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[M] (4) AVEX - Invader II(click to enlarge) Analyzer:+ Show Spoiler + Analyzer seems broken, will add when it's fixed.
Size: 200x164 Tileset: Protoss Base, Aiur City, Endion Spawn Positions: 1, 5, 7, 11 (CROSS ENABLED) Base Count: 26 Servers: NA, SEA, KR, EU Link to Reddit Discussion #1.Features/Explanation/Whatever:+ Show Spoiler +
This is the 2nd edition of Invader, featuring a heavy number of changes to the current Ladder Edition in order to help Protoss and Terran play be even viable in the current season. This map has hours dumped into it and is currently being discussed for use. There are no promises to this map being used or uploaded to the current ladder pool. But it is a goal.
Artsy / Detailed Pictures:+ Show Spoiler +
OLD INVADER POST: + Show Spoiler +[M] (4) AVEX - Invader(click to enlarge) 60+ Show Spoiler +Analyzer:+ Show Spoiler + Analyzer seems broken, will add when it's fixed.
Size: 200x164 Tileset: Protoss Base, Aiur City, Endion Spawn Positions: 1, 5, 7, 11 (CROSS DISABLED) Base Count: 24 Servers: NA, SEA, KR, EU Link to Reddit Discussion.Features/Explanation/Whatever:+ Show Spoiler + I wasn't a big fan of Dash and Terminal, but I liked the change in Natural layout it had. Using that as inspiration, I wanted to make a 4p map with rectangular symmetry and try and blossom the map from there. The first layout wasn't too different from the final map, the only differences being the 6/12 oclock bases, and the addition of the 3/9 bases, which used to be a pathway.
The 6/12 bases were a challenge for me, I went to Rotti, Feardragon, Temp0 and the Map Cave to try and solve the problem. I eventually settled with the suggestion of adding a highground behind the bases' back. This kept the base flow that I wanted, without making it really easy to take those two bases.
Overall I'm quite happy with this map, a favorite of mine up with Cupid. I hope you all enjoy.
Artsy / Detailed Pictures:+ Show Spoiler +
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Aotearoa39261 Posts
There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.
Looks like a decently interesting map though. Good job.
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On January 02 2016 10:27 Plexa wrote: There's some awkwardness with the center of the map since it doesn't hold much strategic value. I'm also concerned about the strength of the high ground third when used as a staging point for aggression.
Looks like a decently interesting map though. Good job.
Many of my earlier iterations involved golds towards the center, but with the symmetry of the map it just didn't work out. :/
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That main/nat/3rd looks like fun. I prefer this implementation over Dash's - having the more direct route to the main be the narrow one makes more sense. The main looks a touch small, but there's some room on the side of the nat so I guess it's no huge deal.
I wonder if the rocks + cooling tower is really necessary. I think either on their own would be enough.
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Great Map! You getting better and better. I agree with Fatam, u should pick what rock block u want.
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I'll probably get rid of the tower. I just liked that you could hit the tower from the highground and ramp to create a choke or re-seal the wall the rocks gave you in the beginning.
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proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.
the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.
the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off.
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On January 04 2016 07:54 Meavis wrote: proportions and locations are solid, but some areas have room for improvement without influencing the rest of the map to much.
the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.
the horizontal mid bases could use the same treatment given to the vertical mid bases to split them, though the cente might become to choky, leading to dome minor changes there, or maybe a rework of the center to make it moe interesting, though an interesting center is always hard to pull off.
I made the natural tuck in that fashion to combat 13/12, though I guess the bounds of the map (and it being 4p) would be enough to combat it. It also gives it more space since the main is lacking. But if it does need to be pushed forward a bit, I can do that.
What would you propose for center changes?
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Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.
This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),
In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.
Gorgeous aesthetics, man...just gorgeous.
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On January 04 2016 18:25 Qwyn wrote: Gorgeous aesthetics, would prefer even more of the dead air space on the outside of the map to be eliminated. This is in particular a reaction against the atrocious Blizzard maps this season - I hate how much air space blankets the outside of those maps.
This is only a problem because people don't restrict themselves to smaller maps (which should be the norm!). There shouldn't be this absurd amount of dead airspace (not to mention it makes it so obnoxious for Zerg),
In comparison your map doesn't have much dead airspace at all....would just love to see it reduced even more.
Gorgeous aesthetics, man...just gorgeous.
If you mean along the edge of the map there's essentially zero deadspace.
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little airspace ftw
terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P
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On January 04 2016 07:54 Meavis wrote:the nat looks a bit overly tucked in, maybe some changes could be made but not that neccesary, though id still recommend doing so.
The nat does look a bit cramped. I know it's nit-picky, but could you pull the mineral lines back just a bit to give it some extra room? I haven't yet played the map, so like I said, this is a nit-pick if anything.
Otherwise, I like the aesthetic a lot. Have you made any updates since you first posted it? It looks a bit different since I last saw it.
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Nothing has changed since I posted it. If really needed I can push the natural a little over, but I had it close to help with ZvZ, but since the map is on the larger scale I guess it wouldn't matter.
EDIT: I have now changed the center, doubling the watchtower count and moving them closer to the outer bases. I removed the tower at the natural as well as removed the rock ramp at the thirds, replacing them with gold bases. I also added highground cliffs to the other highground thirds.
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Small bug
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This map was included in my submissions to Blizzard. A quick update, I prevented cross spawn, due to the rush distance being fucking huge.
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prevented cross spawn? that's an interesting one that you don't hear too often.
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On January 05 2016 12:29 Fatam wrote: little airspace ftw
terrible protoss player here who has been brutalized by speedvacs too much in HotS :-P
This is actually a very strongly drop/muta map due to the difficult ground traverse outside the main and 3rd base. It's not really that much about the amount of dead airspace, but about the difference of mobility between air and ground units. You won't ever feasibly cover all the available ground anyway.
I for one welcome a map with a completely flat center, I don't see the pressing need for endless terrain creations to be put there.
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Too early to call gratz on making ladder?
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I dunno man. I just got informed about it and I'm trying to stay in my chair.
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