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A brief guide to CREEP SPAWNERS (by Freakling)
(4)Shakras
Map ID: #2654
Author: Testbug + Crackling
Map Size: 128*128
Tileset: Jungle
Last Updated: 2013, 05, 13 11:42
Comments (77)
Crackling
another map by dreamteam Testbug+Crackling =)
because its not symmetrical it has some positional variitys like the tight passage at the very down and very up ramp of the middle..
the mains have nice spots for drops (even nice for slow ovi drops) at the place between the lakes around the mains :)
the nats feature a somehow hidden place behind them for some proxyshit or supermegacheeserush or another drop spot :)
this map uses a taucross exp-setup giving you an easy next expansion after you got one in the very near of it (taucross was main>nat>multi>minonly, here it is main>nat>minonly>multi)
minerals: main9, nat7, minonly6, multi7.
the nats take 4 workers for gas.
Comments & suggestions PLZ :O
ptar
cool
flothefreak
i like it. photoshop-overstyled so the map fades behind the looks. some cool elements, though like the space behind the nat and the longinus-reminding center. good basic map overall.
nats look uneven and may cause some imbalance... modified by flothefreak
Crackling
crackling KNOWS how to make a map look good =D
uC.MorroW
it looks very good but i THINK that middle will advantage;
tvz
pvt
pvz
and mains might just be too small but i dunno.
personally i think the main favour z but middle disadvantage z
else, very good map damn cool gj
modified by uC.MorroW
ProTosS4EveR
Coz i wrote in a thread how to make a gosu picture.
Lancet
Good map! The horizontal matchup may have a positional imbalance. If say terran is purple and toss is green, OK. But if terran is green and toss is purple then Terran after second gas may just tank-vulture push to the hills overlooking the purple main and obliterate the left half of the base. This can be a fight for that third gas expo there. modified by Lancet
Testbug
i like your edits and maybe i'll modify mine to be more like yours.
problem in your version:
-red and teal closer to minonly than blue and purple.
-vertical path is tigher than horizontal.
why did you fucking upload a map i share with you?
NastyMarine and Nighmarjoo have send me unfinished maps, and i don't finish'em with lots of edits and write testbug+some1 in the author.
i really dislike your doodad shit :(
if any admin find this was untolerable, please remove it from the database :( modified by Testbug
Crackling
about positional variity i gonna write same as i did at tl.net :
On December 09 2007 16:21 Nightmarjoo wrote:
There's a flaw in the proportional symmetry which creates that tight choke for vertical positional movement from green at the bottom and from red at the top; this tight choke doesn't exist for horizontal movement. You could say it doesn't matter and simply adds some positional variety to add to the map, but it can make a big difference in movement/pushing depending on the position and scenario, which is bad positional imbalance.
Its not BAD trust me >.< if you say that everything that isnt 100% symmetrical is BADLY imbalanced than you also would say that close positions on python are imbalanced because they play competly another way than like 12 vs 6; or the random middle of taucross with 1 bridge beeing much wider than the other 2 or longinus with the ramps to the middle beeing closer to some positions than to others >.<
"But if terran is green and toss is purple then Terran after second gas may just tank-vulture push to the hills overlooking the purple main and obliterate the left half of the base. This can be a fight for that third gas expo there."
nah you will be able to hit like 2 gateways and only if they are on the very left of the main...
and if you ever have played reverse lt (or longinus 6 o'clock) you should know that its not really crucial, if a terran is able to contain you that much that you cant kill a single tank outside your main its GG anyways because that means that you cant leave your main etc >.<
Nightmarjoo
Main base room looks awkward for supply depots imo; red's is ok cuz it has the most room along the edge of the map for depots, because of the mineral formation shape or the gas position the others all lack that room along the edge.
The highground expos seem hard to harass/attack cuz they're so tight?
Red/green are closer to their nat than blue/purple, no?
Nightmarjoo
Testbug, I like Crackling's edit =/
I think it's weird that you want your name removed from it when quite a bit of this map is of your making.
Also testbug, anyone can modify/upload maps as far as I'm concerned.
Overall I like the map, but the mains concern me.
Alter.Ego
teal's and red's mineral lines are way too closer to the cliff compared to the others, not just tanks, any ranged unit will have much fun there.
