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[M] (4) Avalanche

Forum Index > StarCraft 2 Maps & Custom Games
 
 NewSunshine   United States. July 23 2012 13:10. Posts 1016
Profile # 
Avalanche Beta - version 0.1
Made by NewSunshine
Published on [NA].


[image loading]

Introduction/Inspiration:
I've been wanting to make this sorta map for a while, but as I quickly learned it's hard to figure a layout that really works for all spawns. Following the lead of Johanaz's Rusty Cage, I've tackled the challenge of a multi-symmetry map, to increase the variety of the spawn points. The main idea for the layout comes from a simple combination - 1) a simple main-nat-third, with the third being a 3/4 base, taking the idea used in Doomsday and applying it in what is hopefully a more solid map, and 2) using a simple difference between the spawn points, to create a variety in the post-third dynamics, based on spawn positions. Cross positions will work pretty much normal, but the normal-ness ends there.

Vertical Positions - Here the full base in between the players becomes more of a winner's base. Usually, you'll want to focus on taking the 3/4 bases instead, usually taking 2 of them before you can take another full base.

Horizontal Positions - Here, the CCW player will have a very safe 3 bases, but only slightly more so than the CW player. The CW player, however, has an option of taking a more forward 3rd base, with full resources.

In either close spawn scenario, the Xel'Naga tower becomes very important past 3 bases, where in cross spawns it's primary role is to watch for attacks along the rush path.


Aesthetics:
+ Show Spoiler +
+ Show Spoiler [aesthetic inspiration] +

Texture Set:
+ Show Spoiler +

Lighting: Custom

Pictures (Analysis):
+ Show Spoiler [Analyzer Images] +

Data (Gameplay):
Playable Bounds:
Nat - Nat Walk Distance(close): 120
Nat - Nat Walk Distance(cross): 155
Expansion Count: 6 normal, 6 three-quarter
Xel'Naga Towers: 1

There will probably be some sort of problem with a spawn point or 2, it's hard to account for everything whilst also making things interesting. Let me know what you think/any concerns you have.
Last edit: 2012-07-23 15:28:07
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 FlaShFTW   United States. July 23 2012 14:27. Posts 4960
Profile Blog # 
i feel like in a vertical spawned game, the CW player would have a harder third. either they expo to the half base, which is very prone to quick drops (since the main-third is incredibly close) and closer to your opponent, or take the high ground base, which is very prone to multi-pronged attacks as it is in the middle of the map. same with horizontal spawns.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Fatam   July 23 2012 14:32. Posts 938
Profile # 
another winter map zamg
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 Veloh15   United States. July 23 2012 14:43. Posts 158
Profile # 
I feel like the 3rd is a little to defensible with only 1 attack path. Just thought you should know this is underconsideration for the mappers monthly really well made map! So props!
Old Post

 
 Existor   Russian Federation. July 23 2012 14:44. Posts 3123
Profile # 
What about collapsable rocks?
Old Post

 
 NewSunshine   United States. July 23 2012 14:49. Posts 1016
Profile # 

On July 23 2012 14:44 Existor wrote:
What about collapsable rocks?

Ha, I'm not skilled enough for that


On July 23 2012 14:27 FlaShFTW wrote:
i feel like in a vertical spawned game, the CW player would have a harder third. either they expo to the half base, which is very prone to quick drops (since the main-third is incredibly close) and closer to your opponent, or take the high ground base, which is very prone to multi-pronged attacks as it is in the middle of the map. same with horizontal spawns.


I've thought about this, but it's not nearly as bad as Antiga Shipyard. Here, it's easy to hold up to the 3rd with only 1 army position, which is also near the 3rd, so a drop would only really work as a form of counterattack, but again, knowing you're in that position should incline you to prepare for drops. It's the same as any other strategy that you can do on a map, where some of it falls on the player. I'm more worried, frankly, about the advantages of T taking a forward 3rd base, but idk if that's a problem either, because of all the paths around the middle bases.


On July 23 2012 14:43 Veloh15 wrote:
I feel like the 3rd is a little to defensible with only 1 attack path. Just thought you should know this is underconsideration for the mappers monthly really well made map! So props!

