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[M] (2) Archi - Evening Bloom

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2011-04-06 09:54:51
April 06 2011 01:27 GMT
#1
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Archi - Evening Bloom
Published on EU Server
Or Download from here

Specs
2 player
Playable Area 128x128
Expansions: 12 + 2 Gold
Ramp 2 Ramp time (Marauder): 45secs (+3secs XNC)
XWT: 2
Drox: 2

Change Log:
Widened the Centre

Map View
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HQ image here


Game View
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Analyzer
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Distances around the centre
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Old Analyzer
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Features and Pics

-Areas change from the narrow to wide throughout the map so players can either fall back or push forward toward a wider area for more micro oriented battle. Where there is no wider area directly next to a narrow area there is instead an alternative route either for retreat, circling round or leading to another expo.

-High number of expos each leading into one another with routes criss-crossing between them to allow for both slow economic play and alot of fast back and forth ground movement and micro between expos.

-XWT model has been changed.

-LOS area on the Spawn for drops

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XWT
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Inactive
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Active
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LOS on Spawn
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Spawn
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Natural
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3rd Expo
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Gold Expo(Destructable Shrine)
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Other Expos
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"you were only supposed to blow the bloody doors off!" Micheal Caine
orotoss
Profile Joined September 2010
United States298 Posts
April 06 2011 03:41 GMT
#2
Very cool color scheme. The shape of the map is pretty cool. I really like the destructible statue at the gold bases, so much more interesting than just a big rock.

The only thing I'm worried about is the fact that every path is narrow and there is almost no way to flank an army. Seems like it would really favor the stalker/sentry/colossus ball. I'm imagining a bioball or a hydraroach army trying to engage it and there is really nowhere that couldn't be totally denied by forcefields. Maybe try opening up the middle a bit?

All balance issues aside, this map looks really cool.
BLARRGHGHH
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 06 2011 10:15 GMT
#3
On April 06 2011 12:41 orotoss wrote:
Very cool color scheme. The shape of the map is pretty cool. I really like the destructible statue at the gold bases, so much more interesting than just a big rock.

The only thing I'm worried about is the fact that every path is narrow and there is almost no way to flank an army. Seems like it would really favor the stalker/sentry/colossus ball. I'm imagining a bioball or a hydraroach army trying to engage it and there is really nowhere that couldn't be totally denied by forcefields. Maybe try opening up the middle a bit?

All balance issues aside, this map looks really cool.



I've widened the centre as suggested to make it a little more zerg oriented - also it does open the gold areas for fighting. I've updated the thread and DL link as well.

Though just to get some of the distances clear, where as the sentry can be quite powerful, especially in the more narrow areas, the ST can cordenoff a route very well, Zerg (where they cant surround) often can exploit their speed by taking advantage of the other routes to either retreat, counter attack an expo or to come round the back of the enemy in a narrow area. At least thats what I was going for.
The distances are pretty darn close and if creeped aswell, zerg can definitely exploit that.

I did some analyzer shots to show some of the distances as it might be a bit hard to tell from just the map view.

Distances around the centre
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"you were only supposed to blow the bloody doors off!" Micheal Caine
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