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Bel'Shir Waterways 2.5 by GDR
Published to [NA]
Under Custom/Melee Search for "Bel'Shir Waterways"
![[image loading]](http://i.imgur.com/pVBZe.jpg) + Show Spoiler [2.2] +
+ Show Spoiler [Main/Natural] +
Angled (Outdated): + Show Spoiler +
Screenshots (Outdated): + Show Spoiler [2.2] + + Show Spoiler [1.0] +
Details
New (fourth) map time! Spent a lot of time on this, orignally I had planned to do an Oasis, but as I went on the asthetics I'd already done fit a Bel'Shir theme more. So maybe not the most orignal looking map texture wise, but I think it is a bit unique.
I only really dislike one thing about the map, and that is it only has 5 bases per player (not counting islands). I think I might put two half bases in the center, but that might be a bit cluttered?
There is no watchtower, but I feel some of the chokey elements of the map make up for this (at least in a vs. Zerg matchup). If the feedback is poor I might add one, but we'll see.
I hope it is pretty enough for everyone. D:
Map: Bel'Shir Waterway Players: 2 Playable Size: 148x152 Bases: 12
Textures: + Show Spoiler +
Update: + Show Spoiler +Recent:
- Bigger Mains. - Gases in Natural moved. Natural sized roughly the same. - Ported over to a clean document to avoid any potential issues.
Old:
- Main expanded. - Adjusted ramp to 3rd. - Alternate 4th is a half base(6m1g). - Widened corner 'secret' hallways. - Added a blink/cliffwalk capable path to the island. - Fixed Minimap. - Finished asthetics. - Fixed Infestors.
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Dunno about the base count, I think it will work. But one big issue is the main size. It seems very tiny. Good job anyway, I admire your map quality considering it is your fourth (!) map.
edit: I really like the aesthetics as well.
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Love the aesthetics and the nat/ 3rd entrance ramps. Im also a fan of island maps, they are different and fun every once in a while. This looks very good IMO.
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My first impressions are that this map is very pro muta play from the zerg, as its the only strat that could viably work for them.
And in that matter, the bases are set up to deny muta play by Toss.
I don;t think many zergs would like this map.
Enjoy the colour scheme and layouts tho. Should make for some fun PvT's
One other problem I have as well, thinking about it, is that the bases are all really close. You can threaten the 4th and hit the 3rd, or threaten the 3rd and just go kill the nat.
seems a bit hard to engage out in the open, and really hard to defend
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Looks good, but I don't like "free" thirds. These kinds of maps deter early- and mid-game play.
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On August 18 2012 20:31 VoirDire wrote: Looks good, but I don't like "free" thirds. These kinds of maps deter early- and mid-game play.
Just what I think. It pretty much is a turtle-until-3rd-is-up map.
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The biggest thing for me was not having towers. That coupled with the first 3 bases being too close together, and the amount of chokes present, makes me feel claustrophobic while playing.
The map is very pretty though and it has a wonderful atmosphere and I really like the the island bases.
This is an impressive 4th map. Very clean and detailed. I like it!
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Wow this is fuckin awesome, there's nothing I would change except maybe improving the aesthetics and/or making the island more viable. Right now its basically a Zerg only base, which is okay, but I think it could be improved. What about something as simple as a blink stalker path to it (no ground path, just blink)?
A semi-island would work but I think it would almost defeat the purpose of the base, since its mostly for Zerg. Maybe its fine like it is.
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Beautiful map. Why no Xel-Naga in the middle? Seems like there is a spot for it. Also, I too appreciate the island bases:D
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Wow this is a really nice map! I wanted to click it away due to the lame name (I'm kind of tired of the word bel'shir sorry :D) but the layout is just fantastic. Although not my favorite texture set, it does look quite appealing.
I like the islands in the corners, but for balance reasons you should place a neutral creep tumor there (or Terran can expand way too fast to the island for a guaranteed safe expo).
Good luck with polishing your map, I would test it, but it's not on my server (I'm [EU]).
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Wow you really nailed the foresty look! Didn't even need decals to do it! :D
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my only wish is a slightly larger entrance to third, maybe one building more, and slightly larger main. otherwise this is awesome.
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Instantly reminded me of a warcraft 3 map in terms of the look and feel well done
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My only complaint is that each players area is very isolated. There's nothing to force them to attack. Generally, I feel like this map will just have people taking three or four bases fast (because they are fairly safe) and then turtling to 200/200. Perhaps if the central area was slimmed down slightly or if the thirds/fourths/fifths were pushed slightly closer to the opponent it would help.
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On August 21 2012 03:05 a176 wrote: my only wish is a slightly larger entrance to third, maybe one building more, and slightly larger main. otherwise this is awesome.
I also would like a larger main, but I like the small third choke so it can be taken by Protoss. Any larger and its going to get somewhat difficult as it is a little farther than usual and requires splitting the army to defend both chokes.
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I already adjusted the main like two~ days ago to be about two grid square's larger. I think it is sufficent.
I've made a number of more subtle changes, but I don't plan to update/upload till I finish the asthetics and I'm ready to put it up for a map tournament (DYESL probably).
I'm thinking about changing from the Mar Sara Sands to Haven Dirt for the pathways/lowground areas. It blends really well with the Agria Green grass (same texture I'm pretty sure), but I'm unsure. It definetly looks more generic this way.
If anyone wants to take a look, and give an opinion I'm sure to take it to heart.
+ Show Spoiler [Images] +
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I loved that orange/green contrast. Keep it
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Great aesthetics, one of the best I've seen in a long time. I also like the use of smaller than normal chokes at the 3rd and the 12/6 bases - I've always had the opinion that more spread out bases plus narrower chokes to increase defender's advantage would make for more interesting games than the tightly clustered bases on so many current maps.
The only suggestion I have that others haven't already covered is that you should try to adjust the resource positioning at the 12/6 bases so the gas doesn't protrude so much into the path of attack.
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Updated/Published
- Main expanded. - Retracted ramp to 3rd a bit. - Alternate 4th is a half 6m1g - Back path to the half was widened. - Blink Stalker/Reaper/Colsi path to islands. - Fixed Minimap. - Finished asthetics.
Mostly all subtle changes. There is even a few more subtle ones, but not worth notice truthfuly. I hope everyone likes the changes, and I'll update the OP tomarrow after work.
+ Show Spoiler +
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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.
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dial down the green fog, otherwise its good
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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.
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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.
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Infestor's should be all good now. ^_^
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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.
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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.
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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!
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Aesthetics remember WC3, its awesome :3
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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] +
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 +
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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 )
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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
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