It's a nice execution, but this map has a '2v2 only' tag on it :)
Excalibur
HOLY FUCKING ajf;wjkfhwafhjhawfhjawff;af;ha
Amaaaaaaazing map. <3
Crackling
yes, red and teal are tankable from the nat but i think it doesnt matter at all because if he is at your nat CAMPING WITH TANKS and you cant do shit vs him its allready over, i mean he also could just walk down the ramp and kick your ass :O
Grief_Stricken
i dont want to trample you under my foot, just allow me a question.are u receiving some drugs these days? can u tell me who would be able to defend these mains with all these large chokes in the early game against zerg?
a zerg need nothing more than 2 hatches plus speed for lings(optional 2 sunks to defend himself)and the game is over.
large doorways are out of place on a starcraft map.they simply doesnt work.u can do such things on warcraft maps,where u can build slower/fewer units.there u can micro this.
this map is nothing else as a nice playground for zerg
boongee
It seems to me that Protoss will be able to beat Terran with early, persistent pressure. The Protoss can even build zealots if he wants.
And I agree about Zerg. The chokes are just too wide.
Nightmarjoo
The map is obviously geared towards FE builds.
NastyMarine
Absolutely awesome man. gmcs
FateD
pretty cool, but i think theres a spot imba too.. :O other than that, lt clone :D
LGI
Impressive!
I am sure you can open up those tight spots... You can just make both ramps at the expands the same size (the smaller one), and you can also move the whole ramp. You should really do that for a smooth vertical game play.
Crackling
reshaped mains, main to nat ramp changed
Testbug
lol, how can you name this unstable version as "final" work harder crackie! blue and purple are closer to minonly.
added some GMCs
Nightmarjoo
Crackling, is it possible to copy what testbug did on Shakra to fix the tight vert path issue? Other people here seem to agree with me that it ought to be fixed.
The map needs tested for other issues I think, but overall I think it's pretty good.
Some concerns:
blue/purple tankability from the expo behind the main.
red/green building space (mostly red)
Decoration seems to be mostly lazy blobs of terrain, you can do better lol.
Testbug, now that you've opted to copy Crakling's changes for the most-part, why don't you delete Shakra and have your named added to this?
It'd be rediculous to decide on the same map and remove your name just because there are some big changes from the original beta, that's what happens in mapping lol.
Crackling
there are 400 doodads in this map XD
LGI
@Testbug,
This unstable version is already taken for PsyStorm League #2 . I told them to slow down and the league will delay a week, so you guys can have some time to finish it.
P.S. Someone should give me his e-mail to send him the replay pack from PsiStorm League #1 and upload them. It's 5.36 MB.
Crackling
w000t XD
ok Testbuggy go for teamwork again <3
Testbug
i just think edit another map is not maping, that's why i mad a new map with your wills :(
Testbug
i told you not to upload the map, and i told you to WAIT with capital leters :(
LML
400doodads?!
seriously even 20% of those would be enough... the middle i.e. is only blocking your units with this doodad spam.
also...
"yes, red and teal are tankable from the nat but i think it doesnt matter at all because if he is at your nat CAMPING WITH TANKS and you cant do shit vs him its allready over, i mean he also could just walk down the ramp and kick your ass :O"
that's not true, I won so many games where I got tanked in, it doesn't always mean you loss.
Crackling
for the middle i jsut dont wanted a wide open place so i had to choose between placing some water there, raised jungle or temple..i decided to spam doodads to reach the same >.<
as you see i fixed those tankability...
also, you played vs noobs, sry kk thx modified by Crackling
Testbug
2 and 8 multies can be harassed, 11 and 5 cannot
Alter.Ego
11 gas is unusable
Nightmarjoo
I don't care for teal/red's layout. Just feels really tight. Look at the rep of me vs testbug (nsf-work pvz gligligli).
Blue/purple have more edge space than teal/red.
Prezes83
I want to play those maps with you but fuckin' #op bwmn is always empty... Is someone of you play on Europe? If yes; when?
Crackling
when the sun hides and the moon comes out the bmwn members start their social lives, means they connect to b.net...so wait till midnight or so
LGI
Nb.Crackling ?! You know Nb.h00ligan?
Crackling
he is my leader ;_;
LGI
Check out my GMCS, YOU HAVE TO FIX THEM!!! Or else...
Crackling
removed the tight path, made reds and teals main a bit bigger, made distance minonly-main more balanced (still red has a disadvatage by the size of a pylon but i think that doesnt matter :D)
PS: superultramegafeature added: sperm in the middle of the map :O modified by Crackling
Testbug
lol, center sux now, blue and purple hace a very open choke.
the 2 ramps are too close.
