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Active: 4300 users

[Map] Shamshel

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-11-02 02:39:32
November 01 2009 15:51 GMT
#1
Shamshel 1.2
[image loading]


Changes:
- Main choke now wallable with 1 depot 1 rax
- Nat choke wallable with 2 depot 1 rax
- Made 5 mineral-only closer to nat

+ Show Spoiler [1.1] +
Shamshel 1.1
[image loading]


Changes:
- Fixed positional imbalances

+ Show Spoiler [1.0] +
Shamshel 1.0
[image loading]


Description:
- Standard 3 player rotational-symmetry map
- Has outsider-like expansions

Resources:
Main: 9M1G
Nat: 7M1G
First mineral-line: Progressive, 100 to 1300, +200 per mineral (so, 100 for first, 300 for second, 500 for third and so on)
Inner minerals: 7M
Dual-gas: 3000 each

Download link:
1.0: http://www.mediafire.com/?by2twwxyhgh
1.1: http://www.mediafire.com/?zjd1da0omyn
1.2: http://www.mediafire.com/?qqncf1tjtxx
POGGERS
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 01 2009 15:58 GMT
#2
Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).
Peace~
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 01 2009 16:03 GMT
#3
On November 02 2009 00:58 fanatacist wrote:
Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).

was considering doing that, was split between that and outsider-style, before choosing the outsider-style expo. already okay to make changes though.
POGGERS
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 01 2009 16:05 GMT
#4
On November 02 2009 01:03 konadora wrote:
Show nested quote +
On November 02 2009 00:58 fanatacist wrote:
Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).

was considering doing that, was split between that and outsider-style, before choosing the outsider-style expo. already okay to make changes though.

Well I think the major difference between this and real Outsider is that mineral line being towards the center. If you made it towards the enemy base, that would be more like Outsider (I guess less original though haha). I don't have SC on this computer so it's not like I played the map, I just looked at it and gave my opinion so yea. You put a lot of effort in your maps, you can support your decisions xD
Peace~
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
November 01 2009 16:16 GMT
#5
you have this backwards. the mineral wall expos should have the gas outwards, to promote getting the expansion that is more easily attacked. Why would some one ever take a mineral only expansion when they can get an island gas?

move the gas to the middle of the map.
With a gust of wind, perhaps.
520
Profile Blog Joined April 2009
United States2822 Posts
November 01 2009 16:17 GMT
#6
On November 02 2009 00:58 fanatacist wrote:
Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).

If you do that, Zerg gets access to a double-gas expansion immediately. That'd be terrible.
Writer
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 01 2009 16:19 GMT
#7
On November 02 2009 01:17 scintilliaSD wrote:
Show nested quote +
On November 02 2009 00:58 fanatacist wrote:
Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).

If you do that, Zerg gets access to a double-gas expansion immediately. That'd be terrible.

Zerg can get that double-gas just by hopping a drone on Outsider, so excluding Maynarding drones to the geysers being easier in this case, how is it any different?
Peace~
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 01 2009 16:20 GMT
#8
Love it. Looks like it might be a bit T-favored in longer games (tanks and vults would give a big edge in holding and denying those Outsider-style expos), but it also looks like it would be really fun to play on and watch, especially because of the way the expos back up against the center of the map instead of the mains, meaning that unlike Outsider, maneuver and map control in the center will be pretty important.

I'm kind of worries about making decent walls, but that's just because I suck at walling. Still, I'd be interested in seeing the solutions for each nat.

One thing I would like to see is a little more high ground in the center, or something to make battles there unique (maybe something crazy like that one map with the doodads that made ground sight range really low?), but even without that this looks really fun.
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 01 2009 16:23 GMT
#9
On November 02 2009 01:20 CaptainPlatypus wrote:
Love it. Looks like it might be a bit T-favored in longer games (tanks and vults would give a big edge in holding and denying those Outsider-style expos), but it also looks like it would be really fun to play on and watch, especially because of the way the expos back up against the center of the map instead of the mains, meaning that unlike Outsider, maneuver and map control in the center will be pretty important.

I'm kind of worries about making decent walls, but that's just because I suck at walling. Still, I'd be interested in seeing the solutions for each nat.

One thing I would like to see is a little more high ground in the center, or something to make battles there unique [b](maybe something crazy like that one map with the doodads that made ground sight range really low?)[b], but even without that this looks really fun.

Look up Demon's Shiver to get what you are looking for.

