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[M] Bel'Shir swamp

Forum Index > SC2 Maps & Custom Games
Post a Reply
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 04 2011 16:02 GMT
#1
[image loading]

Bel'Shir swamp - version 1.8

Bel'Shir swamp is a map based upon the dimensions and expansion positions of the Blizzard map "Metalopolis".

I created it from scratch by looking at the dimensions of metalopolis and
- used a jungle pallete
- increased the distance between bases (see rush distance stats below)
- changed the locations of the gold bases and added rocks to them
- added unpathable areas to create more attack avenues
- numerous other changes
but most importantly...
- added a large swamp to the centre of the map

The swamp area contains a lot of sight blockers throughout the whole area. It is open enough to move a whole army through but without any air units for spotting there is going to be very little visibility. This will be a big bonus for early game zerg but mid-late game zerg must bring air units along with their army otherwise they will be at a large disadvantage to Terran/Protoss who will always have some form of air unit with them by default.

pics - Overview
+ Show Spoiler +

[image loading]
map from above

[image loading]
map from angle

It is hard to tell from these pics but there are destructable rocks at the gold bases and each expansion has 2 vespene guysers and standard mineral patches.



close spawn attack paths
+ Show Spoiler +

[image loading]
This is an image of the 3 routes between close spawn locations. (taken from vantage point near 6 O'clock looking towards 3 O'clock positions).
main pathway (centre) - This is the fastest route to your oponent. The little creek cutting through this path is pathable as normal, it's just for aesthetics. There are a few LOS blockers on the right hand side of the path
left pathway - through the swamp
right pathway - high ground pathway to your opponents natural via the 3rd base


other pics
+ Show Spoiler +

[image loading]
this marine learns a valuable lesson about being in front when he hears the *squish* as he steps on a baneling.
[image loading]
a reaper holds the Xel'naga tower at the clearing in the centre.


rush distance statistics
+ Show Spoiler +

seing as this map was based upon Metalopolis I will give comparisons to that map to give it some context.
close spawn:
-Bel'Shir swamp: 121.4
-metalopolis: 107.7
-difference: +12%

close air:
-Bel'Shir swamp: 148.3
-metalopolis: 135.5
-difference: +9%

cross spawn:
-Bel'Shir swamp:170.3
-metalopolis: 159.1
-difference: +7%


Openess - map analyzer
+ Show Spoiler +

[image loading]


My map analysis
+ Show Spoiler +

There are many players here who are better than I am whose analysis would hold more weight than my own. That said...
-I think close spawn will be a lot more fun than close spawn Metalopolis as you can take the gold expansion as your 3rd.
-I think this is a zerg friendly map in the early game. This could be helped a bit by maybe decreasing the size of the ramps to the 3rd and removing the possibility of cross spawn positions.
-I think Terran has a late game advantage in close air positions (such as 6 O'clock and 9 O'clock span positions). If Terran can remove the rocks from the gold and set up a planetary fortress there they will have fantastic control of space especially against a zerg opponent.
-as the map is larger than metalopolis the third base is further away so is harder to spread creep to and takes longer to send an army to defend it from your nat.
-if you look at the map closely, the 12 and 6 O'clock bases have a small ruins in their main base and the 3 and 9 O'clock bases have a little pond + a few LOS blocking bushes. This creates a little bit of asymetry in bases but I do not believe that it is enough to unfairly favour 1 spawn position over another by all that much.


suggestions
I'm thinking of maybe reducing the ramp size and removing cross position spawning to make it a litle less zerg friendly. What do you think?
What about any other aspects? I look forward to all your suggestions and comments :D

Download
This map has been published by myself on the SEA server. If you want to download you can get the map from here:
Bel'Shir swamp download. Just click on the "Download Map" button.

The map is published as "open" which means I do not have a problem with anyone publishing or editing the map (as long as you give credit somewhere)

Thank you,
Turtles
Gl!tch
Profile Joined December 2010
United States573 Posts
September 04 2011 16:09 GMT
#2
I like it, its "Metalopolis'esque", but not entirely the same. DONT remove cross spawn positions... thats crazy! I play protoss, and must say that cross spawns only favor a zerg if the other player turtles. If anything, remove close spawns (by ground) like on MLG metalopolis.

I notice some of the mains have pools of water and unpathable sections and others dont, might not be an issue but i think they should all be the same.

As for balance, the map seems very good. Similar to Metalopolis, the only problem i forsee is that close spawns would create some bad games.

Aestheticaly, the center of the map may have too many tree's obstructing vision. Think about it, this is where alot of battles would happen and if you have tree's obstructing view of a bunch of banelings or something. Personaly, i would save the heavy tree cover and swampy-looking style for the outer edges of the map that arent played on, just looked at.

Very good map, you should submit to MotM9 while its still open
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Soluhwin
Profile Joined October 2010
United States1287 Posts
September 04 2011 16:16 GMT
#3
I'm getting flashbacks to slag pits T.T This doesn't look like anything special to me, just another "I really hope I don't get close positions" map.
I put the sexy in dyslexia.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 04 2011 16:21 GMT
#4
This is exactly the same thing as metal, but with cooler aesthetics and a different (slightly better) middle.
BTW, your doodads are messing up the shapes of the mains.
ModeratorI am still alive, somehow
TL+ Member
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 04 2011 16:37 GMT
#5
Thankyou Gl!tch

I'll take what you said about cross spawns under advice.

The trees all have occlusion on which means that if a unit goes behind a tree then the tree becomes transparent to make it a bit easier to see the unit behind it (this is not shown in the pictures above as I was just taking prettier pictures). I agree though, in a serious competition it may be considered too distracting and would have to be removed.

I'm enjoying doing unconventional maps. Unfortunatly, making unconventional maps means that you are straying away from what the game was balanced around. I would never recomend something like that being in the ladder pool, but I think they make for some fun interesting games and can still be relativly balanced.
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