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Active: 1680 users

Shuriken2 Old Map of Mine

Forum Index > BW General
Post a Reply
Juanita
Profile Joined March 2020
46 Posts
Last Edited: 2020-03-26 00:30:48
March 22 2020 18:13 GMT
#1
Please comment and be nice about your comments please...

Image of map
[image loading]



Melee


Observer


This map is supposed to be kind of like fighting spirit. Don't say its T bias because its the same thing to get blocked in from the bridge on FS as it is to get blocked in on this ramp. TY

Chef
Profile Blog Joined August 2005
10810 Posts
March 22 2020 19:17 GMT
#2
[image loading]
[image loading]
[image loading]
LEGEND!! LEGEND!!
LML
Profile Blog Joined March 2007
Germany1775 Posts
March 22 2020 21:35 GMT
#3
Try this site: http://www.panschk.de/mappage/newsscript/viewnews.php
Instead of creating a thread for every single one of your maps on here. That's kinda spammy.
LML
Juanita
Profile Joined March 2020
46 Posts
March 22 2020 21:55 GMT
#4
On March 23 2020 06:35 LML wrote:
Try this site: http://www.panschk.de/mappage/newsscript/viewnews.php
Instead of creating a thread for every single one of your maps on here. That's kinda spammy.


I wanted to get them on teamliquid.net for exposure to the community. I already uploaded them there
LML
Profile Blog Joined March 2007
Germany1775 Posts
March 22 2020 23:11 GMT
#5
If you want exposure it's probably more useful to host a tournament including your maps. Just making a dozen threads here makes it highly unlikely people will play on them.
We will all just nag about different things. Don't forget everyone also has their own taste in maps.
LML
Juanita
Profile Joined March 2020
46 Posts
March 23 2020 00:22 GMT
#6
On March 23 2020 08:11 LML wrote:
If you want exposure it's probably more useful to host a tournament including your maps. Just making a dozen threads here makes it highly unlikely people will play on them.
We will all just nag about different things. Don't forget everyone also has their own taste in maps.


True
Juanita
Profile Joined March 2020
46 Posts
March 24 2020 20:57 GMT
#7
looks like no one wants to comment!
Gorgonoth
Profile Joined August 2017
United States468 Posts
March 24 2020 21:05 GMT
#8
Curious if the checker pattern on the lowground will make it difficult to see units?
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
March 25 2020 09:08 GMT
#9
Imagine being Protoss and spawning bottom left and Terran spawning bottom right. It would be very difficult to play against. The Terran could expand from left to right without much difficultly, and could even start ferrying units into the Protoss base with dropships.

On March 23 2020 03:13 Juanita wrote:
This map is supposed to be kind of like fighting spirit. Don't say its T bias because its the same thing to get blocked in from the bridge on FS as it is to get blocked in on this ramp. TY


There is a big difference between a choke and a high ground. High ground typically is not an advantage against siege tanks, except for a few odd scenarios.

[image loading]

On Fighting Spirit, if I am the green Terran in the bottom right-hand corner, the bridge creates a choke. The width of my army cannot exceed the width of the choke. That means I will be attacking into a very wide arc of enemy units. This dynamic is an even bigger problem on a map like Circuit Breaker. However, on Circuit Breaker, the Terran player will typically go up the high ground to go around the double-bridge choke on that map. The reason is pretty simple: the smaller the choke, the lesser the amount of siege tanks that can be positioned to fire. If the siege tanks are on the low-ground, however, the only limit to how many tanks can fire are impassible terrain, the amount of space between the furthest tank to the target area, and the size of the map.



[image loading]

On your map, there is impassible terrain to the north and south of the high ground, which slightly limits the width of the Terran force to slightly smaller than the Protoss force. However, the Protoss' only good path of retreat and reinforcements is directly north. Trying to send a significant number of units through the small ramp at the 6 o'clock base will end up getting them congested into a small space. To deny the Terran the high ground would require an overwhelming advantage from the Protoss army.


There also may be a problem playing TvZ if Terran spawns in the top left, but it is impossible to test because the links to your map are broken for me.


[image loading]

I received this message from both links that you provided.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Juanita
Profile Joined March 2020
46 Posts
March 25 2020 15:20 GMT
#10
On March 25 2020 18:08 ninazerg wrote:
Imagine being Protoss and spawning bottom left and Terran spawning bottom right. It would be very difficult to play against. The Terran could expand from left to right without much difficultly, and could even start ferrying units into the Protoss base with dropships.

Show nested quote +
On March 23 2020 03:13 Juanita wrote:
This map is supposed to be kind of like fighting spirit. Don't say its T bias because its the same thing to get blocked in from the bridge on FS as it is to get blocked in on this ramp. TY


There is a big difference between a choke and a high ground. High ground typically is not an advantage against siege tanks, except for a few odd scenarios.

[image loading]

On Fighting Spirit, if I am the green Terran in the bottom right-hand corner, the bridge creates a choke. The width of my army cannot exceed the width of the choke. That means I will be attacking into a very wide arc of enemy units. This dynamic is an even bigger problem on a map like Circuit Breaker. However, on Circuit Breaker, the Terran player will typically go up the high ground to go around the double-bridge choke on that map. The reason is pretty simple: the smaller the choke, the lesser the amount of siege tanks that can be positioned to fire. If the siege tanks are on the low-ground, however, the only limit to how many tanks can fire are impassible terrain, the amount of space between the furthest tank to the target area, and the size of the map.



[image loading]

On your map, there is impassible terrain to the north and south of the high ground, which slightly limits the width of the Terran force to slightly smaller than the Protoss force. However, the Protoss' only good path of retreat and reinforcements is directly north. Trying to send a significant number of units through the small ramp at the 6 o'clock base will end up getting them congested into a small space. To deny the Terran the high ground would require an overwhelming advantage from the Protoss army.


There also may be a problem playing TvZ if Terran spawns in the top left, but it is impossible to test because the links to your map are broken for me.


[image loading]

I received this message from both links that you provided.



Download link is fixed..
Juanita
Profile Joined March 2020
46 Posts
March 26 2020 00:31 GMT
#11
map is finished and ready for download
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