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Map: (2)Bel'Shir Beach Winter - BW conversion

Forum Index > BW General
Post a Reply
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-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-03-25 04:25:04
March 22 2012 23:55 GMT
#1
This is my second SC2 to BW map port, the first one being Cloud Kingdom. Again, suggestions and (constructive) criticisms are appreciated.

Based on Bel'Shir Beach - Winter Version by LSPrime

[image loading]

Downloads: (broodwarmaps.net)
Version 1.1

Previous versions:
Version 1.1
+ Show Spoiler +
[image loading]


Changes:
1.1
-Narrowed width of natural ramp (4 -> 3)
-Increased size of unpathable cliff ("overlord pod") between main and nat
-Reduced amount of snow in main/nat for less complaints about blinding glare in game
vibeo gane,
Ideas
Profile Blog Joined April 2008
United States8151 Posts
Last Edited: 2012-03-22 23:59:37
March 22 2012 23:57 GMT
#2
it's a very pretty map, not sure how balance will work out on it though.

it seems incredible easy for terran to get 3 gasses (tanks in main can defend 3rd gas near middle it looks like) and then go on a super short push to the other player's natural.
Free Palestine
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 22 2012 23:58 GMT
#3
Much better than your cloud kingdom conversion. Make the nat tighter so you can forge FE.

One thing I think should be changed is the even paths. Not as Much of a problem in SC2 but with BW unit pathing, it's going to pain to manually direct armies down one path.
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2012-03-23 00:04:09
March 23 2012 00:03 GMT
#4
looks kind of like a 2p tau cross to me. 10/15 gate pvt is going to be funny with that giant wide ramp and rampless choke to main. zvt is difficult because the ovie spot in t's nat can't really cover the nat without getting killed by marines, but the corner 3rd gas seems easy enough to hold with lurkers. kind of curious how to secure a 4th gas on this map though, cause i don't think there's enough safe gasses for zerg on this map.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37058 Posts
March 23 2012 00:10 GMT
#5
Holy shit this is awesome.....

Even if we see balance issues, we'll cross that bridge when we get to it
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-03-23 00:25:01
March 23 2012 00:10 GMT
#6
On March 23 2012 08:57 Ideas wrote:
it's a very pretty map, not sure how balance will work out on it though.

it seems incredible easy for terran to get 3 gasses (tanks in main can defend 3rd gas near middle it looks like) and then go on a super short push to the other player's natural.

What do you recommend? The easiest solution would probably be just adding some cliff holes/unpathable ground in the main behind that base so that tanks can't defend it so easily.

On March 23 2012 08:58 neobowman wrote:
Much better than your cloud kingdom conversion. Make the nat tighter so you can forge FE.

One thing I think should be changed is the even paths. Not as Much of a problem in SC2 but with BW unit pathing, it's going to pain to manually direct armies down one path.

Thanks, it's impossible to tell from the picture, but the very top area of the ramp at the nat is buildable. The wall doesn't have to be pushed back and to the sides of the ramp like it normally does, so less buildings are required to wall it. I'm pretty sure a forge FE would be viable, although the space left open might be a little bit wider than normal. Anyway, I'll have to test it a bit more.

For the same reason, the corner expos can be walled with only 2 pylons, I dont' know how balanced that is.

I'm not exactly sure what you're saying is the problem with the paths or what should be changed, other than that BW pathing is worse than SC2 lol.
vibeo gane,
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 23 2012 00:12 GMT
#7
--- Nuked ---
RageCommodore
Profile Joined September 2011
Germany912 Posts
March 23 2012 00:16 GMT
#8
Very cool conversion I'd liko to try it out in some customs.
However, I tried to download it, but i keep getting 404 errors :<
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 23 2012 00:21 GMT
#9
On March 23 2012 09:16 RageCommodore wrote:
Very cool conversion I'd liko to try it out in some customs.
However, I tried to download it, but i keep getting 404 errors :<

Problem solved, had something to do with the map name (originally had an apostrophe, which the site removed) I think.
vibeo gane,
LightningStrike
Profile Joined February 2011
United States14277 Posts
March 23 2012 00:22 GMT
#10
the 7 o clock main gas and the 1 o clock gas both needs to moved because the geysers are in such positions that deflect mining (which doesn't happen in sc2) other wise it pretty good map
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 23 2012 00:32 GMT
#11
That bottom/top third is the greatest thing ive ever seen in TvP, wall that sucker off with an ebay/rax and a depot or two, then just trololol all over protoss trying to funnel in the front way vs that choke + the high ground lead.
Artillery spawned from the forges of Hell
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
March 23 2012 00:43 GMT
#12
On March 23 2012 09:10 Seeker wrote:
Holy shit this is awesome.....