Yeah that was the idea. Really easy to hold, but it's not really a 3 base turtle situation, so I think it's fine.

If you're considering a map of mine, I urge you to consider Cerberus Plateau. It's undergoing changes for MotM ProAm, but I think it's a much more solid map, and the aesthetic is actually finished(or will be, I should say...) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=351706

I think there will be a lot of very good maps coming out of MotM, so there should be some good stuff to choose from coming soon.
Last edit: 2012-07-23 15:15:45
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

  Aunvilgod   July 23 2012 15:31. Posts 2031Profile # 
You really like big snow maps dont you?
Incredible Miracle
Old Post

 
 -NegativeZero-   United States. July 23 2012 15:37. Posts 586
Profile # 
Reminds me a lot of the original version of ESV Khaydaria - very interesting.
broodwarmaps.net
Old Post

 
 NewSunshine   United States. July 23 2012 15:39. Posts 1016
Profile # 

On July 23 2012 15:37 -NegativeZero- wrote:
Reminds me a lot of the original version of ESV Khaydaria - very interesting.

Yeah, you're right. I think there's still a noticeable difference between the two, especially once you get down to how it plays, because of the 3rd base, as well as the higher number of 3/4 bases in general.

On July 23 2012 15:31 Aunvilgod wrote:
You really like big snow maps dont you?

Yes.

[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

  Aunvilgod   July 23 2012 22:55. Posts 2031Profile # 
The 3rd is really sexy. I don´t know if it is too far out though. Sadly I think close spawns are imba, especially because the highgrounds seem to be not always equally far away. This kind of symmetry is really cute but in general imba as well imo.
Incredible Miracle
Old Post

 
 ScorpSCII   Denmark. July 24 2012 00:36. Posts 295
Profile # 
Looks really sweet. Quite original map. Not sure about the positional balance though.


On July 23 2012 14:44 Existor wrote:
What about collapsable rocks?

Mind explaining what this is?
Author of Atlas | Dreamforge Mapmaking Team
Old Post

 
 monitor   United States. July 24 2012 01:00. Posts 2280
Profile Blog # 

On July 24 2012 00:36 ScorpSCII wrote:
Looks really sweet. Quite original map. Not sure about the positional balance though.


Show nested quote +


Mind explaining what this is?


Its a HotS thing. They are rocks that topple when killed and block a pathway. Once they block the path they then become normal destructible rocks.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 Superouman   France. July 24 2012 04:39. Posts 1493
Profile Blog # 
I see what you did there, avalanche/lawinebahn by jacky
http://www.teamliquid.net/forum/viewmessage.php?topic_id=287323
Last edit: 2012-07-24 04:47:09
Check out for the Next-Gen RTS game with battles on planetary scales: Planetary Annihilation! http://www.planetaryannihilation.com/
Old Post

 
 NewSunshine   United States. July 24 2012 06:02. Posts 1016
Profile # 

On July 24 2012 04:39 Superouman wrote:
I see what you did there, avalanche/lawinebahn by jacky
http://www.teamliquid.net/forum/viewmessage.php?topic_id=287323

Ha, you get a cookie

I woulda loved to see that map on NA though, it was so cool. D:
Last edit: 2012-07-24 06:02:17
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 algue   France. July 24 2012 06:29. Posts 653
Profile # 
what about some polar bears and 2 gaz on every base ?
rly ?
Old Post

 
 IronManSC   United States. July 24 2012 06:31. Posts 1658
Profile # 
You should use that terrain ground-breaking doodad, whatever it's called. That + spikes would look awesome :D
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 NewSunshine   United States. July 24 2012 06:47. Posts 1016
Profile # 

On July 24 2012 06:31 IronManSC wrote:
You should use that terrain ground-breaking doodad, whatever it's called. That + spikes would look awesome :D

I've used a lot of this with Cerberus, but not this map, not yet anyway. I stopped at basic texturing, because the layout isn't solidified yet. I'm sure you know how tricky this sorta thing can be

I'm considering blocking the low ground middle bases with rocks, because it's more intended to be a 4th or 5th base, but taking it as a quick 3rd can give a possibly unfair advantage over the normal 3rd. I dunno though, lemme know what you guys think.
Last edit: 2012-07-24 06:48:13
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

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