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[M] (2) Avalon Keep - By oneil

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-28 22:07:34
March 27 2011 14:34 GMT
#1

Avalon Keep
by oneil


[image loading]

+ Show Spoiler [Detailed Overview] +

Green \ = Vespene
Green X = Rich Vespene
Blue ( = Minerals
Red < = LOS Blocker
Yellow = XNT + Range
[image loading]


This is my second melee map submission to the TL forums. It's a 1v1 map with a custom cavern/cave texture set. Lots of rain, fog and weird flora

All I've got is a ~23 min insane vs insane replay.. If you'd like to test out the map please upload any replays you get!

My other map(s):
Uplands

  • Total dev time: ~5 hours
  • Spawns: Middle (10 and 4)
  • Size: 128x160 (playable)
  • XNT: 2
  • Tileset: Custom Cave
  • Expansions: 10
    • 8x 8 min 2 vesp
    • 2x 6 min 1 rich vesp


+ Show Spoiler [In-game screens] +

[image loading]
[image loading]
[image loading]

+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]


Avalon Keep is currently published on NA - one.610


+ Show Spoiler [Changelogs] +

+ Show Spoiler [28/03/2011] +

- Changed map size, now 128x160 playable
- Expanded middle to make wider
- Moved XNT to adapt to new size
- Added LOS blockers to middle area

+ Show Spoiler [27/03/2011] +

- Added ramp/passage by farthest expo
- Added destructible rocks to back expo

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 27 2011 15:16 GMT
#2
I think you struck gold here sir. Never seen such a layout before, its refreshing and pretty damn good

KCCO!
adso
Profile Joined March 2011
718 Posts
March 27 2011 15:26 GMT
#3
Gorgeous texturing, a bit on the dark side of the moon ?
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 15:29:00
March 27 2011 15:28 GMT
#4
Thanks guys! As for the darkness, I updated the OP with in-game screenshots..

Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 27 2011 15:39 GMT
#5
On March 28 2011 00:28 oneil wrote:
Thanks guys! As for the darkness, I updated the OP with in-game screenshots..

Can anyone tell me how to take high-res overview screenshots without all the doodads and such showing from the editor?

i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.
For he is the Oystermeister, lord of all the oysters.
oneil
Profile Joined March 2011
Canada73 Posts
March 27 2011 15:44 GMT
#6
That's what I did for the top-most screenshot.. But I see people put high-res screenshots with all doodas present and showing fog/mist as well. Hmmm

On March 28 2011 00:39 VarpuliS wrote:
i'm not sure if that's possible, but then again i don't know much about the editor. there may be an option to do so, or you can just save the map, delete all the doodads, take the screenshot, and load the old version with the doodads still in place.

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
FlaShFTW
Profile Blog Joined February 2010
United States10332 Posts
March 27 2011 16:01 GMT
#7
interesting format of the natural... the side alley makes it so you might have to pay a bit of attention.

however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 16:49:55
March 27 2011 16:45 GMT
#8
I would hesitate to call the XNT useless, as they won't be that easy to hold until you control your third and push your forces out from the high ground. It's a key position to hold to detect air and keeping an eye for any hidden expansions or troops coming through the back.

By your definition the XNT would have to be placed in the middle (to show enemy movement) and this would be far too important a position to hold

On March 28 2011 01:01 FlaShFTW wrote:
however, the xelnagas are useless, since you can take them easily and they dont have any purpose to see major movement of the enemy.
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 27 2011 16:55 GMT
#9
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.
sixdrumquads
Profile Joined January 2011
United States51 Posts
March 27 2011 17:10 GMT
#10
my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.

also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army

very good map though, those three things imo would make it pretty good for ladder or tourney play
oneil
Profile Joined March 2011
Canada73 Posts
March 27 2011 17:26 GMT
#11
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]


On March 28 2011 02:10 sixdrumquads wrote:
my 2 cents here would be to put the towers by the large los blockers as well as add ramps going to the high ground expos on both sides, pretty sure your current design has it in a linear expo setup where each side goes one way, with ramps on both sides you can attack expos with have to say medvac lift everything up there.

also i think adding rocks to the large ramp where i think the expo is, top right and bottom left areas would make it a little easier for early game defense until you had a nice standing army


I'm not too sure about your XNT placement, as moving them any closer from their current position would reveal into the opponent's main, natural and/or choke. I do however agree with your suggestion of putting rocks to block off the back door during the early game.

