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[M] (2) Bel'Shir Waterways - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
GDR
Profile Joined July 2011
Canada407 Posts
August 29 2012 00:03 GMT
#21
I updated the OP with new screenshots, and the new overview as well as added the changes into the OP itself.

There is a couple changes still to come, but they'll have to wait till I have time to do them unfortunetly.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 29 2012 02:54 GMT
#22
dial down the green fog, otherwise its good
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 29 2012 04:12 GMT
#23
did you modify the game data in this map? some things are messed up, like the infestor needing to target (click on) a unit to cast fungal.
starleague forever
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-08-29 04:24:46
August 29 2012 04:16 GMT
#24
On August 29 2012 13:12 a176 wrote:
did you modify the game data in this map? some things are messed up, like the infestor needing to target (click on) a unit to cast fungal.


I didn't modify any game data. It was made using melee map settings, and then moved over to arcade. I'll check and see.

Edit: You're right, but I don't know whats up and I need to go to bed so I can get up for work tomarrow. I'll fix it when I get home.
GDR
Profile Joined July 2011
Canada407 Posts
August 30 2012 23:47 GMT
#25
Infestor's should be all good now. ^_^
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
August 31 2012 17:42 GMT
#26
When I look at the map, I feel that it's pretty much lacking a few side bases. Right now it's really a decent map but easily split in half in TvT for example.
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 31 2012 18:06 GMT
#27
I love the islands, but how do you feel about making them a little larger so there is space for troops to sit outside PF range? Right now a PF with turrets provides next to no area for drops.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-23 02:15:13
September 23 2012 02:14 GMT
#28
Grats on motm selection!

There was 1 thing that bothered me about this otherwise cool/pretty/etc. map. I was wondering (and maybe if other people agree, it can be changed in time for the tourney) - where is Terran supposed to put his production facilities? The main is clearly undersized, which is fine if you have a big nat and/or 3rd, but in this case there is -also- no room for buildings in the nat or 3rd. I hate to make negative comments during such a fun / positive time for the mapmaking community but I figure it makes us all look better if the maps are in as good shape as possible in time for the big names to play on them. Cheers!
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Walitgon
Profile Joined May 2012
Australia550 Posts
September 23 2012 02:34 GMT
#29
biuriful.
BRB laddering ^_^ ¯\_(ツ)_/¯
Brainiac_Br
Profile Joined December 2011
Brazil14 Posts
September 24 2012 15:45 GMT
#30
Aesthetics remember WC3, its awesome :3
=D
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-09-25 07:24:57
September 25 2012 07:13 GMT
#31
Updated OP.

Changes I have made include: bigger mains, moved the gases at the naturals, and ported over to a different document. The changes that I've made where okay'd I think, but I can always revert back to what it was before for MOTM.

The new document is, because of some issues with dependencies in the last one that had arose with the editor update from awhile back (the Infestor problem that I fixed). I double, and triple, checked everything and it all works fine.

I also removed the arcade version of my map, and I uploaded an updated/working version of my map to the normal melee map section. Just to avoid any confusion on which version is to be played on.

Thanks for all the feedback, and kind words.

+ Show Spoiler [Overview] +
[image loading]


I'm hoping the mains are big enough now. It is a little hard to make them too much bigger without pushing out the natural a lot at this point, but if people find they're still too small (though they feel well sized to me in-game) I'll make changes after MOTM.

Edit:

Got a Main/Natural close up for everyone.

+ Show Spoiler +
[image loading]
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-25 07:25:26
September 25 2012 07:22 GMT
#32
if only that map was a bit bigger (island, third, main)!

Fourth and fifth are a bit close from centre possibly while three bases are quite easy to hold. I hope matches go macro often to show the middle and how it works with these bases.

Might be my personal favorit together with breaking point at motm(together with my own map )
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 09:35 GMT
#33
I think that size looks better. If you wanted to make the mains and islands even bigger after motm you -could- stretch the horizontal bounds slightly in each direction which would give you the room you need without affecting anything else (other than barely increasing the airspace in a few spots). But I'm not really sure it's needed.

This is where some other people need to jump in and give their thoughts I don't like affecting someone else's map by myself. What if I'm wrong? lol
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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