3 and 9 multies are too tight.
i'll GMCS
Crackling
all multis are tight, they should be...
sry but saying LOL is just quite dumb in my oppinion ;_;
those small variitys doesnt fucking matter, take a look at tau cross or longinus...
can you even tell me how you could abuse those "very open choke"?
gonna reset GMCS because what you have marked completly doesnt matter >.<
testbug i like you but i dont know why you somehow still try to find bad things on shakras... i wasnt offensive towards you in any way but you keep bitching around :( modified by Crackling
Testbug
nice your reseted the GMCs.
but if you want your map to be better you should:
1.- add a mineral field at 3 o'clock multy
2.- ramdomize minerals, they look too n00b :)
Crackling
done xd
LGI
Holy shit the map has changed! Not only that you open the tight paths, and the min only on low ground are all fixed!!! Good job!
I mean that if you look Testbugs map, a protoss can defend three sides if he put cannons on his min only.
• His min only exp;
• One side of his exp with gas at the high ground;
• His choke ramp after his nat...
Which makes this expand very powerful!
Crackling
what exactly do you want to say? XD
LGI
:X
Sorry, my English is bad, and i am too lazy to try to explain it in other words...
It's just that P is now not so powerful, it's more balance. So thats most important. GJ.
Crackling
ok XD thx
Testbug
find some problrems trying to place 12 and 9 minonlies, also 12 and 6 minonlies defends 12 and 6 multy's ramp.
9 and 3 minonlies are far from the multies so they don't deffend the ramp.
doodads/deco sux, you want me to edit this map?
Crackling
do it xd
uC.MorroW
you can do this testbug :D
Testbug
okay, here you are! modified by Testbug
Crackling
lol stop trieng :D
LGI
Check GMCS! I tested in game...
Testbug
LOL
Alter.Ego
11 gas is unusable
Crackling
ok thanks, fixed :D
Nightmarjoo
The nat shape kinda sucks balls for p FE. It's just kinda small/tight in general.
Crackling
well, yesterday i had a cw vs oSr and 1. map was Un Goro Crater...THIS ONE SUCKED BALLS WITH ITS FUCKING WIDE RAMP AT NAT ;;;A:S;C:XY;:C
you can kinda wall with pylon,forge and gate here, should work even better than on blue storm
Testbug
he menas the nat is too tight and about units movement
Nightmarjoo
Yeah Crackling Blue Storm and Un'Goro Crater have crappy nats :(
I think you could probably make these a little better though.
Nightmarjoo
Blue/Teal have pretty crappy places for ovys on the side of the nat -.- Red/purple are ok as far as I can see though...
Nightmarjoo
Just because the map won MOTM doesn't mean you should stop working on the map :(
There's still (4)MOTY, and I want to show Yello.Ant the map to try and get it into iCCup. modified by Nightmarjoo
Crackling
make gmcs, i gonna fix it <:
LGI
Where the hell are those GMCS?!
testbug
"I want to show Yello.Ant the map to try and get it into iCCup."
show him "confusion" i think it's better than this ;)
LGI
>:]
Nightmarjoo
Added a game of me vs crackling. It's an ok game, but in the end I lost cuz I didn't stop his expos and didn't expo well enough. Part of it is that the expo layout is weird. There's not really any strategic sense to it, because there are so many expos. It's kind of like katrina, except more flank friendly and less harass/drop friendly. I guess that should make it a z map, but I dunno.
Eh, all I can suggest is decrease mineral block count and/or mineral block values =/
And look at those ovy spots!
MorroW
IMBALANCE;; overlord you all know hide all over map like fagits. they take places when they cant get seen but they see the enemy. anyway at purples first expand an overlord cant fit in on that high temple peice behind the expo, it can on the other players
ANNOYING;; outside all players there is some temple thing with some trees around (which looks very good), but its too much and in the middle of the path which should be very annoying. there are also rock doodads in middle of paths that would mess up.
