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Active: 4640 users

[M] (2) AVEX - Hellfire Peninsula

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-04-11 22:04:52
April 10 2016 06:58 GMT
#1
[M] (2) AVEX - Hellfire Peninsula

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(click to enlarge)

Size: 172x156
Tileset: Braxis Alpha Ex2 / Mar Sara Ex2 Retextured Void and Endion
Spawn Positions: 2, 8
Base Count: 16
Servers: NA, EU, SEA, KR

Features/Explanation/Whatever:
+ Show Spoiler +
Literally just wanted to make a map with the Hellfire Peninsula aesthetic in wake of all the WoW server drama. Burning Crusade is where I started (Late vanilla if you want to be specific, but I was pretty dumb and useless), and the Path of Glory holds a strong memory with me.

I was also wanting to try out a concept where the natural and third are far enough from eachother, but equally close to the main to where they could be swapped. Through testing this proved difficult on this map specifically, so expect a return to it later. Currently the natural is rather far, but past the early game, it and the third should be relatively simple to defend. The map is on the larger side, so expect Muta v Muta, some drop play, maybe some proxies as well. I think it's a pretty solid map, personally. But, I can make changes if need be.


Link to Reddit Discussion

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: 2016-04-10 07:27:45
April 10 2016 07:19 GMT
#2
I like the middle of the map quite a lot, but I'm not really sold on the main/natural/third layout especially that ledge at the intersection. What does it promote apart from camping a bunch of reapers there raining hellfire (pun intended) on any unit that passes by? Reapers abusing that ledge sound almost unstoppable in TvP and not particularly pleasant in the other terran match-ups. I'm sure there's other ways to abuse that ledge too.

edit: On second thought maybe Protoss can place a pylon next to that ledge to prevent that? With a mothership core defence is probably doable though any form of early expos wouldn't be. Doesn't sound hugely healthy though. Also in TvT does it force a reaper mirror since there isn't an early way to gain high ground vision apart from reapers and floating buildings?
maximus_0
Profile Joined January 2013
United States43 Posts
April 10 2016 18:08 GMT
#3
insane. i love it.
Isarios
Profile Joined March 2014
United States153 Posts
April 11 2016 10:27 GMT
#4
this is a really weird map. definitely would have to be played to get a feel for if any of those crazy all-ins are too strong: blink, tanks, etc.
Blahhh
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
April 11 2016 14:45 GMT
#5
And to think under all of this there is a massive Pit Boss called Magtheridon xD
SwedenTheKid
Profile Joined July 2014
567 Posts
April 12 2016 02:21 GMT
#6
Love it, design and aesthetics.
Casual Mapmaker
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 12 2016 02:44 GMT
#7
I like the new main/natural layout a lot. The new ledge positioning seems less abusable too--tank drops upon it look to be very strong of course, but beatable.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
April 12 2016 04:10 GMT
#8
Oh you can't path on the little ledge on the platform. :X Should probably make that more obvious.
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: 2016-04-12 04:15:35
April 12 2016 04:12 GMT
#9
On April 12 2016 13:10 Avexyli wrote:
Oh you can't path on the little ledge on the platform. :X Should probably make that more obvious.


Oh ok. That makes sense. What's the purpose of it? Overlord and liberator spot I suppose?
Enekh
Profile Joined December 2012
Korea (South)73 Posts
Last Edited: 2016-04-12 05:04:41
April 12 2016 05:04 GMT
#10
It is really charming path. but dual entrance base is risk of 12 pool allin vs protoss

P.S that map is hot topic at Korean portal. because.... korean said that "Korean Peninsula = Hellfire Peninsula"
Twitter : @Enekh / Creator of Acolyte, Dasan Station / Former Intothemap Admin
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-04-12 06:22:20
April 12 2016 06:21 GMT
#11
On April 12 2016 13:12 ZigguratOfUr wrote:
Show nested quote +
On April 12 2016 13:10 Avexyli wrote:
Oh you can't path on the little ledge on the platform. :X Should probably make that more obvious.


Oh ok. That makes sense. What's the purpose of it? Overlord and liberator spot I suppose?


Ooh, didn't even think of Liberators. But yeah, Overlord spot as well as help with the wall.

On April 12 2016 14:04 Enekh wrote:
It is really charming path. but dual entrance base is risk of 12 pool allin vs protoss

P.S that map is hot topic at Korean portal. because.... korean said that "Korean Peninsula = Hellfire Peninsula"



Gunna update tomorrow with changes. Should help fix some stuff.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
April 13 2016 15:28 GMT
#12
Hmm i wonder if their is anything you could use to add the ramparts to the middle, mainly an aesthetic idea to make it look even more like the original.
Fatam
Profile Joined June 2012
1986 Posts
April 14 2016 08:13 GMT
#13
sick aesthetic look, good job getting that hfp feel more or less spot-on
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
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