with it pouring down like all hell in California, it felt really right to use that feel. I'm happy with this map, I like how the XNTs are well spaced, but have blindspots in the middle of the main paths, opting for less reliance on them (and they don't reveal air paths either). Onto the main.

I was on skype with a few people over the past 2 days talking about inbase expansions and what rules they often follow. A question of mine was "Why can't the inbase be the main? In other words, swap the natural with where you actually spawn. So in Synchestra, your main is really cramped and serves little purpose past being your starting economic area, your natural is safe and wide, allowing you to place way more buildings and properly wall. Past that, you have what used to be a very wide open third with an exposed rear position (that can be abused with siege units like Tanks, Broodlords, etc) that can also serve as a harassment option with destructible rocks behind the path. There is also a hidden path along the west and east sides of the map, trailnig from one side all the way to a hidden path right into the natural. Past the third, the game becomes very aggressive, with the Detox-like fourths available, or a highground fourth exposed slightly to the ground below it. From then on, the bases are relatively normal, featuring "syndromic" island bases at the opposite corners.

Name is inspired by Devin Townsend's album "Synchestra"




Artsy / Detailed Pictures:
+ Show Spoiler +

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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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-03-05 05:23:45
March 05 2016 04:12 GMT
#2
Really cool concept and execution.

My one concern is that defending against terran drops on three bases looks to be absolutely hellish. You can easily attack the third from the ledge behind it, drop behind the main ramp, plant siege tanks on the ledge and nook behind the main, which sounds gross from a defending zerg or protoss's perspective.

edit: This map reminds me of Nimbus.

edit 2: Also how strong are early lings and roaches on this map? Denying the natural even for a little seems game-ending due to the player not having space to place their buildings in their main. Can a terran player even build a second CC in that main? In a situation where you are essentially forced to take a natural, maybe this one looks too hard to defend.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 05 2016 04:43 GMT
#3
That is actually the tiniest main base I've ever seen. Is there some reason for that?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-05 05:55:30
March 05 2016 05:46 GMT
#4
'cause I can.

On March 05 2016 13:12 ZigguratOfUr wrote:
edit 2: Also how strong are early lings and roaches on this map? Denying the natural even for a little seems game-ending due to the player not having space to place their buildings in their main. Can a terran player even build a second CC in that main? In a situation where you are essentially forced to take a natural, maybe this one looks too hard to defend.


Absolutely no idea, and no, you'd have to build a CC in the natural. You basically have no room in your main except space to throw down ebays/armories and maybe some depots.

[image loading]

The main is very tightly cramped, but luckily the natural base and main connect creep very easily. A worry I might have would be the natural ramp is too wide for the early game, and if so, I can make adjustments no problem, maybe along the lines of this:

[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.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-03-05 07:19:56
March 05 2016 07:19 GMT
#5
I would just remove the double rocks at that backdoor on the edge of the map, it's not even a particularly attractive backdoor to use for an attack, so the double rocks probably mean it just won't be used except in extremely rare circumstances. With them gone you will at least get some runby action or what not.

Other than that some pretty different/cool features. Looks like things get interesting once people start thinking about taking their 4th what with all the options and the platforms.
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
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 05 2016 14:36 GMT
#6
i really like this foggy environment !
Author of Coda and Eastwatch.
Xenotolerance
Profile Joined November 2012
United States464 Posts
March 05 2016 21:31 GMT
#7
Ya I like the smaller nat ramp idea, small enough to wall with a main-size wall at first. Because the main is small enough that you're basically forced to put production in the natural, not-zerg are weak to early aggression. Your idea would put that to rest without losing the concept, which I think is rad.

The 4-5 base layout is the best part of this map for me. I agree with Fatam recommending to remove the rocks in the backdoor.

Great map!
www.alonetone.com/xenotolerance
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 05 2016 23:39 GMT
#8
Removed the side rocks and moved the debris up on the ramp, fixed rain rotation as well as the height of some doodads I misjudged.

Will be updated later today.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
deymos
Profile Joined February 2016
35 Posts
Last Edited: 2016-03-06 21:19:37
March 06 2016 21:15 GMT
#9
This map is really impressive, especially in esthetic way, but i'ts already your speciality I think.

Althought, in my opinion map would be perfect if natural base could be quite larger - concept is cool, but the natural seems to be very tiny and it can make defending air harass/drops little to hard (too much sim city in your base to go with units around). If You still want it very original, maybe join to naturals this area with ramp at south of them (ofc remove ramps first), or connect this area with natural but put rocks there - then, when some1 want to make more buildings in the natural, he must destroy rocks first to make his natural base larger - if you know what I mean

With that change, and without those side rocks it's really, really great and I want to see it in map pool. It's unique, but in cool, not "strange" way.

Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-06 22:42:00
March 06 2016 22:39 GMT
#10
I didn't directly take that idea but I did think replacing the path with a highground "mini" base wasn't a bad idea.

So I pushed the path back a bit, rose it up, moved the rock mix to the side (giving a better nat/third choke), widened the made very slightly.

I also added a reaper path (it's pretty obvious now too, I hope) to help a bit with scouting. Added some curtains by the 3/9 fourths. Ahead behind the third was blocked/pushed back to help defend the third as well as make room for the reaper path.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
[PkF] Wire
Profile Joined March 2013
France24203 Posts
Last Edited: 2016-03-06 22:49:39
March 06 2016 22:47 GMT
#11
lol yeah that main is so tiny. Actually now I think of it PvP would be kinda strange on the map, stargate 3 gates all-ins for instance would be really strong because you can't build buildings in your base that aren't susceptible to attacks...

I like the theme of the map and the main nat third layout, but I'd definitely extend that main a bit ^^
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-03-06 22:54:27
March 06 2016 22:54 GMT
#12
Pictures updated. Map published. I also made the main where the nat used to be.
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
March 07 2016 02:18 GMT
#13
Map level 'totally sick' achieved
www.alonetone.com/xenotolerance
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