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[M] (2) AVEX - Borea Headquarters

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States711 Posts
Last Edited: 2016-04-23 22:38:14
April 23 2016 22:36 GMT
#1
[M] (2) AVEX - Borea Headquarters

Category: (1) Macro Maps

[image loading]


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(click to enlarge)

Size: 154x148
Tileset: Snow Refinery, Black Ops Lab
Spawn Positions: 5, 11
Base Count: 16
Servers: NA, EU, SEA, KR

Features/Explanation/Whatever:
+ Show Spoiler +
The main feature of this map are the three tunnels, one in the center, and then one by each natural path. These tunnels are narrow and hard to see inside (due to slightly opaque doodad screens), they have shrub vision, meaning you cannot see inside without a unit inside or an air unit above it.Units cannot burrow in these tunnels. This path can be easily walled by a depot or pylon (2x2 blocker). The path spits through the natural and distant third, and is the main attack path until the wide path rocks are destroyed.

At the third, there are rocks that connect the natural and third side ramps. The side natural ramp is small, and does not circumvent the natural wall that a player would create.

Because the third is distant, there is a fourth base close in proximity. However, this fourth is much more vulnerable than the third nearby. This base is wide open, and is also fragile to harass from the highground above it. Yet, because there are large debris towards the center of the map, this ground is not too easily available.

This map was conceptualized before Frozen Temple was displayed, but shares many of the same philosophies as FT. There is a straight narrow path between the two players, that can be easily walled. What would be the main attack paths are blocked by large debris, and the paths around these rocks are much longer and zig-zagged.

Here is an example of how the tunnel appears ingame:

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Link to Reddit Discussion

Artsy / Detailed Pictures:
+ Show Spoiler +


[image loading]

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[image loading]

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-04-23 23:10:11
April 23 2016 23:08 GMT
#2
That's cool. For what reason are the central tunnels unburrowable? Lurkers? It seems to me that preventing burrowing doesn't really make much of a difference, since burrowing at the end of the tunnel has a similar effect. It's very possible I'm missing something there, but on the face of it the added complexity doesn't seem hugely worth it.

I love the main/natural/third setup. Adding a back path adds a ton of gameplay, especially when defending against armies that have come through the tunnel.

I'm feeling ambivalent as to bases 6-7-8. They feel a bit choky and awkward, but I guess they are necessary.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
April 23 2016 23:47 GMT
#3
On April 24 2016 08:08 ZigguratOfUr wrote:
That's cool. For what reason are the central tunnels unburrowable? Lurkers?


The doodad is thick on the bottom, burrowed units literally can't be seen.


I'm feeling ambivalent as to bases 6-7-8. They feel a bit choky and awkward, but I guess they are necessary.


I tried to go for a "pair of bases" style. Two/three bases all clumped together. You'll see this again in my upcoming release
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 24 2016 00:06 GMT
#4
It's a pretty neat map but as Ziggurat said I feel the southwest and northeast corners don't really flow that well imo. I almost feel like you could easily just take the first 3 bases, say a 72x72 or 80x80 square, copy/paste rotate and bam you've got a pretty neat 144x144 or 160x160 4player map.

The tunnel idea is pretty neat, although hiding units in the tunnels might be a little annoying because they can be completely out of vision unless you rotate your camera or notice the red dot on your minimap, which means clarity/visuals are a little tough. I assume Collosus (maybe thors & ultras too?) probably are too tall that they warp through the doodads?

So, I'd say either convert it to a 4p map or shrink the width by a good chunk, saaay 154x128 or so because then the sw & ne corners will be closer together and possibly feel a little nicer.

Aesthetics are top notch, great work!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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