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[M](4) Greenery by Monitor

Forum Index > StarCraft 2 Maps & Custom Games
 
 monitor   United States. May 31 2012 08:13. Posts 2292
Profile Blog # 
Greenery
by monitor


Published on NA as
Greenery by monitor




[image loading]

Greenery has been sitting in a folder for a few months now, because I put it away after starting some new projects. Just recently I came back to it and decided its worth posting. It was based off of Str 18-02's SC2 map Kurast. If you don't know who Str 18-02 is, he was an expert brood war mapmaker, author of Katrina, Colosseum, Chupung Ryeong, Medusa, Grand Line, Polaris Rhapsody, Benzene, Aztec, and many more.

Size: 152x152
# of players: 4
Tileset: Agria, Xil, and Monolyth Bricks

5/30 - There are a lot of aesthetic issues with the map. The natural is barely visible in some positions and trees get in the way by the third. I'm working on an update that will fix the issues, but it isn't released yet.

Feedback is much appreciated.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 LunaSaint   United Kingdom. May 31 2012 08:28. Posts 601
Profile Blog # 
Hmmm, I like how it's very attractive to camp on the highground by the third and secure all three bases, but doing so would leave you with a long walk to the main. In fact, air play seems obnoxious in general.
On the aesthetics issues, I really don't like the way the sand transitions into the bricks. But that might just be the overview - could we get a closer image? :>
Old Post

 
 RumbleBadger   May 31 2012 08:56. Posts 322
Profile # 
As much as I love parts of this map, the fact that the CCW spawning player gets a massively easier third kills it for me. Would it be the end of the world to flip the natural around and make the path to that base shorter? It messes with the style of the map a little, but it's still a good map either way.
Games before dames.
Old Post

 
 EatThePath   United States. May 31 2012 10:29. Posts 2559
Profile Blog # 
Small easy adjustment you can make that will help a lot with zerg taking the lefthand 3rd:

Use a small cardinal direction ramp (the minimum size) to allow creep spread to go down from the main to the base beneath the cliff. You can put the ramp in the small unused area towards either geyser. Unpathable + doodads on top (as though it were just an extension of the trees climbing up the hillside).

I like how the 3rd-->4th works on this map. High ground ring dodging center tower is a nice setup, never gets old.

Would like to see this in ESV weekly, any word on whether that will happen?

Wooooowww Kurast has a lot of nice aesthetic cliff work. Instead of the generic Greenery, you should name this after the highlands area in Act 1 in D3, of which it reminds me. ^^
Comprehensive strategic intention: DNE
Old Post

 
 monitor   United States. May 31 2012 11:07. Posts 2292
Profile Blog # 

On May 31 2012 08:28 LunaSaint wrote:
Hmmm, I like how it's very attractive to camp on the highground by the third and secure all three bases, but doing so would leave you with a long walk to the main. In fact, air play seems obnoxious in general.
On the aesthetics issues, I really don't like the way the sand transitions into the bricks. But that might just be the overview - could we get a closer image? :>


Indeed, I kinda try to encourage air units. Mutas are virtually useless in the metagame though, except for very rare situations in ZvP. And I don't mind mutas in ZvZ. I can get some close up images soon.


On May 31 2012 08:56 RumbleBadger wrote:
As much as I love parts of this map, the fact that the CCW spawning player gets a massively easier third kills it for me. Would it be the end of the world to flip the natural around and make the path to that base shorter? It messes with the style of the map a little, but it's still a good map either way.


Hmm I intend both players to take the same third. One person gets closer to the opponent by air, and the other's natural is more vulnerable throughout the entire game. I think the positional balance is alright now.


On May 31 2012 10:29 EatThePath wrote:
Small easy adjustment you can make that will help a lot with zerg taking the lefthand 3rd:

Use a small cardinal direction ramp (the minimum size) to allow creep spread to go down from the main to the base beneath the cliff. You can put the ramp in the small unused area towards either geyser. Unpathable + doodads on top (as though it were just an extension of the trees climbing up the hillside).

I like how the 3rd-->4th works on this map. High ground ring dodging center tower is a nice setup, never gets old.

Would like to see this in ESV weekly, any word on whether that will happen?

Wooooowww Kurast has a lot of nice aesthetic cliff work. Instead of the generic Greenery, you should name this after the highlands area in Act 1 in D3, of which it reminds me. ^^


Hmm... players can just put an overlord or use a queen to spread creep. I don't think a ramp is really necessary and it'd be really confusing. Cool idea though. Glad you like the rest though

The map is currently pending ESV because its going through tests internally. I have no idea if it will be used in the KW ever.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

  WniO   United States. May 31 2012 13:11. Posts 2704Profile Blog # 
i want pretty pics or else idc. heh. nice original nat layout.
Old Post

  Sea_Food   Finland. May 31 2012 14:30. Posts 1612Profile Blog # 
Is there somethingwrong with my eyes, or the map as i see only 6 minerals in the natural?

The map seems otherwise realy good to me exept on how zvp favored it is. Very long rush distance, far away third, very open and air play favored.
Last edit: 2012-05-31 14:33:03
Old Post

 
 monitor   United States. May 31 2012 14:36. Posts 2292
Profile Blog # 

On May 31 2012 13:11 WniO wrote:
i want pretty pics or else idc. heh. nice original nat layout.


Soon


On May 31 2012 14:30 Sea_Food wrote:
Is there somethingwrong with my eyes, or the map as i see only 6 minerals in the natural?

The map seems otherwise realy good to me exept on how zvp favored it is. Very long rush distance, far away third, very open and air play favored.


Your eyes are fine, but trees actually cover up 2 of the minerals. There are 8 minerals at all the naturals (and every base for that matter).

ZvP is already pretty Zerg favored. However I think you misread the features- the third is not farther than Cloud Kingdom AND it is more choked. I think Protoss will have an easier time taking a third than on almost any map in the current metagame. Also having airplay being favored is a gift to Protoss because Mutalisks already suck in ZvT and ZvP, If it changes the game enough to make mutas necessary, it might actually help PvZ...
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 iTzSnypah   United States. May 31 2012 15:34. Posts 1251
Profile Blog # 
Ugh I keep trying to analyze this map but I keep seeing a swastika. F U military channel.
Last edit: 2012-05-31 15:35:09
Team Liquid needs more Terrans.
Old Post

 
 Aunvilgod   May 31 2012 16:04. Posts 2062
Profile # 
If you park your army on the highground you have successfully secured a third.
Incredible Miracle
Old Post

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