Even if we see balance issues, we'll cross that bridge when we get to it


Is this a pun on the structures of the map? xD
BwCBlueBox.837
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 23 2012 00:47 GMT
#13
thats a pretty map.
moopie
Profile Joined July 2009
12605 Posts
March 23 2012 00:49 GMT
#14
Would like to see it in a different tileset instead of Ice.
I'm going to sleep, let me get some of that carpet.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 23 2012 00:58 GMT
#15
--- Nuked ---
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2012-03-23 01:20:57
March 23 2012 01:05 GMT
#16
^ its an interesting map in its layout. I think playing on it could be fun. At the same time, I dislike the ice tileset because its transition from white to brown/green is rather harsh and its snow texture is annoyingly bright while playing. To each his own.
I'm going to sleep, let me get some of that carpet.
FlaShFTW
Profile Blog Joined February 2010
United States10272 Posts
March 23 2012 01:12 GMT
#17
Map looks amazing. make more!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 23 2012 01:14 GMT
#18
Siege tanks gonna be so imba... + Show Spoiler +
lol gotta keep tradition
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
March 23 2012 01:15 GMT
#19
Looks like a fun map, but

PvZ feels like Z can hydra bust because of the wide natural.
PvT feels like P has the upper hand, not sure why.
ZvT feels like it would be amazing to watch!
"When the geyser died, a probe came out" - SirJolt
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
Last Edited: 2012-03-23 01:26:01
March 23 2012 01:16 GMT
#20
looks like z>p>t>z pretty hardcore

nice job ofc
Why would I play sctoo when I can play BW?
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
March 23 2012 01:30 GMT
#21
Actually seems like it would be a pretty good BW map. The biggest concern I have is that it's not possible to make a proper FFE wall.

I see you already addressed that earlier in the comments, but I have my doubts.

Anyway, I think it is P favored, but not enough for it to be a broken map. Good job.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-03-23 03:07:24
March 23 2012 03:06 GMT
#22
Looks awesome.

This looks pretty good for TvP depending on the map size. I feel like I can get a 3rd and 4th base (as Terran) quite easily from the looks of it (which is good for balance I think). Will def try it out.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
Last Edited: 2012-03-23 03:45:35
March 23 2012 03:33 GMT
#23
Um taking a third in tvp looks tough on this map. When taking a third you can be busted from two (four?) angles which are extremely open and cant really be walled with buildings until much later into the game. Late game if terran splits the map vertically (which really looks like the only way to do it), if terran does anything aggressive, toss can just charge his whole army into whatever area terran has the least defense and kill everything, and then easily retreat. It looks like a late game protoss army has a lot of targets for backstabing, and huge open areas to crush terran armies.
Why would I play sctoo when I can play BW?
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
March 23 2012 03:39 GMT
#24
Pretty good map design, but the snow tileset in BW is so bright it hurts the eyes.
ॐ
Gairbear
Profile Blog Joined October 2011
United States80 Posts
March 23 2012 05:52 GMT
#25
Just at a glance with the 2nd natural i would suggest for balance for ZVP just add 2-3 stacked reactors on the natural ramps that way the toss has an easier time to wall off, and then eventually it can be broken so that units can move out easier.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 24 2012 02:27 GMT
#26
Just had a game on it ZvT (me Z) it was pretty fun. The snow tileset makes it really difficult to see my units on the minimap though lol.

http://www.panschk.de/mappage/repdetails.php?repid=3590

I really wanna play a TvP on it though just to see what its like lol.

How hard is it to swap to a desert tileset?
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-03-24 04:42:21
March 24 2012 02:29 GMT
#27
Version 1.1 is up now (image + download).

Changes:
-Narrowed natural ramp by 1 width (4 -> 3)
-Increased size of unpathable cliff ("overlord pod") between main and nat
-Reduced amount of snow in main/nat for less complaints about blinding glare in game

Hopefully the aesthetic changes are enough that I don't have to do a complete tileset switch.
vibeo gane,
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
March 24 2012 02:30 GMT
#28
This is a very nice looking map....good job.

BW needs more snow tileset.
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 24 2012 05:40 GMT
#29
Minor update, just added a few doodads and removed a couple badly placed doodads that I hadn't noticed. Didn't bother changing the version number.
vibeo gane,
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
March 24 2012 08:53 GMT
#30
On March 23 2012 10:14 Too_MuchZerg wrote:
Siege tanks gonna be so imba... + Show Spoiler +
lol gotta keep tradition


dude... stop it
+ Show Spoiler +
HAHAHAHAHAHA!!!! that was always funny to read in player made maps
火心 Jealous. I always loved that feeling when I was young. Embrace it.
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