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[M] AVEX - Travincal

Forum Index > SC2 Maps & Custom Games
Post a Reply
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2017-07-04 20:03:20
July 04 2017 20:02 GMT
#1
[M] (2) AVEX - Travincal

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(click to enlarge)

+ Show Spoiler +

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Size: 146x148
Tileset: Jarban Minor Jungle, Aiur Temple, Elsecaro City, Endion
Spawn Positions: 2, 7
Base Count: 16
Servers: NA, EU, KR

Link to Reddit Discussion.

Features/Explanation/Whatever:
+ Show Spoiler +

Continuing the standard train. Ideally wanted it to feel like your army is deep inside a jungle, so theres many windy paths, LOS blockers along the lowground. The manmade highground is surrounded by walls. These walls completely block vision, even in the presence of air units, but do not block air units. Like LOS blockers they will also turn transparent when units are nearby, so you don't need to worry about massively tall walls hiding widowmines or lurkers.

There is also my debut of non-standard ramps along the diagonal expansion that hugs the main base. These ramps are curved and allow full movement, up and down. The vision that would be granted from a regular ramp is slightly off center, focsued more towards the top of the ramp rather than the middle, meaning attacking up these ramps should be taken with some caution.

There are also no watchtowers, cause those are boring and would also take away the feeling of limited vision on this map.

Due to the narrow highgrounds, vision blocking walls I expect slower and more positional play to be important. There's also ALOT of eye candy, so if your FPS drops heavily in areas that might be pivotal for gameplay let me know.


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.
Avexyli
Profile Blog Joined April 2014
United States694 Posts
July 04 2017 20:13 GMT
#2
Oops, realized I forgot to put the playercount for both this and Blackpink.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Caerwyn
Profile Joined February 2017
23 Posts
July 04 2017 21:57 GMT
#3
Haven't gotten to play it yet but it looks amazing
Avexyli
Profile Blog Joined April 2014
United States694 Posts
July 05 2017 02:40 GMT
#4
Added a reaper path to the back of the main cause I felt like it. Not a massive reaper friendly map to begin with so this should be better.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
NinjaDuckBob
Profile Joined March 2014
177 Posts
Last Edited: 2017-07-05 06:24:45
July 05 2017 06:24 GMT
#5
For some reason it reminds me of Dusk Towers (perhaps because of expansion patterns), but it obviously has some pretty major differences. Me likey!
NinjaDuckBob ~ Fear the fuzzy!
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 05 2017 07:22 GMT
#6
It's a nice standard map. If I had to criticize something, it's how hyper-connected the map is. You can walk in mostly a straight line from nearly any point on the map to any other point (which makes army movements rather dull, and can also sometimes favour zerg). If I recall correctly Odyssey (or rather Windwaker) was also criticized for that.

Partially because of this, and also due to how the bases are positioned this map feels like a variation and fugue on Odyssey rather than a completely different map. Which isn't too big of a deal on its own I guess, but even Blackpink is of a similar mold. Standard maps can be more diverse than this.
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