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- Episode I - Shelak Xel'Naga Vortex
Episode I - Shelak Xel'Naga Vortex
About
Charlemagne Map Pack
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Episode I - Shelak Xel'Naga Vortex
In the region of Bel'Shir a Protoss orbital probe picked up an unusual rapidly escalating anomaly. What at first ...
Charlemagne Map Pack
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Episode I - Shelak Xel'Naga Vortex
In the region of Bel'Shir a Protoss orbital probe picked up an unusual rapidly escalating anomaly. What at first registered as a volcanic event quickly became an ominous phenomenon.
A massive Shelak symbol began to form violently, as the earth quaked, pushing up ever higher cliffs, while far below larva erupted, belching forth within.
Weather patterns in the region became erratic, unpredictable and severe. Then as if out of no where, four Xel'Naga multi structural complexes materialized.
The Protoss response was immediate.
Meanwhile on the surface, a nearby Terran exploration detachment began picking up ever more numerous erratic instrument readings. Nothing made sense. They headed towards the source.
Climbing up a rise, they stopped in awe, staring out at the Xel'Naga structures in the distance. They radioed to HQ.
A few moments later they marched forwards, their orders were clear and urgent. To secure and hold the Xel'Naga complex until the dispatched reinforcements arrived.
Far away in a different part of this region everything became suddenly silent. The wind stopped. Clouds passed heavily overhead, and an atmosphere of foreboding filled the land.
Just then, a spine chilling, terrifying screech broke out and tore across the land as out of the ground a massive creature forcefully clawed itself upwards onto the land. The Zerg had arrived.
Charlemagne Map Pack EULA
1. Look but do not modify.
2. Do not sell.
3. Credit the, Map Quality Assurance Team.
Change Log
If you like this map, please consider how you may assist a charity near you such as the Red Cross or Red Crescent. Map Quality Assurance Team, vernam7, terran58, Cry17, Maisa and artist Charlemagne. EULA: Please do NOT modify and do NOT sell, thankyou.
Meta
- Map Style:
- Melee
- Categories:
- (No categories yet)
- Author:
- artypixelle 7
- Filename:
- Episode I - Shelak Xel'Naga Vortex - beta_01.SC2Map
- Project Page:
- Episode I - Shelak Xel'Naga Vortex
- Type:
- StarCraft 2 Map
- Size:
- 4.5 MB
- Overall Rating:
-
5 / 5 (6 votes, ranked #75) - Tags:
- melee
- Players:
- 4
- Tileset:
- BelShir
- Dimensions:
- 256x256
- Favorites:
- 1
- Downloads (Total):
- 897
- Downloads (Daily):
- n/a
- Submitted By:
- artypixelle 7
- Discovered On:
- May 24, 2010
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Episode I - Shelak Xel'Naga Vortex
Episode I - Shelak Xel'Naga Vortex - beta_01.SC2Map (4.5 MB)
- Released:
- May 24, 2010
- Downloads:
- 897
- Direct Link:
Rating
- Opinion:
6 votes considered -
- Good
Good
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
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User Comments
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The Charlemagne Map Pack will consist of a trilogy of 3 luxury maps with a woven storyline.
This project is made possible thanks to the pioneering programming and software support work of vernam7, with his Starcraft 2 beta launcher.
Episode I - Shelak Xel'Naga Vortex.
Released: Saturday 22 May 2010.
Filename: Episode I - Shelak Xel'Naga Vortex - beta_01.SC2Map
Episode II - Shelak Xel'Naga Shakini - tentative release date mid June 2010. Currently being developed.
Episode III - Shelak Xel'Naga Uberfjord - tentative release date mid July 2010.
<o~~..<><><>~ Map Quality Assurance Team ~<><><>..~~o>
Join the team! Interested in play testing our latest map builds? Do you have an eye for detail and 20+ hours to play test? Well why not join our team? Help make our maps even better! PM me here if you are interested! :D
nice! you can also post the story behind the map here ;-)
It is already done, click "Show full description" at the top.
<o~~..<><><>~ Map Quality Assurance Team ~<><><>..~~o>
Join the team! Interested in play testing our latest map builds? Do you have an eye for detail and 20+ hours to play test? Well why not join our team? Help make our maps even better! PM me here if you are interested! :D
Great map, Well done!
Can anyone help me? I downloaded everything properly but it keeps on saying that i need a program to read these maps with.
127.0.0.xxx
Read this.
Discuss further if needed here.
"Your post appears to be spam, too bad (Errno 3)."
