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[M] Bel'Shir Walkway

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-28 22:35:07
January 12 2011 19:53 GMT
#1
BEL'SHIR WALKWAY 4.0
(UPDATED 1/23/2011)

90 degree view: + Show Spoiler +
[image loading]


*If map image doesn't resize, visit: http://i227.photobucket.com/albums/dd199/GameWorlds/bwv422.jpg

50 degree view: http://i227.photobucket.com/albums/dd199/GameWorlds/Bwv42.jpg

Map details:

-This map has high potential for macro, but does encourage turtling in various places, but favors Zerg expanding slightly over terran and protoss, however it still allows T and P to gain key points and advantages.

-Each main base has a second natural in the back blocked off by two sets of destructible rocks at each choke, allowing for double-entry and time to reinforce a choke point if playing as the defendant. This gives a player a choice to expand while knowing the risks involved.

-Rush Distance is approx 40 seconds game time from choke point to choke point (main to main).

-Each player has a Xel'Naga Watch Tower to watch his or her own gold expansion and the center of the battlefield, so both are at equal advantages of controlling the game. This still puts the gold expansion at high risk of being overrun from any side.

-The natural at each base has a back-way blocked by LOS, which allows for sneak attacks and offers a safER route for workers to reach the high ground expansion in the corners. This change was made to prevent heavy T and P turtle games.

1v1 map, 128x128

If you're interested you may add me on starcraft: IronMan #714

This replay is up to date, showing a epic TvP match between two masters: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=184380


Download here (NA only right now): http://www.sc2mapster.com/maps/ashir-dulan/files/5-bel-shir-walkway-final/
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 12 2011 20:00 GMT
#2
Didn't I just see this thread?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 12 2011 20:01 GMT
#3
Remade it to fit the requirement for the topic name.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 12 2011 20:29 GMT
#4
Ah ok. For future reference, you can just ask a mod to change the title, and edit the original post.

The map looks pretty good, no big problems in layout. People are going to complain that walling off the natural is hard, but thats not really an issue.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
enigamI
Profile Joined May 2010
Canada385 Posts
January 12 2011 21:26 GMT
#5
Looks really appealing, great work!
proxY_
Profile Joined July 2010
United States1561 Posts
January 12 2011 21:43 GMT
#6
The general architecture reminds me a lot of xel-naga caverns, the difference being that your main and natural are a lot more closed off and the third expansion is really easy to take with the middle being a bit more wide open. I have somewhat mixed opinions on the third, the rocks seem like a gimmick to prevent it from being taken too easily but it should be easily takeable just the same.

At first glance it seems like a pretty strong terran map with the terran being able to really easily take their first 3 bases and siege tank contain the other player back on two or three bases. The back of the main is just begging for drops too. We'll have to see though, first impressions are often wrong.
baskerville
Profile Blog Joined April 2010
541 Posts
January 12 2011 21:54 GMT
#7
"beauty effects"
+1
http://www.teamliquid.net/mirror/smilies/random-big.gif
anatem
Profile Joined September 2010
Romania1369 Posts
January 12 2011 22:27 GMT
#8
i like the architecture, but

1. i don't know about rocks blocking off the third, perhaps leave it open like it is but add some terrain and move it a bit further away from the natural

2. the gold should be a bit further away from the main and third. expanding the water patch between the main, gold, and nat+3rd towards the center and/or moving the third a bit to the west/south, respectively east, north with some added terrain to add the distance would be good. this is because expansions seem way too easy to defend with mech by terran, and the gold seems close to unbreakable with a pf once terran gets there, due to close distances for reinforcements

3. too much unattackable air space, toss won't be able to make collossus on this ever, plus drops will be too easy to pull off, with the exception of nydus play, which you won't be able to put anywhere to be worth it as it is

4. don't like islands on maps. these are going to be impossible to break and are a bit too advantageous to take early because of all the open space. like with drops, this favors terran hard, toss neutral, zerg weakness. at least make them larger, wider

that;s what springs to mind at first glance, once you work out expansion location, open air space, and add doodads, it might look completely different, but till then hope this input helps. gl
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
Antares777
Profile Joined June 2010
United States1971 Posts
January 12 2011 23:57 GMT
#9
Islands should have seven mineral patches to punish players for taking easy expansions.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 13 2011 00:06 GMT
#10
144 by 144 sounds really big, when is it test ready?
Live Fast Die Young :D
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-01-13 01:17:47
January 13 2011 01:10 GMT
#11
I am working on the layout first before I even consider testing it. It's not worth making the map complete only to find it has a lot to be desired. I will constantly update this thread when more updates are added.

