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Active: 1774 users

[M] (4) Shurik'n

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-27 19:16:52
May 14 2011 01:21 GMT
#1
Shurik'n v 0.38
by a176
Published on NA

[image loading]

[image loading]


Large Overview
Large Angled

4 Spawn (1v1, 2v2, FFA)
158 x 152 playable
16 Blue

map analyzer
+ Show Spoiler +
[image loading]

[image loading]

[image loading]
starleague forever
zJayy962
Profile Blog Joined April 2010
1363 Posts
May 14 2011 01:54 GMT
#2
If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold.

Map looks awesome by the way.

Questions:
Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance.

Would this be MLG style where you wouldn't be able to spawn close positions?
adso
Profile Joined March 2011
718 Posts
May 14 2011 03:01 GMT
#3
love your quote

on topic: nice mixing decal and cliff decorum
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-14 05:11:23
May 14 2011 05:08 GMT
#4
On May 14 2011 10:54 zJayy962 wrote:
If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold.

Map looks awesome by the way.

Questions:
Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance.

Would this be MLG style where you wouldn't be able to spawn close positions?


I updated it. Modified the golds, added los blockers to force defense spread at gold. added los blocker to middle bases to prevent easy siege.

I originally had that low ground as a tank drop yes, though I tried to place far away enough to not to be able to hit zerg main base. But I think now, no matter the intent or outcome, someone will probably complain (not referring to you), so its best to take it out altogether

I don't think I will plan on bothering with no-close-spawn as the air rush distance is [a bit under] double what lost/shattered temple is.
starleague forever
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50612 Posts
May 14 2011 05:24 GMT
#5
hmmm I don't like that long choke into the naturals,its just too long,
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 14 2011 06:30 GMT
#6
Shorten the chokes into the natural.

Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-14 21:13:33
May 14 2011 21:12 GMT
#7
On May 14 2011 14:24 BLinD-RawR wrote:
hmmm I don't like that long choke into the naturals,its just too long,


On May 14 2011 15:30 IronManSC wrote:
Shorten the chokes into the natural.

Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple.


Thanks for the suggestions, implemented them, and its much better now !

Also, removed the golds for regular (7) minerals.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-28 05:24:25
May 28 2011 05:22 GMT
#8
I've completely redesigned the map. Take a look! The shuriken shape is still present in the middle, albeit smaller. Its much better than the first design. I've had a couple fun games on it already. As always, play testing continues ..
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 28 2011 05:25 GMT
#9
I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
NickMP
Profile Joined February 2011
United States46 Posts
Last Edited: 2011-05-28 05:31:33
May 28 2011 05:30 GMT
#10
This map reminds me very much of "Othello" from BW.
Looks very good...

As someone else mentioned the middle is a little to open...trying to walk across there safely in a TvZ cross spawn situation would be a nightmare.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 28 2011 23:18 GMT
#11
On May 28 2011 14:25 IronManSC wrote:
I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases.

This man speaks the truth. Also, widen the choke into the natural, its smaller than shakuras.
Moderatorshe/her
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
May 29 2011 01:10 GMT
#12
The chokes are the same size as Shakuras, and the rush distance is shorter I believe. Besides that, the area behind the ramp is thinner than on Shakuras, so the defender can't get a great concave against units coming up the ramp. It should be fine.
all's fair in love and melodies
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 27 2011 16:09 GMT
#13
Update.

Its a brand new map ... ! Very preliminary at the moment.
starleague forever
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 27 2011 16:38 GMT
#14
I don't like the HY expansion at all. Not only that it lies directly inside a rather narrow path (meaning you can't go around without beeing shot by a PF) but it's also too far away from the natural to make it a safe third, also due to it's vulnerability from 2 fairly open chokes. I'm also pretty sure that it's siegable from the high ground?

Would be nice to have some more analyzer pictures from the 2 remaining rush distances^^
Seeing that the diagonal one is only 136 makes me think that vertical positions might be problematic.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Marsupian
Profile Joined April 2011
Netherlands455 Posts
July 27 2011 16:49 GMT
#15
If a terran puts a plenetary at the gold and controlls the middle of the map with siegetanks it seems really easy to split the map in close air situations. You should probably stop a terran before it gets to that point but I'm still not sold on those gold positions. Maybe removing the golds entirely is a better choice? This could maybe create a problem in close positions because it is the natural third in that case and it will make it very similar to shattered temple so idk.

Also having the gasses between the mineral patches will cause really weird worker skipping where they cross the gasses to get to a free mineral patch. It's not the end of the world but I don't really like it.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 27 2011 17:53 GMT
#16
You've ruined the map imo.
Now it's metal with slightly longer distances and rocks on the gold.
Moderatorshe/her
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 27 2011 19:41 GMT
#17
There is no close spawn, only cross spawn, as stated in the description.
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 27 2011 19:52 GMT
#18
MLG metalopolis then.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 27 2011 19:52 GMT
#19
Plus the look of shattered temple.
Moderatorshe/her
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 03 2011 22:39 GMT
#20
Another redesign ! Yes, I'm almost clinically crazy.
starleague forever
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