GAS ISSUE;; red,purple,blue first expand. also at 8 o clocks expand. man you can fix them its not hard or creating any problems
MAIN;; everyones gas in main can be hit by tanks from cliffs but reds. mains are also small better just to remove the water inside it. small mains favour zerg. purples main minerals are bad placed.
ok thats all i can find and i tried my best to see all the bad sides from the map. i just try to help. if u fix all those this map would be very good 10/10 map^^
Crackling
shut up morrow
Nightmarjoo
lol
Crackling
FINAL (??) UPDATE
-removed blocking rock doodads
-none of the maingases are tankable
-fixed ALL tankholes (check it out xD)
-cut some of the outstanding "place behind the nats"
-widened some mains as far as i could
-fixed positional imbalances (ovispots etc)
-natgas takes 4 workers for each position
MorroW
-natgas takes 4 workers for each position
gas issue at all nats!!! :D
ProTosS4EveR
lol noob problem at teal's nat, there is only 6 mineral fields, one is missing lol
Crackling
xd lol
Crackling
i wont fix it, lets say its positional variity
ProTosS4EveR
i was 101% sure that you will say that lol
CardinalAllin
This map got bumped recently by someone else. Im not sure how because there is no new comments. So it seems to me that it must have been bumped by someone who knows the password to the map, either by being an author, a mod, or a hacker ;)
Anyway, I decided to post because there is 7 mineral patches at the North East high ground expansion, but the others have 6. I know Crackling and Testbug havent been sighted for many a moon, but in light of the first paragraph, perhaps they are lurking (or indeed smurfing).
Also, its a good map so I think this minor detail is definately worth fixing.
Freakling
Explanation is much simpler: Xelious trollbumped it, then Panschk deleted his troll comments...
because its not symmetrical it has some positional variitys like the tight passage at the very down and very up ramp of the middle..
the mains have nice spots for drops (even nice for slow ovi drops) at the place between the lakes around the mains :)
the nats feature a somehow hidden place behind them for some proxyshit or supermegacheeserush or another drop spot :)
this map uses a taucross exp-setup giving you an easy next expansion after you got one in the very near of it (taucross was main>nat>multi>minonly, here it is main>nat>minonly>multi)
minerals: main9, nat7, minonly6, multi7.
the nats take 4 workers for gas.
Comments & suggestions PLZ :O
nats look uneven and may cause some imbalance...
modified by flothefreak
tvz
pvt
pvz
and mains might just be too small but i dunno.
personally i think the main favour z but middle disadvantage z
else, very good map damn cool gj
modified by uC.MorroW
modified by Lancet
problem in your version:
-red and teal closer to minonly than blue and purple.
-vertical path is tigher than horizontal.
why did you fucking upload a map i share with you?
NastyMarine and Nighmarjoo have send me unfinished maps, and i don't finish'em with lots of edits and write testbug+some1 in the author.
i really dislike your doodad shit :(
if any admin find this was untolerable, please remove it from the database :(
modified by Testbug
On December 09 2007 16:21 Nightmarjoo wrote:
There's a flaw in the proportional symmetry which creates that tight choke for vertical positional movement from green at the bottom and from red at the top; this tight choke doesn't exist for horizontal movement. You could say it doesn't matter and simply adds some positional variety to add to the map, but it can make a big difference in movement/pushing depending on the position and scenario, which is bad positional imbalance.
Its not BAD trust me >.< if you say that everything that isnt 100% symmetrical is BADLY imbalanced than you also would say that close positions on python are imbalanced because they play competly another way than like 12 vs 6; or the random middle of taucross with 1 bridge beeing much wider than the other 2 or longinus with the ramps to the middle beeing closer to some positions than to others >.<
"But if terran is green and toss is purple then Terran after second gas may just tank-vulture push to the hills overlooking the purple main and obliterate the left half of the base. This can be a fight for that third gas expo there."
nah you will be able to hit like 2 gateways and only if they are on the very left of the main...
and if you ever have played reverse lt (or longinus 6 o'clock) you should know that its not really crucial, if a terran is able to contain you that much that you cant kill a single tank outside your main its GG anyways because that means that you cant leave your main etc >.<
The highground expos seem hard to harass/attack cuz they're so tight?
Red/green are closer to their nat than blue/purple, no?
I think it's weird that you want your name removed from it when quite a bit of this map is of your making.
Also testbug, anyone can modify/upload maps as far as I'm concerned.
Overall I like the map, but the mains concern me.
It's a nice execution, but this map has a '2v2 only' tag on it :)
Amaaaaaaazing map. <3
a zerg need nothing more than 2 hatches plus speed for lings(optional 2 sunks to defend himself)and the game is over.
large doorways are out of place on a starcraft map.they simply doesnt work.u can do such things on warcraft maps,where u can build slower/fewer units.there u can micro this.
this map is nothing else as a nice playground for zerg
And I agree about Zerg. The chokes are just too wide.
