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[M] (4) Shurik'n - Page 3

Forum Index > SC2 Maps & Custom Games
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MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
Last Edited: 2011-08-08 16:43:47
August 08 2011 16:42 GMT
#41
Wow, this is excellent! I really like the map, and the improvements in each iteration are huge. Make sure you sign up for the MotM competition, this looks like it could compete.
EDIT: Get it published on EU!
VERY FRAGILE, LIKE A BABY PANDA EGG
Loaded Dice
Profile Joined August 2011
United States11 Posts
August 08 2011 18:36 GMT
#42
Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks.

Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle.
If I only had a little humility, I'd be perfect.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-08-10 18:41:17
August 10 2011 18:39 GMT
#43
Minor Update

- Fixed some mineral positions
- Retexture in some areas
- Modified XNTs (vision is not sufficient to siege base)
- Added rocks to stifle freedom of movement (zerg runby was a tad too abusive in testing)

(updated pictures in OP)

Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks.

Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle.


The paths are much wider than what you may think from the pictures.
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 10 2011 18:50 GMT
#44
It's cool and all but every base is so wide open.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EffectS
Profile Joined May 2010
Belgium795 Posts
August 10 2011 18:58 GMT
#45
You should try re-texturing this in a city setting imo.

Very crevasse-esque using the rocks to force people to go throught he center at the beginning of the game.
TEEHEE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 05 2011 00:39 GMT
#46
Minor Updates

Slight retexture, other aesthetic changes

[image loading]

[image loading]


Large Overview
Large Angled
starleague forever
iGrok
Profile Blog Joined October 2010
United States5142 Posts
September 05 2011 01:28 GMT
#47
Detailed shots please! Looks cool
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 05 2011 03:39 GMT
#48
You can view ultra res here,

[image loading]
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-02 23:31:42
October 02 2011 23:31 GMT
#49
Update

* Map redesigned. Again. See OP for edit
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 02 2011 23:45 GMT
#50
I liked the old version better... but this is good too
Moderatorshe/her
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10231 Posts
October 02 2011 23:45 GMT
#51
I really like this map. dont know how i didnt c this b4.

i love the fact that even if you spawn counter-clock to your opponent, you still have a decently easy 3rd base (one going to the center) and then you can take a 4th elsewhere on the map. very neat design.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
October 03 2011 00:15 GMT
#52
I've been staring at this for ages trying to think of a way to improve it, and I'm really struggling. Great map, would love to see some games played on it.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 03 2011 00:26 GMT
#53
I also prefer the version before :/

The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
crbox
Profile Joined August 2010
Canada1180 Posts
October 03 2011 00:36 GMT
#54
It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly.

Great job overall
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 03 2011 00:42 GMT
#55
On October 03 2011 09:26 FlopTurnReaver wrote:
I also prefer the version before :/

The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit.


the area hasnt really changed
the bases have been pushed outwards to accodomate the little bypass, thats all

[image loading]

[image loading]

starleague forever
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2011 00:43 GMT
#56
Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-03 01:07:50
October 03 2011 00:51 GMT
#57
On October 03 2011 09:36 crbox wrote:
It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly.

Great job overall


the xnt's provide vision of only a smart part of these ramps (see pics in OP), so you need to keep a good eye on the minimap to catch them. also, your fault for being a lazy player and not bothering to try to take the XNTs

On October 03 2011 09:43 Antares777 wrote:
Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course.


yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around.

starleague forever
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
October 03 2011 01:02 GMT
#58
Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 03 2011 02:44 GMT
#59
On October 03 2011 10:02 totalpigeon wrote:
Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out.


any ranged unit basically
starleague forever
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 03 2011 22:04 GMT
#60
Replace the rocks by normal cliff or the number of openings would make it, as day[9] states: 'a blizzard map who hates people that expand'.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
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