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[M] New GSTL Map: Bel'Shir beach - Page 20

Forum Index > SC2 Maps & Custom Games
422 CommentsPost a Reply
Prev 1 18 19 20 21 22 Next All
KMARTRULES
Profile Joined August 2010
Australia474 Posts
May 26 2011 12:12 GMT
#381
This map is really zerg favoured -_-
rakshasa
Profile Joined January 2011
Japan23 Posts
May 27 2011 10:57 GMT
#382
Am I the only one who ends up rooting for the guy on GSL that _doesn't_ eliminate this map?
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-05-27 12:28:03
May 27 2011 12:27 GMT
#383
On May 27 2011 19:57 rakshasa wrote:
Am I the only one who ends up rooting for the guy on GSL that _doesn't_ eliminate this map?

If the natural would be safer, people would less veto this map
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
The Final Boss
Profile Joined February 2011
United States1839 Posts
June 01 2011 22:04 GMT
#384
I feel like the natural on this map is too wide open. Like tons of Terrans are thumbs downing this map just due to the fact that against Z getting past one base is an absolute nightmare. Other than that I like the map.

As far as PvP goes (and I'm not entirely sure if this is purposeful) the high ground near the entrance to the main serves as a great way to be able to hold off any sort of 4 Gate/Early All-in style attack. I haven't actually seen any pro level PvP's take place on this map, but I feel like the way the entrance is made would allow one to get Robo units off of one base while holding off aggression (that being said recent patch changes have helped this in PvP anyways).

Aesthetically I love the way this map looks, and personally I have no problem with it; except in TvZ. The map really is a nightmare for Terran, and I feel like it almost forces them into some sort of one base play. I play Terran and I have no problem taking my natural on other maps with "hard to secure naturals" such as Xel'Naga Caverns, Slag Pits, or Metalopolis. But the few games I've played here have all resulted in me having a really difficult time securing the natural.
Mithriel
Profile Joined November 2010
Netherlands2969 Posts
June 01 2011 22:22 GMT
#385
I would love this map on the ladder!

Though yeh it has some.imperfections, the map is beautiful!
There is no shame in defeat so long as the spirit is unconquered. | Cheering for Maru, Innovation and MMA!
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
Last Edited: 2011-06-02 17:50:54
June 02 2011 17:49 GMT
#386
very nice map but it feels like heaven for terran so many beautiful ledges and edges for tank to put in place. Except for the ledge at your entrance to base.. imagine having expo there and siege tanks on this ledge above. When suddenly come couple of zerglings into your mineral line... ouch this splash damage on your scvs would be heavy
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
IcculusLizard
Profile Joined May 2011
265 Posts
June 04 2011 16:13 GMT
#387
Thanks to LSPrime, Bel'Shir Beach is now available in PeepMode. And it's the July 2011 version! Enjoy!

Currently available only on NA, but working on getting it published in other regions.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=226035
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
June 04 2011 16:33 GMT
#388
In this map's middle,
Overlords can hide from rines.
The trees are too dense...
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 05 2011 15:21 GMT
#389
On June 05 2011 01:33 Trozz wrote:
In this map's middle,
Overlords can hide from rines.
The trees are too dense...


Don't think the density of the trees should affect anything, what do you mean? Are you sure its not just that the trees are on high ground, which means marines don't have vision?
https://liquipedia.net/starcraft2/Monitor
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
June 09 2011 10:09 GMT
#390
I really dont like the choice of water on this map, especially the colour, it really looked too bright for me. I prefer the fully clear water over this anyday, and that actually what it looks like at the beach.
Leenock the Punisher
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 09 2011 10:22 GMT
#391
On June 09 2011 19:09 furymonkey wrote:
I really dont like the choice of water on this map, especially the colour, it really looked too bright for me. I prefer the fully clear water over this anyday, and that actually what it looks like at the beach.

Beach water looks different at beaches all over the world.

I really like the water on this map, and color-wise it goes great with the rest of the map
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
furymonkey
Profile Joined December 2008
New Zealand1587 Posts
June 09 2011 10:23 GMT
#392
With clear water the sand underneath will still have the same colour that goes with the theme of the map, but I just feel the colour is too strong and pushed at your face.
Leenock the Punisher
Archvil3
Profile Joined September 2010
Denmark989 Posts
June 27 2011 11:25 GMT
#393
I see a new version of this map out! Can we get pictures please
Let thy speech be better than silence, or be silent.
LS
Profile Joined March 2011
Korea (South)145 Posts
June 27 2011 12:02 GMT
#394
Updated. I forgot ^^;;
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
chocopaw
Profile Blog Joined May 2011
2072 Posts
June 27 2011 12:36 GMT
#395
No updated version on EU yet, but from the looks of it it should be much better gameplaywise. Especially the new nat is a big improvement. Not sure about the Xel Naga towers tho.
http://twitter.com/lechocopaw
Miragee
Profile Joined December 2009
8652 Posts
June 27 2011 12:46 GMT
#396
Nooooooo, Xel'Naga Towers will destroy this map. Why did you do that?
LennX
Profile Joined October 2010
4568 Posts
June 29 2011 03:21 GMT
#397
Will the rock (half hidden by the tree) at the 10 o-clock spawn point choke be removed? Since a Terran building with an add-on will block any unit that is 2X2 or bigger will be blocked from moving out from the main into the natural.

Or do Terrans have to place their buildings a little better?
Mute user function on TL; http://www.liquiddota.com/blogs/491245-mute-annoying-users-in-lr-threads
WeedRa
Profile Joined February 2011
Germany815 Posts
June 29 2011 15:14 GMT
#398
Please upload 1.1 to EU, cant find it anywhere
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
June 29 2011 15:32 GMT
#399
Is there an updated version (with watch towers) on NA? I couldn't find it yesterday.
twitch.tv/lambnrice @LambNRice
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2011-06-29 16:32:52
June 29 2011 16:30 GMT
#400
On June 27 2011 21:46 Miragee wrote:
Nooooooo, Xel'Naga Towers will destroy this map. Why did you do that?


It was earning itself the name of basetrade beach.

New map looks great.
twitch.tv/medrea
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