I think that a high ground in the middle would make the map even more Terran favored.
Peace~
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
November 01 2009 16:29 GMT
#10
It seems like the main mineral line is tank-harassable from the outsider-like low-ground expansions at 7 and 12, but not at 3. This could lead to positionl-based losses, since the harassment potential is unequal for the various spawn spots.
Savior broke my heart ;_; || twitch.tv/onnings
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 01 2009 16:39 GMT
#11
On November 02 2009 01:29 plated.rawr wrote:
It seems like the main mineral line is tank-harassable from the outsider-like low-ground expansions at 7 and 12, but not at 3. This could lead to positionl-based losses, since the harassment potential is unequal for the various spawn spots.

thanks, fixed that
POGGERS
Empyrean
Profile Blog Joined September 2004
17077 Posts
November 01 2009 16:43 GMT
#12
In the image, there appears to be a missing line of minerals for the bottom left neutral expansion.
Moderator
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 01 2009 16:49 GMT
#13
On November 02 2009 01:43 Empyrean wrote:
In the image, there appears to be a missing line of minerals for the bottom left neutral expansion.

yeah fixed that, accidentally deleted those and uploaded -_-
POGGERS
Kyadytim
Profile Joined March 2009
United States886 Posts
November 01 2009 17:25 GMT
#14
The natural at 10 o'clock seems to have a really wide choke compared to the other two, especially as it needs a vertical wall, not a horizontal one. That may just be an optical illusion, I haven't downloaded it to check.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
November 01 2009 17:33 GMT
#15
It seems as if the 11 oclock expo doesn't have a small 200ish mineral patch but the other 2 ones do. I think it would be better to have all of them the standard 750ish minerals so zerg can't get 3 gas too quick. It may actually work out better for map balance if zerg is forced to stick on 2 gas for awhile and then burst into 4 or they are forced to sacrifice and get transportation for earlier double gas.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Empyrean
Profile Blog Joined September 2004
17077 Posts
November 01 2009 17:35 GMT
#16
On November 02 2009 02:33 Whiplash wrote:
It seems as if the 11 oclock expo doesn't have a small 200ish mineral patch but the other 2 ones do. I think it would be better to have all of them the standard 750ish minerals so zerg can't get 3 gas too quick. It may actually work out better for map balance if zerg is forced to stick on 2 gas for awhile and then burst into 4 or they are forced to sacrifice and get transportation for earlier double gas.


Or they can just glitch a Drone over.
Moderator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 01 2009 17:45 GMT
#17
And I scream. Wasted Space.

How are the wall-ins in the map? For the natural, and main chokes for each position, how do you wall in and is it ling proof?

Also, The 1 o clock natural looks easier to muta harass than the other positions.

The mineral only for the 5 o clock player is a lot harder to get than the other positions.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
November 01 2009 20:49 GMT
#18
wow, kona's maps always look incredible
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
November 01 2009 20:58 GMT
#19
Terran 4 base 200/200 max push much?

and the wasted space =/

not horrible kona, but not you best.

personally, i like how the map looks, I'm just not assured there won't be balance issues.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
selboN
Profile Blog Joined January 2008
United States2523 Posts
November 01 2009 20:59 GMT
#20
zerglinggg run-byyyyyyy
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
BishopONe
Profile Joined November 2003
Spain242 Posts
November 01 2009 21:43 GMT
#21
I really like the main and natural, but dont listen to me I'm a terran player ^^
:D
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
November 01 2009 21:53 GMT
#22
Dude this map looks so nice =)
Jaedong :3
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
November 01 2009 21:55 GMT
#23
The chokes are a bit wide, dontha think?
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 02 2009 01:22 GMT
#24
On November 02 2009 02:45 neobowman wrote:
And I scream. Wasted Space.

How are the wall-ins in the map? For the natural, and main chokes for each position, how do you wall in and is it ling proof?

Also, The 1 o clock natural looks easier to muta harass than the other positions.

The mineral only for the 5 o clock player is a lot harder to get than the other positions.

Main chokes can be walled with 2 depot 1 rax, I checked that. Not sure about the nat though.
POGGERS
onewingedmoogle
Profile Joined June 2009
Canada434 Posts
November 02 2009 01:30 GMT
#25
is there any reason why there are no maps that are bigger than 128X128?
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 02 2009 02:40 GMT
#26
On November 02 2009 10:30 onewingedmoogle wrote:
is there any reason why there are no maps that are bigger than 128X128?

too big for standard play.

updated to 1.2, made changes according to everyone's suggestions

nat is now wallable with 2 depot 1 rax, main is wallable with 1 depot 1 rax
POGGERS
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 02 2009 03:28 GMT
#27
I have an idea... Make neutral floating barracks (multiple maybe?) over a ramp that is blocked by a mineral to the island expos o_o' semi-island?
Peace~
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