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Active: 1876 users

[M] (2) Bel'Shir Waterways

Forum Index > SC2 Maps & Custom Games
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GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-09-25 07:25:43
August 18 2012 05:56 GMT
#1
Bel'Shir Waterways 2.5 by GDR

Published to [NA]

Under Custom/Melee
Search for "Bel'Shir Waterways"



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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:
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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.


ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-08-18 09:59:24
August 18 2012 09:58 GMT
#2
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.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
August 18 2012 10:27 GMT
#3
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.
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
August 18 2012 11:28 GMT
#4
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
If I were a rich man, I wouldn't be here
VoirDire
Profile Joined February 2009
Sweden1923 Posts
August 18 2012 11:31 GMT
#5
Looks good, but I don't like "free" thirds. These kinds of maps deter early- and mid-game play.
Aunvilgod
Profile Joined December 2011
2653 Posts
August 18 2012 11:42 GMT
#6
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.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
MQM5K
Profile Blog Joined April 2012
United States53 Posts
August 18 2012 20:14 GMT
#7
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!
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 18 2012 20:48 GMT
#8
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.
https://liquipedia.net/starcraft2/Monitor
Scurvy
Profile Joined March 2012
United States117 Posts
August 19 2012 00:20 GMT
#9
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
With it or on it.
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
August 19 2012 12:07 GMT
#10
YAY NO XELNAGA TOWERS :D
John 15:13
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 19 2012 17:05 GMT
#11
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]).
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.
lawol
Profile Joined February 2011
91 Posts
August 20 2012 17:32 GMT
#12
Wow you really nailed the foresty look! Didn't even need decals to do it! :D
@lawolawol
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 20 2012 18:05 GMT
#13
my only wish is a slightly larger entrance to third, maybe one building more, and slightly larger main. otherwise this is awesome.
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 20 2012 18:12 GMT
#14
Instantly reminded me of a warcraft 3 map in terms of the look and feel well done
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
RumbleBadger
Profile Joined July 2011
322 Posts
August 20 2012 19:54 GMT
#15
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.
Games before dames.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 20 2012 20:51 GMT
#16
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.
https://liquipedia.net/starcraft2/Monitor
GDR
Profile Joined July 2011
Canada407 Posts
August 20 2012 21:56 GMT
#17
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.

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ArcticRaven
Profile Joined August 2011
France1406 Posts
August 20 2012 22:17 GMT
#18
I loved that orange/green contrast. Keep it
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 20 2012 23:05 GMT
#19
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.
vibeo gane,
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-08-29 00:01:23
August 23 2012 05:25 GMT
#20
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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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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