[M] (4) Bel'shir Marquee - Page 2
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TheFish7
United States2824 Posts
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Heh_
Singapore2712 Posts
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TheFish7
United States2824 Posts
- Front door rock-blocked ramp has been repositioned slightly to increase defender's advantage. - Main base size reduced slightly to reduce the effectiveness of blink-ins and drops - Reduced the playable bounds from 178X152 to 170X152 | ||
Infidler
Norway49 Posts
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TGGC
Germany17 Posts
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moskonia
Israel1448 Posts
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Zerg.Zilla
Hungary5029 Posts
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TheFish7
United States2824 Posts
TheFish's Maps | ||
TGGC
Germany17 Posts
If only Blizzard would update their ladder pool with maps like that. All Blizzard Team Maps (2v2, 3v3, 4v4) are way to small. E.g. "Ulaan Deeps" has 14 bases for 6 players, while the smallest 1v1 Map "Ohana" has 10 bases. | ||
TGGC
Germany17 Posts
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Callynn
Netherlands917 Posts
On May 11 2012 07:35 Heh_ wrote: How about this? This is an alternate layout for the first five bases. I've illustrated my idea for the top-right cluster. The outlying areas are unchanged. This way, the ramp is somewhat equidistant from both players, and the surrounding bases have strategic positioning. What do you think? I'd like to add that this is better for the single reason that if you play Z+X (X = T or P) that if the Zerg spawns near the ramp, his ally will have a lot harder time to wall off, whereas if the P or T spawns at the ramp, it will be that much easier. In a mirror match Z+X vs Z+X, the team spawning with their 'walling player' nearest to the ramp (on your old version) will have a significant advantage against early pushes (not to mention the time workers need to travel from ramp to minerals). This is why I like this new illustration a lot better, because players are on an equal distance from the entrance ramp. | ||
TheFish7
United States2824 Posts
edit - Now that I think about it, I could probably do something like this; it wouldn't solve the issue completely, but it would probably help a lot. It would also have the effect of lowering rush distances slightly because of the ramp being moved. + Show Spoiler + | ||
Callynn
Netherlands917 Posts
On July 30 2012 01:21 TheFish7 wrote: You're 100% right Callyn, and I'm aware of this issue. Its just that at this point, I'm much more inclined to make a whole new map than to change this one dramatically. I could move the ramps/ mineral lines around a bit to minimize that issue, but without doing some drastic stuff the issue will sill be there. edit - Now that I think about it, I could probably do something like this; it wouldn't solve the issue completely, but it would probably help a lot. It would also have the effect of lowering rush distances slightly because of the ramp being moved. + Show Spoiler + That would balance it out a lot more, though I am still not a fan of the whole idea that one player is in the 'screwed' position. In a sense it will notify this player to 'prepare' against rush, but in another sense you could say it takes away the 'option' of the attacker to run through to the player that lies more safely nestled behind his ally. By the way, I liked this map so much that I wanted to test it with my friend (diamond top 8 2v2 team) but then I noticed it's not playable on Europe. If you'd like the map tested by us, try to get someone to upload it (I suppose I could, PM me in that case for an email). We play a dual Zerg team. EDIT: And perhaps change the title, searching for the word Bel'Shir gives 10 pages of results | ||
TGGC
Germany17 Posts
On August 01 2012 05:20 Callynn wrote: It should be playable on europe, when did you test it? Please search for "TheFish" on EU, you get this map and some more, which should play very well too!By the way, I liked this map so much that I wanted to test it with my friend (diamond top 8 2v2 team) but then I noticed it's not playable on Europe. (,,,) EDIT: And perhaps change the title, searching for the word Bel'Shir gives 10 pages of results | ||
TGGC
Germany17 Posts
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Callynn
Netherlands917 Posts
On August 01 2012 06:53 TGGC wrote: It should be playable on europe, when did you test it? Please search for "TheFish" on EU, you get this map and some more, which should play very well too! No results for 'thefish' 'TheFish' or 'Bel'Shir Marquee'. I guess the new Arcade is not so good after all... EDIT: I found it in the arcade search engine. For those looking for maps, don't use the costum game button - it yields no results. EDIT#2: Just played a match vs VH AI 2v2, the map is very Zerg friendly as I was able to take four bases uncontested due to the huge attack range. Rush strategies are impossible to pull off, though a cannon rush seems like a good option for those cheesey nabs amongst us. The map size along with all the doodads gave me a few minor lagspikes (though that could have been caused by my opened browsers and music as well). It looks very pretty overall and not breaking down the central path rocks creates really annoying attack paths. The XNWT placement is nice, I suppose they would make more sense if those middle bases north and south were gold, right now they serve to watch over the two attack paths, which is fine. So far the only issue I could find is the lag spikes. When I have a match with humans vs humans I will post it (though I need to find decent opponents). | ||
TGGC
Germany17 Posts
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TheFish7
United States2824 Posts
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