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[Map] Shaira - Page 2

Forum Index > BW General
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Inzek
Profile Blog Joined May 2008
Chile802 Posts
February 02 2010 03:37 GMT
#21
terran pushing vertical will be bad ass
Stork FAN!!!
Chen
Profile Joined June 2009
United States6344 Posts
February 02 2010 03:45 GMT
#22
are those cliffs over the natural's dropable? cause if terrans can plop down 2 tanks on those....
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
Last Edited: 2010-02-02 03:52:45
February 02 2010 03:52 GMT
#23
As a not P player, I approve of this map.

That being said. Vertical rush distances are laughably close. Good luck not getting horribly raped by a T if you spawn vertical to him.

Protoss will never ever be able to break out of a lurk or tank contain with that bridge. It's murder.

Easy to take third gas for toss though. If they ever manage to get out of their main/nat.

Center quad gas expo feels gimmicky. Especially when there is already double gas expos on the map.

You hate Protoss don't you?
jalstar
Profile Blog Joined September 2009
United States8198 Posts
February 02 2010 04:38 GMT
#24
maybe a double bridge at the natural to make contains less easy?
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 02 2010 04:58 GMT
#25
Gaaaaaaah I know about the contain thingy!!!!!! I'm gonna fix it tomorrow and the vertical push distance thingy as close as it is there's still a chance for a flank, if the cliff at the natural will fit a tank ill fix tomorrow. I'll also move the min patches to make muta harass a little more useful.

As a matter of fact I DO dislike Protoss =\
Dota 3hard5me
thopol
Profile Blog Joined May 2008
Japan4560 Posts
February 02 2010 05:00 GMT
#26
I'd suggest you make it so you can widen the bridge to something like double that. The natural bridge is way too small as it stands.
hyst.eric.al
Profile Blog Joined June 2009
United States2332 Posts
February 02 2010 05:00 GMT
#27
i think re-arranging the main/natural set-up (while it will be very painstaking) so they move clockwise or counter-clockwise (like python) would make it much more balanced in terms of push distances, etc, but that will be too much work and would completely change the map.

as a terran player, i approve the current set-up, though. :D
Leta , BeSt, Calm fan forever! 김정우, I am sorry I ever lost faith in you.
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 03 2010 02:35 GMT
#28
Backdoor added, bridge widened. I hope there aren't any more major problems...
Dota 3hard5me
dyren
Profile Joined December 2009
United States260 Posts
February 03 2010 02:52 GMT
#29
I second the person who commented that there's no flanking room in the middle... there's hardly any room to move your units through it...
(╬ ಠ益ಠ)
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 03 2010 03:05 GMT
#30
Well I made it a little easier to move ur army from left to right without going through middle, though awkward should at least help a bit with flanking
Dota 3hard5me
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 04 2010 02:44 GMT
#31
sorry about double post but I just wanna say that I'm done the map.
Dota 3hard5me
WheelOfTime
Profile Blog Joined October 2009
Canada331 Posts
February 04 2010 20:32 GMT
#32
10x stacked minerals only?

No way that's enough time for a pylon and cannon to go up, or zerglings to go all the way around to kill the scv.

Great map if you like to play probe vs ling or drone vs vulture micro.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
February 04 2010 20:42 GMT
#33
Get rid of the inf cc, how sick would it be to sneak a center expo ;D
Moderator@TLPholon // "I need a third hand to facepalm right now"
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 04 2010 21:28 GMT
#34
horizontal positions are a nightmare for pvt imo.

-the min only has all that space behind it from tanks and turrets to line up and blast anything that comes down from either the back or front ramp.
-the nat bridge is too narrow, widen in up x2 at least (better to make x3 or x4 imo).

-the windy, tight, bridgey path which also contains a base. open it up more imo. Flas
-the lack of unbuildable terrain all around these paths
-the buildable cliff in the middle of the map.
..and then I would, ya know, check em'. (Aka SpoR)
TeabagInsurance
Profile Blog Joined February 2010
Canada320 Posts
February 04 2010 21:56 GMT
#35
It looks incredibly easy for Terran to expand TvP IMO. Maybe increase the size of the mineral blocked backdoor ramp and use destructible buildings instead so toss can bring units up there to stop him from protecting it with like 2 tanks
Tired of getting teabagged? Get your teabag insurance today!
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
Last Edited: 2010-02-05 01:22:55
February 05 2010 01:21 GMT
#36
You can tell that the map maker hates protoss
EDIT:
On February 02 2010 13:58 Nub4ever wrote:
Gaaaaaaah I know about the contain thingy!!!!!! I'm gonna fix it tomorrow and the vertical push distance thingy as close as it is there's still a chance for a flank, if the cliff at the natural will fit a tank ill fix tomorrow. I'll also move the min patches to make muta harass a little more useful.

As a matter of fact I DO dislike Protoss =\

Why are you asking for opinions on a map if you're gonna be biased while making it?
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
February 05 2010 01:29 GMT
#37
those spines in front of nat bridge will protect tanks too easy, I see terrans building depots to add further protection.

Wider nat bridges and remove that spine that will protect ranged units firing upon units leaving natural.

High dirt mid/center 12/6 o clock makes those 2 paths really small, you can open them bad boys up by at least one isometric rhombus
since 98'
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 05 2010 13:06 GMT
#38
Also though I dislike Protoss cuz I always get DT rushed 12 nex and horror
gated I didn't mean to make the map imba
Dota 3hard5me
aeroH
Profile Blog Joined February 2009
United States1034 Posts
Last Edited: 2010-02-05 13:12:23
February 05 2010 13:12 GMT
#39
horror gated..?
edit : oo i remember that thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107135
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 05 2010 13:13 GMT
#40
Imo the center of the map should have at least two big ways to move the protoss army from left to right. Atm its literally impossible to do without going through some ridiculously small choke xd
Revolutionist fan
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