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[M] Bel'Shir Walkway - Page 4

Forum Index > SC2 Maps & Custom Games
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hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 22 2011 22:02 GMT
#61
I just want to say that i love how you did a double nat xpac on this map. On one side you can fast expand without having any rocks to kill, but it is more open to being surrounded, or flanked. On the other side, it's closed of with rocks, with a nice tight choke, but you need to destroy the rocks first, which could cost you time on getting your xpac up.

Creating decisions through map making - Bravo!
A lesson without pain is meaningless for nothing can be gained without giving something in return.
rads
Profile Joined November 2010
Australia38 Posts
January 23 2011 01:49 GMT
#62
Any reason you put a full-on destructible back door on the mains as opposed to just a ramp up to a cliff overlooking it? Whenever I see backdoors leading into mains it makes me
Ownos
Profile Joined July 2010
United States2147 Posts
January 23 2011 18:02 GMT
#63
On January 13 2011 19:18 EunByuL wrote:
This map is way too big for a 2-player map. That's why you have a lot of unused terrain. I think if you tighten the map up a bit more to 108x108, you'll be able to get all your stuff closer together, have less unused terrain and will have a better map eventually.

From that point, your texturing needs more work... alot more.


Open space != bad. Do we really want to be fighting in cramp hallways?
...deeper and deeper into the bowels of El Diablo
EffectS
Profile Joined May 2010
Belgium795 Posts
January 23 2011 18:12 GMT
#64
I don't like the backdoor to the inbase-natural, you can't defend it. The thing with destructable rocks is that they need to be defendable. Not like Blistering Sands where you have to run for 10 minutes (exaturation!) to be able to defend it from ranged attackers.
An other thing is the natural which can't be walled off, maybe this is just a personal preference I have but I always like chokes towards the natural that can be walled off. Perhaps make the main entrance to the natural a little smaller and place destructable rocks at the secondary entrace? (Meh, don't listen to me!)
TEEHEE
SharkSpider
Profile Joined May 2010
Canada606 Posts
January 23 2011 19:51 GMT
#65
I like it. The backdoor is far enough away from the front door so that you cant get double pressured unless they split their army. It has some of the good jungle basin and blistering sands elements with a structure thats a little more like caverns. Thumbs up, here.
emc
Profile Joined September 2010
United States3088 Posts
January 23 2011 20:15 GMT
#66
i like this map, if you are debating balancing the easy 3rd with rocks, simply add a cliff like Delta Quadrant has at it's inside rock expansion.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 23 2011 21:00 GMT
#67
The backdoor is actually are very bad change.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-23 22:08:00
January 23 2011 22:03 GMT
#68
Sorry guys, that picture was from a day or 2 ago. I worked on it yesterday and this morning. The OP is updated with the finalized version of the map (tweaks may still be under way), but here is a post I made about it on the bnet forums in the thread about this map.

This post from the SC2 Battle.net forum that I made in regards to the in-base natural and why it is positioned the way it is:

"Okay, here is the deal about the in-base natural expansion. There are ultimately two options to finalize it.

IF I LEAVE THE ROCKS AT THE RAMP AND NARROW CHOKE
The base is open. It denies a early 3-base expansion, but while it still gives you a 3rd base eventually, it still acknowledges the threats that can happen to it, and still gives you a temporary wall-off to be temporarily safer in the meantime.

The problem: Terran lift-off proxy can become popular in this scenario (such as Shakuras Plateau in the back expansions). I do not think this would happen every time though. Either way if this were to happen, there is still a threat to it.

IF I TAKE THE NARROW CHOKE ROCKS OUT

The base is open, and it allows for a 3rd expansion easy. It still gives Terran and Protoss a valuable choke point that can be easily defended as well, just no rocks there this time.

The problem: If this were to happen, the map becomes jungle basin and blistering sands, with only one set of rocks to get into your main. This is not something that the community wants.

I also can't put rocks blocking the minerals. That would make no sense and there would be too many rocks.

The only solution is to leave the rocks as they are. Shakuras Plateau is one of the top favorites by starcraft players, and even terran players could still proxy if they wanted to in the blocked off expansions. The way this map is right now is the best way to leave it. It all comes down to how the players want to play, and I can't deny a player's choice.

EDIT: *Here's why it is fine the way it is. A terran's primary early game proxy is banshee rushing. If he were to fly a starport in the natural and proxy banshees, we have to look at how zerg and protoss are already functioning by that time. Protoss observers are cheaper, so every protoss player is getting more of them at a much faster (and earlier) rate. Spotting starports shouldn't be an issue, and protoss would already have at least 1 or 2 by the time a banshee were to invade the protoss base, making banshees not as affective. Zerg on the other hand tends to send their first overlord over to that base to keep an eye on it. If placed properly, they'll spot that starport flying down there. Any terran proxy that involves lifting off and hiding their tech is going to have a risk involved of being caught.*"

Reference: http://us.battle.net/sc2/en/forum/topic/1869414754?page=11
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
sylace
Profile Joined November 2010
United States18 Posts
January 25 2011 14:52 GMT
#69
This is one of the best custom maps for competitive play I've seen. Great work!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 25 2011 17:51 GMT
#70
Thanks sylace!!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
joxnas
Profile Joined January 2011
Portugal3 Posts
January 25 2011 19:28 GMT
#71
I like the map a lot ^^
IronMan, check your PM box plz
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 25 2011 22:28 GMT
#72
I am wondering how to publish it to EU servers? Can someone tell me how?

Also, version 4.2 will be the last release on saturday (jan 29th), so stay tuned for more fixes.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Baby_Seal
Profile Joined August 2010
United States360 Posts
January 28 2011 12:57 GMT
#73
I don't know how to publish it on EU servers, sorry =(.

Good luck in the map contest though, I think it looks great =).
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
Last Edited: 2011-01-28 13:08:21
January 28 2011 13:05 GMT
#74
IMHO you should move the rocks blocking off the way to the third to block placement of the actural natural. Wouldn't really change much, except prevent terrans from getting an earlier third.
(sorry if this was disccused before)
OHSHIT u gave reasons for it.

Well I think that you should make the distance from the nat to the backdoor shorter. I think that it would allow for to much abuse in the early game.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 28 2011 13:09 GMT
#75
On January 26 2011 07:28 IronManSC wrote:
I am wondering how to publish it to EU servers? Can someone tell me how?


2 ways: buy an EU account or get some you trust on EU to publish it for you.
TPW Map Maker - theplanetaryworkshop.com
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-28 22:41:41
January 28 2011 22:35 GMT
#76
I will get it up on EU in a short amount of time. Right now, the final version (4.2) is out. OP is updated, as well as the download for NA and replay!

EDIT: I cant seem to get EU to work.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
joxnas
Profile Joined January 2011
Portugal3 Posts
January 31 2011 16:12 GMT
#77
No news about EU?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 31 2011 18:16 GMT
#78
I can't figure it out brah
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
2-_-n
Profile Joined March 2010
Sweden24 Posts
January 31 2011 19:41 GMT
#79
Just get someone to upload it for you?
ruskig on bnet
joxnas
Profile Joined January 2011
Portugal3 Posts
February 03 2011 19:26 GMT
#80
yep. I could do it but won't without your permission obviously
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