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Active: 2625 users

[M] AVEX - Sovereign

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2017-10-09 18:29:07
September 21 2017 06:51 GMT
#1
[M] (2) AVEX - Sovereign

[image loading]

[image loading]

(click to enlarge)


Size: 142x138
Tileset:
[image loading]
Spawn Positions: 10, 4
Base Count: 14
Servers: NA, EU, KR


Features/Explanation/Whatever:
+ Show Spoiler +

I've been pretty demotivated to make anything new since TLMC9 and the removal of custom textures, honestly.

Made this in two days pretty naturally, things just flowed and shaped themselves together. I struggled for a little bit trying to find a way to try a new third base, from a mineral line blocking the path, to a couple patches of 5-10 minerals per patch as a wall, to settling on the eggs. The eggs behave as one would expect, 200hp 10 armor, workers can mineral walk through, units cannot move through them. I expected the egged off base to be an option as a fourth instead of a third, but I did see rare circumstances where that third would be chosen. I added rocks infront to kinda help with that decision. The eggs were later removed, since they don't appear in FOW, and just caused some silly issues.

Aesthetics are based off of a Kantuva tileset that I spun with my own execution and additions to the style. I think the heaviest influence is how the mains are set up (and even I messed with that lol). Everything else is pretty much me.


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, Former SC:EVO Enviroment Artist & Multiplayer Game Design
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 21 2017 07:10 GMT
#2
Eggs can sometimes cause units to path weirdly and get stuck against them rather than go around (since they expect them to eventually move out of the way since they're units). I assume you've fixed that?
Avexyli
Profile Blog Joined April 2014
United States702 Posts
September 21 2017 07:54 GMT
#3
Nope, cause I can't modify data
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
September 21 2017 08:00 GMT
#4
On September 21 2017 16:54 Avexyli wrote:
Nope, cause I can't modify data


Ah that's too bad. At least the way they're placed units won't get caught too often. New Gettysburg survived having air blockers, so Sovereign can survive this I guess.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 21 2017 08:44 GMT
#5
if this is what lack of motivation looks like, then i guess i'm the mapmaking equivalent of an unemployed stoner living on food stamps
vibeo gane,
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-09-21 10:20:15
September 21 2017 10:18 GMT
#6
Looks like you can warp a unit behind the eggs just before the LOS, it might be wrong though.. cool visual theme ofc!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
nesta-kun
Profile Joined June 2017
Denmark26 Posts
September 21 2017 13:18 GMT
#7
Not a big fan of the layout but damn those aesthetics!
TLMC9 Finalist - Creator of Acid Plant
algue
Profile Joined July 2011
France1436 Posts
September 21 2017 15:30 GMT
#8
Love the map but the eggs really seem gimmicky tbh

Since you changed their colour the LoS blockers near the middle gained my attention and I wondered, wouldn't it make for a fun crossfire-like kind of middle if instead of the LoS blockers you simply removed any terrain?
rly ?
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2017-09-21 20:11:50
September 21 2017 20:10 GMT
#9
On September 21 2017 19:18 Zweck wrote:
Looks like you can warp a unit behind the eggs just before the LOS, it might be wrong though.. cool visual theme ofc!


Hmm, I think I'm a bit okay with this. I don't think it'd cause as much of a problem as it could, as one could just keep a ling over there. I don't remember if there's enough space to build a depot or pylon there for scouting that sort of thing as well.

Since you changed their colour the LoS blockers near the middle gained my attention and I wondered, wouldn't it make for a fun crossfire-like kind of middle if instead of the LoS blockers you simply removed any terrain?


Do you mean two ramps looking down to eachother?

--

I've been thinking about taking those two smaller ramps that are pretty close to eachother (facing top right if looking at the left side of the map, in the center) and consolidating them into one larger ramp.


And if the eggs become too much of a problem at any point I could just remove that path all together.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-09-21 22:04:22
September 21 2017 22:04 GMT
#10
On September 22 2017 05:10 Avexyli wrote:
Show nested quote +
On September 21 2017 19:18 Zweck wrote:
Looks like you can warp a unit behind the eggs just before the LOS, it might be wrong though.. cool visual theme ofc!


Hmm, I think I'm a bit okay with this. I don't think it'd cause as much of a problem as it could, as one could just keep a ling over there. I don't remember if there's enough space to build a depot or pylon there for scouting that sort of thing as well.

Show nested quote +
Since you changed their colour the LoS blockers near the middle gained my attention and I wondered, wouldn't it make for a fun crossfire-like kind of middle if instead of the LoS blockers you simply removed any terrain?


Do you mean two ramps looking down to eachother?

