Update: The main bases have been widened so tanks at the 3-gas expansions (low ground in the center) cannot hit the main buildings anymore. Other parts of the base are still exposed to low-ground attacks if the attackers can get sight up into the main. This change is live on the US and SEA servers.
Update: This map has been customized for the USD500 : US & SEA : VISTA Cataract Cup : Malaysia tournament. Details of the customized version in the spoiler below.
+ Show Spoiler [VISTA Axis of Industry R] +
The annotated image below shows the locations of these changes:
- Destructible rocks are now blocking the high-yield expos, circled in green.
- LoS blockers in NW and SE can hide proxy buildings and provide a place for attackers or defenders to set up at the center expansions, marked with magenta.
- I created a custom doodad with the sponsor's logo, which does not affect the pathing of units, placements are circled in yellow. See a close-up of the doodad below.
A custom doodad I made for the VISTA sponsor:
A summary from the map analyzer of the VISTA map version:
The information in the rest of the post also applies to the VISTA version as well.
(4) Axis of Industry 1.1
Take up position along the porous center line to protect your commercial interests.
Axis of Industry is a melee map with four starting locations. The concept at the heart of this map is a porous line of unpathable cliffs across the otherwise open center. The line (axis) creates a unique battlefield with different tactical opportunities for early, mid and late-game armies.
- 140x140 playable bounds
- 14 bases (4 mains, 4 nats, 4 center expos, 2 gold expos)
- Center expos are non-standard: 7 mineral patches and 3 gas geysers, one gas blocked by destructible debris. (More about this below)
Rush distances on this map are comparable to the Blizzard ladder map pool:
- In cross-positions the rush distance is about 170 units like cross-positions on Metalopolis.
- In close positions the rush distance is about 120 units like the shortest distances on Delta Quadrant or Lost Temple.
Axis of Industry is all about the center, it has valuable bases and a terrain set up for interesting battles.
The main mineral line is very close to the map boundary, making it relatively safe. One end of the main is bordered by high ground that is unpathable; this reduces the amount of cliff-walking space to a long-but-manageable border. The unpathable cliff is also a place for either player to hide air units.
Three production buildings or four small buildings are enough to wall in the natural choke, making fast expand builds at least a possibility on this map.
You can't put a 3-gas expansion on a competitive melee map, that's crazy!
Of course we can, its early and we should experiment. But here's an argument why the 3-gas expos are not really so crazy:
- The 3-gas expo has only 7 mineral patches.
- One geyser is blocked by destructible debris. 3-gas might be really awesome but you have to invest in enough army to get all three running.
- They are in the center of the map, a significant distance by ground from any main+natural. Even a defense-oriented strategy has to come up with a plan for protecting the main base and a 3-gas base, so lazy turtlers, you'll have to work.
- If you take a 3-gas that is not the one nestled against your own main, then it is cliffable.
- This map has many minor asymmetries, but I carefully balanced it with the map analyzer.
- When deciding on the ratio between gaps and cliffs for the center line I decided to err on the side of a little more open and a variety of "dot" sizes. The opportunity to block chokes or use them to reduce your attackable surface area is there, but they are open enough that armies can move through them quickly.
Comparison to Lost Temple
Posters have voiced concerns that the close spawns on this map are too close together, or that in cross-spawns a Terran player can easily turtle at the choke between close spawns and happily take five bases. These concerns are valid, a good map should not have any spawns too close or allow too many bases to be easily protected. However, I believe this image comparing Axis of Industry to Lost Temple shows that, on a 1-to-1 scale, the maps have similar close-spawns with plenty of space in between for army movement. Consider this: what can a tank/turret blob on Axis of Industry do that the same blob cannot at the watchtower on Lost Temple?
-Reduced unpathable cliffs adjacent to mains and water-filled pits to open the choke in the SW and NE from large to very large.
-shifted 3-gas expos in the center slightly, and rotated their placement
Download Axis of Industry.
Or search "Axis of Industry" to play, currently on the US server and on EU thanks to d4d. Please PM me if you are willing to commit a map slot on a different server.