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[M] (2) AVEX - Gojira Greenhouse

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2016-06-06 15:28:42
May 11 2016 02:47 GMT
#1
[M] (2) AVEX - Gojira Greenhouse

Category: (1) Macro. (Was given (4) Gold by Blizzard)
Submitted to TLMC7


TLMC7 Finalist
[image loading]

[image loading]

Old image:
+ Show Spoiler +


[image loading]
(click to enlarge)


Size: 144x146
Tileset: Black Ops Lab, Endion, Bel'Shir Ex2
Spawn Positions: 2, 8
Base Count: 16 - 18 with gold walls
Servers: NA, EU, SEA, KR

Features/Explanation/Whatever:
+ Show Spoiler +

I wanted to make a straight up macro map, since I haven't done one since Containment. The mineral wall at the natural was just something I've had baked in the back of my head for a while and wanted to try. This map was made also for TLMC7.

I've also wanted to make a greenhouse map for a while, or one that combined the new grasses and manmade textures with lighting on the plants. The topiary and foliage doodads from Aiur and Tarsonis really helped with this.


Link to Reddit Discussion

Artsy / Detailed Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



[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.
Taranok
Profile Joined September 2009
United States33 Posts
May 11 2016 03:00 GMT
#2
This is a cool map. I do like the mineral walls.

At first sight it seems very tight.
Have no fear, the land is near
Antares777
Profile Joined June 2010
United States1971 Posts
May 11 2016 06:44 GMT
#3
The map seems constricted. Aesthetics are nice though, and the mineral walls are pretty dope. Not sure if Blizzard would agree though.
Fatam
Profile Joined June 2012
1986 Posts
May 11 2016 08:03 GMT
#4
I think "Gojira Gardens" rolls off the tongue so much better, but ah who cares :-P
Another band map name, I'm interested to see what you come up with next.

Map is crazy btw, idk how to initially evaluate. But it's pretty and interesting.
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
RoomOfMush
Profile Joined March 2015
1296 Posts
May 11 2016 09:34 GMT
#5
Too tight in my opinion. I dont like.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2016-05-17 21:57:25
May 17 2016 21:56 GMT
#6
Hey I took a look at this map in game.

It seems like the rock towers don't fully block the path when they are destroyed:
[image loading]
Which is weird.

The main seemed cramped - not unusable but annoying to fit production into, I think. My suggestion would be to combine the main and the inbase nat onto one level: something like this maybe?
[image loading]
This is it... the alpaca lips.
Hexe
Profile Joined August 2014
United States332 Posts
May 18 2016 00:09 GMT
#7
The main nat combo with the gold mineral blocking would be pretty orgasmic.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
May 18 2016 01:47 GMT
#8
This isn't uplodaded as this map was submitted to TLMC but this is what your suggestion would look like:

[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.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2016-05-18 02:52:55
May 18 2016 02:38 GMT
#9
Pretty cool! Looks like way less of a hassle to fit production in imo.

Edit: though I think that the mineral-blocked ramp would be better served if it visually matched the other ramps on the map (with the green decals on the "arms" of the ramp), so that from a glance at the overview it is instantly apparent what exactly is happening there.

After fiddling aroudn in the editor for a bit, it looks like the issue with the rocks is that if the Diagonal variant towers (and I think the "ramp left" and "left right" variants too, though I haven't checked) are placed in the cardinal directions (which for some reason is possible), then a (one square?) gap is left when the rock falls. This is true for any cardinal direction (north, south east west) and for both cooling towers and rock towers.
[image loading]
This is it... the alpaca lips.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
May 18 2016 03:04 GMT
#10
I ended up fixing that by just painting in pathing in that tiny crack. Probably won't change much.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Hexe
Profile Joined August 2014
United States332 Posts
May 18 2016 03:40 GMT
#11
It should be possible to align the rocks up properly without painting in pathing. I think this map is really creative, but taking 3 bases looks very forgiving. Removing the golds at the edges would be my preference.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
June 06 2016 02:09 GMT
#12
Updated with final iteration for TLMC7.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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