No it isn't! :P
nice map, but i think there are too many entrances into your main, i only noticed the ramps at the natural expos, but not this giant ramp in the back of your main. I got steamrolled by a medium AI's marine rush because of that :/
but a very nice map nontheless
great map
Thank you to everyone who voted and who left a comment.
@Endymion you judge and low scored a map becuase you lost a game, that you didnt notice all the entrance point and thats maps fault???
i think you are a little unfair on that!
after all its a battle, you dont decide how the ground will be formed or how many gates you will have on a planet surface!
we are forgeting that htis needs to be realistic and not strategic right like chessboard.
for example symmetrical maps are good for tournaments maybe but not ideal for a battle and a game!
i am just saying that we should jusdge a map with other critirias not only if it feets our needs or if it help us to win a battle!
@vernam: i didnt lowscore anything man, its just the fact that its soooo hard to defend here. in a map this huge it normaly doesnt favor the all-in rushes. but if your good with micro you get a guaranteed win here. Its simple: "one ramp walled off? no problem! rotate to the other ramps because he wont have the time & recources to wall off & defend his other ramps in early-game". Its manageble to hold off early rushes if you have the micro to do it, but a player who just plays for fun (like me, i dont have such uber skills) will be steamrolled by these rushes. i have tried very hard to think of a strategy to defend on this map early game but i just keep getting steamrolled time after time :(
guys if you want to find a way to win in a specific map you can set all players (1v1 , 2v2 ) to computer and see how the AI manage to victory and learn from AI ( because your enemy is the same AI :D )
sometimes you need to delay the wall strategy .
and even some blizzard maps have two entrance .
@terran58: yeah, but blizzmap backdoor ramps had destructible rocks, and those ramps were small enough to block them with 2-3 units. Or wall them off with some well placed buidings, but thats impossible here with these large ramps. you must either go for a triple racks/gate build just to wall of a ramp (wich messes up ur micro bigtime) or go for a lot of early units (wich messes up ur macro). Early expanding aint an option because you need the minerals to defend. timing push aint an option aswell because the second you move out with ur army off one ramp, an even huger army comes running up the other ramp directly into your main and wreck your whole day :(
you avoided my first advice to watch AI tactics !?
it seems you watched a lot of replays of B.Net , but my friend its not a map for tournaments its a personal artistic made map that can amazed almost all players.(the real joy of this map)
but for fight against AI, its simple you should not use usual strategies in tournaments and official blizzard maps :)
if you watch AI with hard difficulty , AI will not cheat , for example with terrans you can see how easily AI gather minerals and build his marine army for rush or defending and then he will start expanding ,so can you do same thing?
but if you think its soooo hard to defend your base , so play with different difficulty that match with you .
like me because i choose "very easy AI" usually , just for watching this beautiful map :)
@terran58: watching AI tactics? i prefer pro-player tactics you see all around youtube (yes i do watch a lot of husky, HD and day[9]).
anyway, i guess it aint my kind of map, but i got a question about this:
the map creator proved to be a very good map creator, got a lot of good idea's, hes very creative, can make great use of the textures provided. he even makes story lines around his maps. i think thats GREAT! but why wrap all this around regular melee maps?
in melee maps you need to stay focused on your actions and on those of your oponent (i dont take time to see how beatifull blizzard made their maps when im in an online game, i simply dont have time for that :/)
what im trying to say is: use all of the map creators abilities and take the same amount of effort & time in using all that we've seen here in this map and use that to make a campaign map, you can provide DOUBLE if not TRIPLE the amount of play experience and awsome-effect into your maps...
but thats just my opinion :)
thank you for sharing your useful opinion with us and also for compare this map with online blizzard maps :)
and thanks to Charlemagne for creating this map and for his humanitarian words .
Forgot about Crota/BlizShouter.
Haha I really liked your description, REALLY made me want to play it. Very creative. :)
The review got me hooked, and I really really like this map, it's huge which is great, and the natural is very close and easy to secure.
Sadly I have to agree with those saying 3 large ramps is hard to defend with, this is true.
Granted I love the fact they are large ramps which can't simply be walled off with a few buildings, I really wish for more large ramps in the future.
However, personally I'd place destructible rocks on the 2nd closest ramp to the natural.
This way the enemy can still attack from both sides without cutting him off, having to go up the expo ramp instead; which does not adversely effect gameplay much at all, and can increase pressure on the natural since it would be the primary route till rocks are destroyed.
My two cents.
really great job, charlemagne! i really like how you create wonderful terrain! keep it up! looking forward to your other maps...and also, i hope you get your vcard to work soon.. :)
Just amazing! thanx for sharing it