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[Map] Shaira

Forum Index > BW General
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1 2 3 Next All
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
Last Edited: 2010-02-06 18:44:28
February 02 2010 02:22 GMT
#1
This map is for HuskytheHusky's mapping competition.

Picture (Warning Big Picture)
+ Show Spoiler +
[image loading]

Info's
+ Show Spoiler +

Infos

Changes (1.01)
+ Show Spoiler +

Added 20 more stacked minerals for each patch at the backdoor and added a psi disruptor that will burn down in about ~400 game seconds.
Opened the middle somewhat.
Moved the bottom right nat bridge to proper position.
Made FE'ing possible at all positions.


Mains Expansions.
9x 1500 Minerals
1x 5000 Vespene Gas

6/12 O'Clock Expansions
8x 1500 Minerals
2x 2500 Vespene Gas

3/9 O'Clock Expansions and Naturals
8x 1500 Minerals
1x 5000 Vespene Gas

Mineral Only Expansions
8x 1500 Minerals

Center Expansion

24x 300 Minerals
4x 1200 Vespene Gas

10x Stacked 0 Minerals - Mining allows small amounts of units through.
3x Ion Cannon 2000 HP - Destroying allows large amounts of units through.

Backdoor

40x Stacked 0 Minerals per patch.


OBs [Version 1.01]
Melee [Version 1.01]

OBs [Version. 1.0]
Melee [Version. 1.0]

Dota 3hard5me
l10f *
Profile Blog Joined January 2009
United States3241 Posts
February 02 2010 02:26 GMT
#2
I love this map. Toss can't break out of a lurk contain with only 1 small bridge
Writer
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
February 02 2010 02:26 GMT
#3
What kind of suggestions are you looking for? Suggestions for map balance? Suggestions to make your map a better contender for the contest? Both? O.o
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
February 02 2010 02:28 GMT
#4
On February 02 2010 11:26 l10f wrote:
I love this map. Toss can't break out of a lurk contain with only 1 small bridge

I don't know if this is a suggestion but i agree, that bridge will be murder on a toss army, all the units will glitch up and fighting lurkers or (god forbid) swarm there will be impossible. Also it will be rediculously hard to attack a terran.
U Gotta Skate.
NeCroPoTeNce
Profile Joined July 2009
United States513 Posts
February 02 2010 02:29 GMT
#5
Wow looks sick. Great job. Looks godly ZvP. ^.^
zerg all the way! Lee Jaedong hwaiting
qaswedfr25
Profile Blog Joined July 2008
United States212 Posts
February 02 2010 02:30 GMT
#6
I don't think Pre-infested Command Centers can be infested again. If you want to use that for strategic Infested Terrans, make it a normal neutral cc. Like everyone else, I agree that bridges make zerg contains imba.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
February 02 2010 02:30 GMT
#7
make it a wider bridge!!!!
Nada's body is South Korea's greatest weapon.
unit
Profile Blog Joined March 2009
United States2621 Posts
February 02 2010 02:32 GMT
#8
this map actually looks pretty good imo (protoss/occasional terran player) i do think however that the bridges at the nat need to be either enlarged or another bridge should be added like desti, slightly smaller chokes at the 3 and 9, 12 and 6 are good...i do see this map as being bad for terran pushing mech from left to right or vice versa....

take my advice with a very large grain of salt im only D+/C- Protoss and D+/D Terran
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 02 2010 02:33 GMT
#9
Well the infested CC was just there to take up space and yeh I guess I'll add a larger bridge and possibly a backdoor.
Dota 3hard5me
dhe95
Profile Blog Joined December 2008
United States1213 Posts
February 02 2010 02:34 GMT
#10
The fact that there's just 1 bridge means contains will be over 2x more brutal than in desti, since desti gives you an extra place out.

And the fact that these bridges aren't just for mains, but future gasses, means it's very easy to suddenly be able to pick up both another main and nat.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
February 02 2010 02:34 GMT
#11
Nat bridges really need to be larger, as it stands this is just murder for toss for any type of contains from any race.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
dyren
Profile Joined December 2009
United States260 Posts
February 02 2010 02:36 GMT
#12
Is it just me or is this map very positionally imbalanced? The nat-nat distance from top-left to bottom-left and from top-right to bottom-right is very short especially compared to the nat-nat of top-left to top-right or bottom-left to bottom-right. This isn't necessarily a problem (ex. python has positional imbalance in that 12/3 mains are close and 6/9 mains are close but the nat-nat distances are not so imba.) Just take a look at the closeness of the bridges on the left and right sides... and how far they are horizontally from eachother. This will cause games to play out very differently depending on the relative spawns of the players. Nice map, GL.
(╬ ಠ益ಠ)
2minutevictory
Profile Joined December 2009
United States89 Posts
February 02 2010 02:37 GMT
#13
go carriers vs terran = free win. it's even better then katrina for carriers...

needs a backdoor thing sorta like on destination for protoss to get out of lurker contains, or make the 3 oclock and 9 oclock islands for sair/reaver to rape
illu
Profile Blog Joined December 2008
Canada2531 Posts
February 02 2010 02:40 GMT
#14
The bridge is WAY too small. I think you need to have a secondary exit from your main base that is accessible after destroying something or mine out some minerals.
:]
seRapH
Profile Blog Joined April 2009
United States9756 Posts
February 02 2010 02:41 GMT
#15
there is no room for flanking. at all. the only place where flanking's even possible is in the center, and even then its narrow enough that it might not matter. the fact that tanks can hit the ramp from the 3rd is also very worrying. then, not only would a toss/zerg be contained at their nat's bridge, but also at their ramp. congratulations, you've made me worry about something i've ever been worried about.

in general, the bridges heavily favor all sorts of containment units, and i guarantee you'll be seeing mech TvZ's on it.
boomer hands
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
Last Edited: 2010-02-02 02:47:13
February 02 2010 02:46 GMT
#16
really small nat entrance and very wide third, AMAZING zerg map :D
savior did nothing wrong
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
Last Edited: 2010-02-02 02:57:42
February 02 2010 02:51 GMT
#17
About Terran pushing I'm thinking the Terran could drop tanks on the highground giving at least a relatively easier push past the middle ring, though before that they're just gonna hafta, ugh push. Also if pushing from top left to bot left there is an easy flank at the 9 o'clock, why am I making a map that's hard for T when I myself play T... Also are carriers really that bad O.O


Also I don't understand how ur ramp being tankable from 3rd Is too different from desti. You need via for both.
Dota 3hard5me
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
February 02 2010 03:07 GMT
#18
I'd lower the amount of gas at 12 and 6, 5000 per geyser is a lot for a double gas. I believe Outsider and Longinus are only 2500. And maybe open up the middle a bit? Getting a big army from the east side to the west side seems very problematic.
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
February 02 2010 03:13 GMT
#19
On February 02 2010 11:46 EleanorRIgby wrote:
really small nat entrance and very wide third, AMAZING zerg map :D


The main and the nat are so close and both against a the edge of the map. Muta harass = worthless
Deathfate
Profile Joined November 2008
Spain555 Posts
Last Edited: 2010-02-02 03:42:50
February 02 2010 03:37 GMT
#20
I dont know why are all those minerals in the center if cant place a cc,nexus or hatch properly with those min so close to the infested cc, i would remove those little min just near the infested cc.

Also i would place both gases of 3 and nine in the same pos, both top or both bottom.
Feel the power of the zerg swarm.
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