How do you feel about giant destructible rocks across like so:

+ Show Spoiler +

Rocks here are out of XNT vision, allow early hidden expos and require extra effort to check up on:
[image loading]
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Lunit
Profile Joined July 2010
United States183 Posts
March 27 2011 17:42 GMT
#12
Im loving the layout of this map. Completely diverse to any out there.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2011-03-27 17:56:35
March 27 2011 17:49 GMT
#13
On March 28 2011 02:26 oneil wrote:
Show nested quote +
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]


Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way. Plus, I'm not saying the middle path is in tank range from then nat, I'm saying that the middle path is tiny and is the only path to your opponent. If a Terran camps one end of it, there's no way you're getting past.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 27 2011 17:50 GMT
#14
On March 28 2011 02:26 oneil wrote:
Show nested quote +
On March 28 2011 01:55 neobowman wrote:
So basically you have one straight path down to your opponent with no major side paths or flanking routes available. Defend one spot by land and you have your half of the map.


I was anticipating this comment, and the quick and easy answer is: yes, the only true ground attack path is through the middle. Using the go-to siege tanks, here is a range analysis:

+ Show Spoiler +
[image loading]


If you are camping your nat's main ramp with tanks, the enemy can still maneuver his entire army through the little recessed path as it's big enough to accommodate all unit sizes:

+ Show Spoiler +
[image loading]

So you want a player to roflstomp himself by trapping himself in that passage? LOL!
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 18:43:29
March 27 2011 18:38 GMT
#15
No, that's not what I meant.. I just wanted to show that any sized unit can move through that path. It's 1 FF wide so obviously not a good place to run your entire ball through..

Finally, you'd be walking through your path and not the one on your opponent's side (if the intent is to avoid tank fire)

+ Show Spoiler [Quotes for above] +
On March 28 2011 02:49 neobowman wrote:
Are you actually serious? No one in their right mind would move their whole army through that side path. Far too cramped and out of the way.


On March 28 2011 02:50 dezi wrote:
So you want a player to roflstomp himself by trapping himself in that passage? LOL!


I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Thanks for the comments guys!
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-27 19:14:49
March 27 2011 19:13 GMT
#16
If you stretch the map a little bit to create actually 2 seperated paths in the mid it might be a much better map. Right now you only need to camp at the third to secure urself 5 bases (beside drops) and please add some more details pics (to me the map looks somewhat empty in terms of doodads).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-03-28 01:30:42
March 28 2011 01:19 GMT
#17
Maybe a long stretch of LOS blockers through the center splitting it into two might help a bit with the problem, or high HP destructable rocks on a ramp between the mains and opponent's third expo? Just an idea, can't say I'm any pro balancing guru or anything. At least the rocks / ramp would open another attack path mid-game, and I think the LOS (maybe not in this shape, could be another) would hurt turtled terran's tank range.

/brainstorm

I like it a lot, though. Especially the tileset.
+ Show Spoiler [idea] +
[image loading]



On March 28 2011 03:38 oneil wrote:

I've amended the map a little to add an extra path, some destructible rocks and new LOS blockers. I'll be updating the OP once a little feedback is given:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Thanks for the comments guys!


It looks like the expansion to the north of the left main base has a cliff on the back, while the same base on the opposite side seems still to have a ramp. Or is there a ramp up top that I just can't see for the shadowing?
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 28 2011 04:08 GMT
#18
This is the big problem with the layout of this map. Two starting bases on the sides of a tall but thin map. Ends up with one path through the middle.
superezekiel
Profile Joined November 2010
United States35 Posts
March 28 2011 21:05 GMT
#19
I think what will be interesting in this map is to see the battles for the expos, as the layout around those is more complex and interesting, but otherwise I agree that the attack patch through the middle could be a bit of a problem in creating interesting matches. 2 basing seems too easy.
Victory Goes To The Winner!
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
March 28 2011 21:10 GMT
#20
It looks like reapers and blink stalkers would be increeeeeeeeedibly powerful here due to the amount of cliff space by your main and nat, maybe it's just me.

Other than that looks pretty cool :D
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
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