--

I've been thinking about taking those two smaller ramps that are pretty close to eachother (facing top right if looking at the left side of the map, in the center) and consolidating them into one larger ramp.


And if the eggs become too much of a problem at any point I could just remove that path all together.

i think he wants you to make these areas unpathable, splitting each high ground pod into 2: https://i.imgur.com/FNkjYPq.jpg
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
September 21 2017 22:24 GMT
#11
I'd say the eggs fall a bit under the gimmick category, you could accomplish essentially the same thing by making a narrow path next to the nat choke (so that it's still a standard wall) that heads in that direction.

I'm not against eggs as a feature, though. I think that BW map negative linked in discord is a cool way to use them.. a little central shared area between the players' mains that has a base, and it's a shorter scouting path for workers. I'm just not sure they do enough here to justify them.

Only other thing I would question is the double rock at 12/6, seems excessive. But that's a nitpick for sure.

Nice to see a new awesome tileset. Purple and gold is hax
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
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2017-09-22 03:27:34
September 22 2017 01:14 GMT
#12
On September 22 2017 07:04 -NegativeZero- wrote:
Show nested quote +
On September 22 2017 05:10 Avexyli wrote:
On September 21 2017 19:18 Zweck wrote:
Looks like you can warp a unit behind the eggs just before the LOS, it might be wrong though.. cool visual theme ofc!


Hmm, I think I'm a bit okay with this. I don't think it'd cause as much of a problem as it could, as one could just keep a ling over there. I don't remember if there's enough space to build a depot or pylon there for scouting that sort of thing as well.

Since you changed their colour the LoS blockers near the middle gained my attention and I wondered, wouldn't it make for a fun crossfire-like kind of middle if instead of the LoS blockers you simply removed any terrain?


Do you mean two ramps looking down to eachother?

--

I've been thinking about taking those two smaller ramps that are pretty close to eachother (facing top right if looking at the left side of the map, in the center) and consolidating them into one larger ramp.


And if the eggs become too much of a problem at any point I could just remove that path all together.

i think he wants you to make these areas unpathable, splitting each high ground pod into 2: https://i.imgur.com/FNkjYPq.jpg


Ooh. I like that suggestion.

I made the army path to the horizontal shorter by a little bit, too.

I also went and removed the eggs, they weren't really nailing it for me. Here's the final version upon publishing:

[image loading]

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Finch518
Profile Joined April 2017
United States34 Posts
September 22 2017 03:05 GMT
#13
Yeah this map is sick. nice job.
Its all one big ghetto, giant gutter in outer space.
TiberiusA
Profile Joined February 2017
United States39 Posts
September 22 2017 04:31 GMT
#14
Looking real nice.
Fatam
Profile Joined June 2012
1986 Posts
September 22 2017 04:47 GMT
#15
Nice changes. I think the middle platforms would maybe be best as a middle ground (no pun intended ) of the two ideas.

[image loading]
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
Avexyli
Profile Blog Joined April 2014
United States702 Posts
September 22 2017 06:22 GMT
#16
I don't know if I like having a path on those pods now. I think having them the way they are strengthens the option to take the third that hugs the main.

I made the small ramp on the center pods one FF bigger, made the distance between the natural and third hugging the main bigger once again. I also slightly narrowed the bridge's pathing with the double rocks and replaced the double rocks with one 6x6.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
algue
Profile Joined July 2011
France1436 Posts
September 23 2017 11:06 GMT
#17
Oh my suggestion was taken into account. Nice! Sorry for not formulating it properly ^^'

I always like when newer maps make some kind of throwbacks to older maps. Makes for some sweet nostalgia when people go "ooh this reminds me of this map we used to play on"
rly ?
Youngrustler
Profile Joined February 2016
United States70 Posts
September 23 2017 22:09 GMT
#18
I really liked the egg idea, I was thinking about doing something a long those lines, but maybe the map was good enough without the gimmic.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
Solstice245
Profile Joined September 2015
United States145 Posts
September 24 2017 04:59 GMT
#19
These aesthetics are so hot! Totally not gonna try something similar now... ;P
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2017-10-09 17:47:30
October 09 2017 17:41 GMT
#20
Sovereign has recieved a layout update and is pretty much finalized;

[image loading]

I've continued to shave away at the stuff that is making the defending distance between the naturals and thirds. I have raised the horizontal third to match the fourth nearby it, so now we have a lowground third/fourth kind of option, and highground, though i expect it not to be so linear.

Rocks were removed then re-added to the triangular third to encourage ta king it, though I don't feel like that's enough, it's appearing to be a weaker fourth choice, so I'm not sure what to do here.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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