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Map: (2)Bel'Shir Beach Winter - BW conversion

Forum Index > BW General
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1 2 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-03-25 04:25:04
March 22 2012 23:55 GMT
#1
This is my second SC2 to BW map port, the first one being Cloud Kingdom. Again, suggestions and (constructive) criticisms are appreciated.

Based on Bel'Shir Beach - Winter Version by LSPrime

[image loading]

Downloads: (broodwarmaps.net)
Version 1.1

Previous versions:
Version 1.1
+ Show Spoiler +
[image loading]


Changes:
1.1
-Narrowed width of natural ramp (4 -> 3)
-Increased size of unpathable cliff ("overlord pod") between main and nat
-Reduced amount of snow in main/nat for less complaints about blinding glare in game
vibeo gane,
Ideas
Profile Blog Joined April 2008
United States8169 Posts
Last Edited: 2012-03-22 23:59:37
March 22 2012 23:57 GMT
#2
it's a very pretty map, not sure how balance will work out on it though.

it seems incredible easy for terran to get 3 gasses (tanks in main can defend 3rd gas near middle it looks like) and then go on a super short push to the other player's natural.
Free Palestine
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 22 2012 23:58 GMT
#3
Much better than your cloud kingdom conversion. Make the nat tighter so you can forge FE.

One thing I think should be changed is the even paths. Not as Much of a problem in SC2 but with BW unit pathing, it's going to pain to manually direct armies down one path.
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2012-03-23 00:04:09
March 23 2012 00:03 GMT
#4
looks kind of like a 2p tau cross to me. 10/15 gate pvt is going to be funny with that giant wide ramp and rampless choke to main. zvt is difficult because the ovie spot in t's nat can't really cover the nat without getting killed by marines, but the corner 3rd gas seems easy enough to hold with lurkers. kind of curious how to secure a 4th gas on this map though, cause i don't think there's enough safe gasses for zerg on this map.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37074 Posts
March 23 2012 00:10 GMT
#5
Holy shit this is awesome.....

Even if we see balance issues, we'll cross that bridge when we get to it
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-03-23 00:25:01
March 23 2012 00:10 GMT
#6
On March 23 2012 08:57 Ideas wrote:
it's a very pretty map, not sure how balance will work out on it though.

it seems incredible easy for terran to get 3 gasses (tanks in main can defend 3rd gas near middle it looks like) and then go on a super short push to the other player's natural.

What do you recommend? The easiest solution would probably be just adding some cliff holes/unpathable ground in the main behind that base so that tanks can't defend it so easily.

On March 23 2012 08:58 neobowman wrote:
Much better than your cloud kingdom conversion. Make the nat tighter so you can forge FE.

One thing I think should be changed is the even paths. Not as Much of a problem in SC2 but with BW unit pathing, it's going to pain to manually direct armies down one path.

Thanks, it's impossible to tell from the picture, but the very top area of the ramp at the nat is buildable. The wall doesn't have to be pushed back and to the sides of the ramp like it normally does, so less buildings are required to wall it. I'm pretty sure a forge FE would be viable, although the space left open might be a little bit wider than normal. Anyway, I'll have to test it a bit more.

For the same reason, the corner expos can be walled with only 2 pylons, I dont' know how balanced that is.

I'm not exactly sure what you're saying is the problem with the paths or what should be changed, other than that BW pathing is worse than SC2 lol.
vibeo gane,
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 23 2012 00:12 GMT
#7
--- Nuked ---
RageCommodore
Profile Joined September 2011
Germany912 Posts
March 23 2012 00:16 GMT
#8
Very cool conversion I'd liko to try it out in some customs.
However, I tried to download it, but i keep getting 404 errors :<
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 23 2012 00:21 GMT
#9
On March 23 2012 09:16 RageCommodore wrote:
Very cool conversion I'd liko to try it out in some customs.
However, I tried to download it, but i keep getting 404 errors :<

Problem solved, had something to do with the map name (originally had an apostrophe, which the site removed) I think.
vibeo gane,
LightningStrike
Profile Joined February 2011
United States14277 Posts
March 23 2012 00:22 GMT
#10
the 7 o clock main gas and the 1 o clock gas both needs to moved because the geysers are in such positions that deflect mining (which doesn't happen in sc2) other wise it pretty good map
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
arb
Profile Blog Joined April 2008
Noobville17922 Posts
March 23 2012 00:32 GMT
#11
That bottom/top third is the greatest thing ive ever seen in TvP, wall that sucker off with an ebay/rax and a depot or two, then just trololol all over protoss trying to funnel in the front way vs that choke + the high ground lead.
Artillery spawned from the forges of Hell
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
March 23 2012 00:43 GMT
#12
On March 23 2012 09:10 Seeker wrote:
Holy shit this is awesome.....

Even if we see balance issues, we'll cross that bridge when we get to it


Is this a pun on the structures of the map? xD
BwCBlueBox.837
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 23 2012 00:47 GMT
#13
thats a pretty map.
moopie
Profile Joined July 2009
12605 Posts
March 23 2012 00:49 GMT
#14
Would like to see it in a different tileset instead of Ice.
I'm going to sleep, let me get some of that carpet.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 23 2012 00:58 GMT
#15
--- Nuked ---
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2012-03-23 01:20:57
March 23 2012 01:05 GMT
#16
^ its an interesting map in its layout. I think playing on it could be fun. At the same time, I dislike the ice tileset because its transition from white to brown/green is rather harsh and its snow texture is annoyingly bright while playing. To each his own.
I'm going to sleep, let me get some of that carpet.
FlaShFTW
Profile Blog Joined February 2010
United States10393 Posts
March 23 2012 01:12 GMT
#17
Map looks amazing. make more!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 23 2012 01:14 GMT
#18
Siege tanks gonna be so imba... + Show Spoiler +
lol gotta keep tradition
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
March 23 2012 01:15 GMT
#19
Looks like a fun map, but

PvZ feels like Z can hydra bust because of the wide natural.
PvT feels like P has the upper hand, not sure why.
ZvT feels like it would be amazing to watch!
"When the geyser died, a probe came out" - SirJolt
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
Last Edited: 2012-03-23 01:26:01
March 23 2012 01:16 GMT
#20
looks like z>p>t>z pretty hardcore

nice job ofc
Why would I play sctoo when I can play BW?
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