[M] (2) AVEX - Cupid
(click to enlarge)
60
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Analyzer:
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Analyzer seems broken, will add when it's fixed.
Size: 186x186 (playable)
Tileset: Shakuras Temple (re-colored pink)
Spawn Positions: 2, 4, 8, 10
Base Count: 20
Servers: NA, SEA, KR, EU
Link to Reddit Discussion.
Features/Explanation/Whatever:
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Artsy / Detailed Pictures:
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(click to enlarge)
60
+ Show Spoiler +
Analyzer:
+ Show Spoiler +
Analyzer seems broken, will add when it's fixed.
Size: 186x186 (playable)
Tileset: Shakuras Temple (re-colored pink)
Spawn Positions: 2, 4, 8, 10
Base Count: 20
Servers: NA, SEA, KR, EU
Link to Reddit Discussion.
Features/Explanation/Whatever:
+ Show Spoiler +
I really wanted to make a map based off of the cherry blossom trees found in Japan. I also thought pink was a color not often explored with StarCraft 2 maps, commonly seen with green, brown, and grey colors.
I also wanted to see what I could do with 4 player maps. I wanted to avoid rotational, but all the layouts with rectangular looked really poor. I'm quite happy with this layout, as the small things really spice the map up.
For example, there are brushes along the side of the mains, facing a narrow cliff. This is to partially help versus blink aggression as well as help it, for if you were to snipe the MSC, you don't have vision to hop up or down from the main easily. You're also blinking into a very narrow choke and have a long way out to leave from. But it also blocks vision from the inside, allowing for nice runbys and pressure, but not enough to fully deny mining for a long period of time due to it's choke.
Most of the map has moderate chokes as the primary pathways, but with a high ramp count, counter attacks and splitting your army is better against armies that have high splash.
I also wanted to see what I could do with 4 player maps. I wanted to avoid rotational, but all the layouts with rectangular looked really poor. I'm quite happy with this layout, as the small things really spice the map up.
For example, there are brushes along the side of the mains, facing a narrow cliff. This is to partially help versus blink aggression as well as help it, for if you were to snipe the MSC, you don't have vision to hop up or down from the main easily. You're also blinking into a very narrow choke and have a long way out to leave from. But it also blocks vision from the inside, allowing for nice runbys and pressure, but not enough to fully deny mining for a long period of time due to it's choke.
Most of the map has moderate chokes as the primary pathways, but with a high ramp count, counter attacks and splitting your army is better against armies that have high splash.
Artsy / Detailed Pictures:
+ Show Spoiler +