![[image loading]](http://i.imgur.com/C3N1r.jpg)
Bel'Shir swamp - version 1.8
Bel'Shir swamp is a map based upon the dimensions and expansion positions of the Blizzard map "Metalopolis".
I created it from scratch by looking at the dimensions of metalopolis and
- used a jungle pallete
- increased the distance between bases (see rush distance stats below)
- changed the locations of the gold bases and added rocks to them
- added unpathable areas to create more attack avenues
- numerous other changes
but most importantly...
- added a large swamp to the centre of the map
The swamp area contains a lot of sight blockers throughout the whole area. It is open enough to move a whole army through but without any air units for spotting there is going to be very little visibility. This will be a big bonus for early game zerg but mid-late game zerg must bring air units along with their army otherwise they will be at a large disadvantage to Terran/Protoss who will always have some form of air unit with them by default.
pics - Overview
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close spawn attack paths
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![[image loading]](http://i.imgur.com/Y6VuH.jpg)
This is an image of the 3 routes between close spawn locations. (taken from vantage point near 6 O'clock looking towards 3 O'clock positions).
main pathway (centre) - This is the fastest route to your oponent. The little creek cutting through this path is pathable as normal, it's just for aesthetics. There are a few LOS blockers on the right hand side of the path
left pathway - through the swamp
right pathway - high ground pathway to your opponents natural via the 3rd base
other pics
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rush distance statistics
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seing as this map was based upon Metalopolis I will give comparisons to that map to give it some context.
close spawn:
-Bel'Shir swamp: 121.4
-metalopolis: 107.7
-difference: +12%
close air:
-Bel'Shir swamp: 148.3
-metalopolis: 135.5
-difference: +9%
cross spawn:
-Bel'Shir swamp:170.3
-metalopolis: 159.1
-difference: +7%
Openess - map analyzer
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My map analysis
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There are many players here who are better than I am whose analysis would hold more weight than my own. That said...
-I think close spawn will be a lot more fun than close spawn Metalopolis as you can take the gold expansion as your 3rd.
-I think this is a zerg friendly map in the early game. This could be helped a bit by maybe decreasing the size of the ramps to the 3rd and removing the possibility of cross spawn positions.
-I think Terran has a late game advantage in close air positions (such as 6 O'clock and 9 O'clock span positions). If Terran can remove the rocks from the gold and set up a planetary fortress there they will have fantastic control of space especially against a zerg opponent.
-as the map is larger than metalopolis the third base is further away so is harder to spread creep to and takes longer to send an army to defend it from your nat.
-if you look at the map closely, the 12 and 6 O'clock bases have a small ruins in their main base and the 3 and 9 O'clock bases have a little pond + a few LOS blocking bushes. This creates a little bit of asymetry in bases but I do not believe that it is enough to unfairly favour 1 spawn position over another by all that much.
suggestions
I'm thinking of maybe reducing the ramp size and removing cross position spawning to make it a litle less zerg friendly. What do you think?
What about any other aspects? I look forward to all your suggestions and comments :D
Download
This map has been published by myself on the SEA server. If you want to download you can get the map from here:
Bel'Shir swamp download. Just click on the "Download Map" button.
The map is published as "open" which means I do not have a problem with anyone publishing or editing the map (as long as you give credit somewhere)
Thank you,
Turtles