I am sure you can open up those tight spots... You can just make both ramps at the expands the same size (the smaller one), and you can also move the whole ramp. You should really do that for a smooth vertical game play.
added some GMCs
The map needs tested for other issues I think, but overall I think it's pretty good.
Some concerns:
Testbug, now that you've opted to copy Crakling's changes for the most-part, why don't you delete Shakra and have your named added to this?
It'd be rediculous to decide on the same map and remove your name just because there are some big changes from the original beta, that's what happens in mapping lol.
This unstable version is already taken for PsyStorm League #2 . I told them to slow down and the league will delay a week, so you guys can have some time to finish it.
P.S. Someone should give me his e-mail to send him the replay pack from PsiStorm League #1 and upload them. It's 5.36 MB.
ok Testbuggy go for teamwork again <3
seriously even 20% of those would be enough... the middle i.e. is only blocking your units with this doodad spam.
also...
"yes, red and teal are tankable from the nat but i think it doesnt matter at all because if he is at your nat CAMPING WITH TANKS and you cant do shit vs him its allready over, i mean he also could just walk down the ramp and kick your ass :O"
that's not true, I won so many games where I got tanked in, it doesn't always mean you loss.
as you see i fixed those tankability...
also, you played vs noobs, sry kk thx
modified by Crackling
Blue/purple have more edge space than teal/red.
PS: superultramegafeature added: sperm in the middle of the map :O
modified by Crackling
the 2 ramps are too close.
3 and 9 multies are too tight.
i'll GMCS
sry but saying LOL is just quite dumb in my oppinion ;_;
those small variitys doesnt fucking matter, take a look at tau cross or longinus...
can you even tell me how you could abuse those "very open choke"?
gonna reset GMCS because what you have marked completly doesnt matter >.<
testbug i like you but i dont know why you somehow still try to find bad things on shakras... i wasnt offensive towards you in any way but you keep bitching around :(
modified by Crackling
but if you want your map to be better you should:
1.- add a mineral field at 3 o'clock multy
2.- ramdomize minerals, they look too n00b :)
I mean that if you look Testbugs map, a protoss can defend three sides if he put cannons on his min only.
• His min only exp;
• One side of his exp with gas at the high ground;
• His choke ramp after his nat...
Which makes this expand very powerful!
Sorry, my English is bad, and i am too lazy to try to explain it in other words...
It's just that P is now not so powerful, it's more balance. So thats most important. GJ.
9 and 3 minonlies are far from the multies so they don't deffend the ramp.
doodads/deco sux, you want me to edit this map?
modified by Testbug
Alter.Ego
11 gas is unusable
you can kinda wall with pylon,forge and gate here, should work even better than on blue storm
I think you could probably make these a little better though.
There's still (4)MOTY, and I want to show Yello.Ant the map to try and get it into iCCup.
modified by Nightmarjoo
show him "confusion" i think it's better than this ;)
Eh, all I can suggest is decrease mineral block count and/or mineral block values =/
And look at those ovy spots!
ANNOYING;; outside all players there is some temple thing with some trees around (which looks very good), but its too much and in the middle of the path which should be very annoying. there are also rock doodads in middle of paths that would mess up.
GAS ISSUE;; red,purple,blue first expand. also at 8 o clocks expand. man you can fix them its not hard or creating any problems
MAIN;; everyones gas in main can be hit by tanks from cliffs but reds. mains are also small better just to remove the water inside it. small mains favour zerg. purples main minerals are bad placed.
ok thats all i can find and i tried my best to see all the bad sides from the map. i just try to help. if u fix all those this map would be very good 10/10 map^^
-removed blocking rock doodads
-none of the maingases are tankable
-fixed ALL tankholes (check it out xD)
-cut some of the outstanding "place behind the nats"
-widened some mains as far as i could
-fixed positional imbalances (ovispots etc)
-natgas takes 4 workers for each position
gas issue at all nats!!! :D
Anyway, I decided to post because there is 7 mineral patches at the North East high ground expansion, but the others have 6. I know Crackling and Testbug havent been sighted for many a moon, but in light of the first paragraph, perhaps they are lurking (or indeed smurfing).
Also, its a good map so I think this minor detail is definately worth fixing.