I could put more mineral patches where the islands are, but then the map would be way, way too big or 2 players. That's why it's difficult to figure out what else I could possibly do. I feel this is a general good size when considering a "large 1v1 map" but I don't want to over-do it.

I could just take the islands out however and add pathing to the water.

Or, my 3rd option is to take the islands and transform them into new mains for this to become a 2v2 (or 1v1) map, thus giving me reason to add more mineral patches as well. The only problem with this option is that team members would have a tough time giving aid to their partners.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FlaShFTW
Profile Blog Joined February 2010
United States10146 Posts
January 13 2011 01:25 GMT
#12
On January 13 2011 04:53 IronManSC wrote:
Each base has a very close natural

Don't they all. xD

The map looks nice and you have a quick 3rd to take. How all you need is nice texturing and doodads.
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iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 13 2011 02:26 GMT
#13
general guidelines: 1v1, 128x128 max. 1v1v1v1, 144x144 max

1v1v1v1 is 1v1 for 4 spawns, at least to me?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
January 13 2011 03:01 GMT
#14
Seams like a good map :D would like to see it on Bnet at some point!!!
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 13 2011 10:18 GMT
#15
This map is way too big for a 2-player map. That's why you have a lot of unused terrain. I think if you tighten the map up a bit more to 108x108, you'll be able to get all your stuff closer together, have less unused terrain and will have a better map eventually.

From that point, your texturing needs more work... alot more.
Tôi không
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 14:06 GMT
#16
I think this map could be compressed quite a bit.

- move fourth a bit more to outside and gold a bit towards centre to compress map
- kill islands
- make third a little more difficult, but get rid of DRs
- outside area of two smalls ponts could be a bit more smaller and could use some LoSBs

i like it overall (XN Caverns?). maybe the next MotM will be: who makes the most interesting XNCaverns alternative?
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-13 14:10:42
January 13 2011 14:10 GMT
#17
IronManSC,
still no eye candy :tear:

Samro225am,
xelnaga is really a straightforward chess board = cool
http://www.teamliquid.net/mirror/smilies/random-big.gif
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 14:42 GMT
#18
On January 13 2011 23:10 baskerville wrote:
IronManSC,
still no eye candy :tear:

Samro225am,
xelnaga is really a straightforward chess board = cool


sure it's cool. my comment was meant like: this remembers me of xelnaga > motm could ask to have only Xelnaga like maps in one month and see who comes up with something that is similar yet different (a little bit ironic, but still, could be fun...)

btw: it's okay to concentrate on the layout. why put in eye candy when you are not confident to have a nice layout set up?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2011 18:08 GMT
#19
On January 13 2011 23:42 Samro225am wrote:
btw: it's okay to concentrate on the layout. why put in eye candy when you are not confident to have a nice layout set up?


Nailed it.

People need to read the topic about doodads, textures, and eye candy.... I said "no beauty effects" until things were good with the layout.

sigh

By the way, compressing this map and making it smaller would ruin the entire thing. I would have to re-do it all, and that'll take so long
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
January 13 2011 18:11 GMT
#20
On January 14 2011 03:08 IronManSC wrote:

By the way, compressing this map and making it smaller would ruin the entire thing. I would have to re-do it all, and that'll take so long


take your time to compress it. changing it migh ruin your initial layout, but not your idea. you want to have a good layout? then take your time to adjust things. not taking the time needed means your map is pretty much ruined from the start
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