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[M] New GSTL Map: Bel'Shir beach - Page 19

Forum Index > SC2 Maps & Custom Games
422 CommentsPost a Reply
Prev 1 17 18 19 20 21 22 Next All
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 18 2011 04:51 GMT
#361
On May 18 2011 13:48 KuKKi wrote:
Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)

this seems pretty nasty on this map o.o


Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.
https://liquipedia.net/starcraft2/Monitor
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 18 2011 05:21 GMT
#362
Played a few patches in this, so good and looks awesome.

Hopefully we get more and more maps like that(for the ladder plz Blizzard)
"Its easy, just trust your CPU".-Boxer on being good at games
crms
Profile Joined February 2010
United States11933 Posts
May 18 2011 05:33 GMT
#363
reminds me of war3 ^_^
http://i.imgur.com/fAUOr2c.png | Fighting games are great
rakshasa
Profile Joined January 2011
Japan23 Posts
May 18 2011 06:38 GMT
#364
Finally a team that had the good sense to pick this map in the GSTL...

However I'm sad the units do not seem to be having any effect on the water while moving through, as that kinda breaks the immersion.
Hikari
Profile Blog Joined May 2010
1914 Posts
May 18 2011 23:29 GMT
#365
Really like the theme of this map, some suggestions:
- Map is a little too small. The space behind mineral line should be widened for better air harassment (mutas, drops)
- Elevation and cliffs: I think a few more in the center area will be nice
- lack of a ramp may make early bunker pushes very powerful (similar to kulas ravine). The nearby "hill" may help but zerg takes extra effort to get a spine crawler all the way out there.
- This may have to do with the small map, but lack of a xelnaga tower makes spotting a little harder.
- Protoss can easily warp units below the main and have a shorter attack path.
KuKKi
Profile Joined April 2011
Germany73 Posts
May 19 2011 13:31 GMT
#366
On May 18 2011 13:51 monitor wrote:
Show nested quote +
On May 18 2011 13:48 KuKKi wrote:
Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)

this seems pretty nasty on this map o.o


Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.



i meant this ->[image loading]

its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.
LS
Profile Joined March 2011
Korea (South)145 Posts
May 19 2011 13:39 GMT
#367
thx for report
On May 19 2011 22:31 KuKKi wrote:
Show nested quote +
On May 18 2011 13:51 monitor wrote:
On May 18 2011 13:48 KuKKi wrote:
Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)

this seems pretty nasty on this map o.o


Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.



i meant this ->[image loading]

its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.

LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
May 19 2011 13:46 GMT
#368
i liked this map! looks great, and seems to play out well
https://twitter.com/#!/IrisAnother
Acritter
Profile Joined August 2010
Syria7637 Posts
May 19 2011 14:55 GMT
#369
Hmm... I really love the pathways on this map. The nat might be too open, though. I can't see a Protoss ever expanding versus Zerg.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Ahelvin
Profile Blog Joined September 2010
France1866 Posts
May 19 2011 15:20 GMT
#370
How can I petition Blizzard to add this map to the ladder pool?

It's so good looking it's ridiculous, and the clockwise/counterclockwise expansion flow is very interesting.

Excellent work imo !
Join the Liquipedia Zerg Project ! PM me for more information :).
mage36
Profile Joined May 2011
415 Posts
May 19 2011 16:24 GMT
#371
watched one game on this... seems like you can hide a lot of units around the tree areas. it was a good game in the GSTL.
Whole
Profile Blog Joined May 2010
United States6046 Posts
May 19 2011 16:45 GMT
#372
On May 19 2011 22:31 KuKKi wrote:
Show nested quote +
On May 18 2011 13:51 monitor wrote:
On May 18 2011 13:48 KuKKi wrote:
Protoss can abuse space at Natural with 2 pylons and cannon rush+ block entrance of main(=bunker rush contain)

this seems pretty nasty on this map o.o


Wall ins are basically the same as at the bottom of a ramp, except without the highground disadvantage and slightly easier to wall. I think it's fine as long as you scout.



i meant this + Show Spoiler +
->[image loading]


its untouchable, u cant try to block any cannons to build. As P, u just need to build these 2 pylons, and the area between them are untouchable. Get a probe in there, build 2 pylons, cancel upper pylon when the bottom one finished, build cannon, build pylon. this will deny the Expansion for the Zerg for ages.


seems like adding unbuildable terrain, at least where cannons could be warped in from the low ground would solve this ezpz
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 19 2011 19:33 GMT
#373
match point -> rotate + remove high ground adv in middle of the map -> bel'shir

anyone? :D
Im daed. Follow me @TL_NB
InvXXVII
Profile Joined March 2011
Canada242 Posts
May 20 2011 00:09 GMT
#374
Any replays (either on youtube or sc2 replays) on this map?
A good loser is still a loser.
DNB
Profile Blog Joined November 2010
Finland995 Posts
May 20 2011 14:03 GMT
#375
[image loading]

Just a very small aesthetic detail I noticed Not like it matters, but if you update your map then might as well as clean this one too
MBH
Profile Joined January 2011
Ireland796 Posts
May 20 2011 14:04 GMT
#376
I think thats cool, it's buried in the sand hehe...
Marinechan
Profile Joined May 2011
Sweden71 Posts
May 21 2011 21:46 GMT
#377
Excellent map, very nice graphics!
Marinesplit, how do I do it?
baeric
Profile Joined October 2010
Germany649 Posts
May 21 2011 22:09 GMT
#378
this map looks great... the best is that it looks so different to the other dark maps... I like it
zolia
Profile Joined April 2011
France12 Posts
May 23 2011 12:14 GMT
#379
this map seem great, but it's strange to have no xelnaga tower, and it really a bit too light i think. When i played on it i had to ajust the light of my screen.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-05-26 12:11:53
May 26 2011 11:15 GMT
#380
LS, did you add custom backrgound musics into the map? I have the sensation to hear some new ones.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
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