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Active: 32542 users

[M] (4) Green Harvest

Forum Index > SC2 Maps & Custom Games
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Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-08-08 23:45:50
June 28 2011 17:03 GMT
#1
[image loading]

Published on EU & NA servers
This my first time to publish a map with 4p rotational symmetry. It´s taken me forever to come up with a layout that isn´t a clone of some previous map.

154x154 playable - 16 bases - 4 watchtowers

Overview:+ Show Spoiler +
[image loading]

Angled:+ Show Spoiler +
[image loading]

Analyzer: + Show Spoiler +
[image loading][image loading]

In-game screens: + Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Replays: + Show Spoiler +
Green Harvest - PvZ
Green Harvest - ZvT
Green Harvest - TvP


The map is quite gimmicky. I plan on removing gimmicks as I learn more from testing.
First and foremost I have these extreme high yield gas pods (6 units per trip/5000 total) between 3rd & 4ths, that can only be long distance mined, and they serve as an alternative attack path outside of Watchtower range.

Initially all side paths are blocked by destructible Security Gates, (1000 hp, 2 armor). 1 at each of the bridges by the Watchtowers and 2 at each of the HY gas pods.
That means early scouting and cheese has to go through the middle, yet a small force can take down gate in a matter of seconds.

I have made sure the is no vision to the HY pods by ground troops outside. The Terrain objects have creep and fps issues, so I might end up removing them, but

Feel free to chime in with ideas and feedback. And please take it for a spin in-game.


My Map Thread
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 28 2011 17:33 GMT
#2
I dont get the name , I expected a sort of agria-ish map here...

Also, what is it with you and geysers in weird places man :D

Will comment further when done with dinnarrr
KCCO!
Tatari
Profile Blog Joined January 2011
United States1179 Posts
June 28 2011 17:34 GMT
#3
I kind of feel like Protoss gets shafted if they had to play a PvZ on this map. There are so many paths for ling runbys even with sim city wall offs. I don't want to pull off a Blizzard and add rocks on some places, but ling runbys might be really powerful here.
A fed jungler is no longer a jungler, but a terrorist.
kcdzim
Profile Joined May 2011
2 Posts
June 28 2011 18:16 GMT
#4
There seems to be a few too many gimmicks and I'm not sure about the high yield bridges. I feel like they would be equally viable as a one ramp high point cliff for Ovie watch/reaper/hidden tech/drop in third etc use (depending on configuration). I also wonder if the nat and third could be switched so that spawning close will give more or less equally vulnerable nats (rather than one player being slightly more protected due to rotation), but I can't tell what the rush distance is. That's just spitballing though.

The one thing I'm not sold on is the tower layout. If you control only one tower, it seems that your scouting probe/drone/scv can easily get pinned at a tower as the way out is a long, tight corridor towards the route where the enemy comes in. The thing I like about the tower on metalopolis, for example, is that if you're observant, even though you move towards what's coming at you, you can still get away at the ramp. Not so much here. And if you control the oppenents two towers, it feels like you have maybe too much vision, pinning them with only the high yield tiny ramps for hidden paths?

I'd prefer them if they were more accessible to the outer path, so that if they provide so much critical vision, it's easier to reclaim the two that show all your cards, should you get pinned? And also easier to escape, should you see the enemy coming towards the towers closer to you?

Looking forward to it on NA though.
GeoffreyStarcraft
Profile Joined March 2011
20 Posts
June 28 2011 18:48 GMT
#5
i like the idea of your vespene gas but i think it might be too far.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 28 2011 18:49 GMT
#6
ooooooooh that middle looks like the alien movies, much love for that (:
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 28 2011 19:36 GMT
#7
Awesome aesthetics, awesome towerplacement, awesome expansions, awesome destructibles, awesome gimmicky gas: your map is super awesome!

You should really be hired by iCCup so that your maps get played by more pros

One question: Size of the map?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 28 2011 19:40 GMT
#8
On June 29 2011 04:36 Ragoo wrote:
Awesome aesthetics, awesome towerplacement, awesome expansions, awesome destructibles, awesome gimmicky gas: your map is super awesome!

You should really be hired by iCCup so that your maps get played by more pros

One question: Size of the map?

more like by the prestigious LoS team. jk aside, johanaz has always been top 3 control in the aesthetic department.
lefix
Profile Joined February 2011
Germany1082 Posts
June 28 2011 20:36 GMT
#9
by the way, i have always wondered, what does LoS stand for?
Map of the Month | The Planetary Workshop | SC2Melee.net
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 28 2011 20:51 GMT
#10
In ancient greek it ment : Lick or Stick , a childrensgame where they had to lick honey of a piece of candy rly rly fast, or it would forever stick to their tongues.

In mapping, Line of Sight
KCCO!
Icetoad
Profile Joined May 2010
Canada262 Posts
June 28 2011 20:59 GMT
#11
LoS team is the best team ever .

The map is original, the art is well made. In terms of balances, there is the rotational imblances. The expansion looks not to hard or to easy to take, so I like. Only problem for me right now are the little gimmicks and that when you destroy the gate it's to chocked.

Other thing can tank hit the third of the analyzer (it's more of a fourth)?
Map Maker of Nimbus
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
June 28 2011 21:06 GMT
#12
I love the layout, can't wait to test it out.
hobbidude
Profile Joined December 2010
Canada171 Posts
June 28 2011 22:50 GMT
#13
Yet another great map that makes me absolutely agree your the best if not within the top 2 best mappers out there.

My main concern is those destructible gates being visually hard to see since they're so small (blunk them up a bit). I think a great a idea would be to have red landing lights right close with a trigger turning them to green when the gate is gone.
Warpish
Profile Joined June 2011
834 Posts
June 29 2011 10:51 GMT
#14
I love this map, excellent layout and atmosphere. I love that there are two options for the third base. This is simply beautiful, i hope to see this map in competitive play soon. Congratulations.
Johanaz
Profile Joined September 2010
Denmark363 Posts
June 29 2011 15:51 GMT
#15
@ihasaKAROT: The name is like a gimmick in itself, it makes you think of lush green fields, but the map theme revolves around harvesting vespene gas in a gassy green environment. I came up with this theme for my previous map, Gas Chamber, which got me the MotM "prettiest map" award in January, but that map was not useable in competitive play, and the name made a lot of people cringe. The weird geysers are connected to the overall theme of the map, plus I wanted to add functionality to the weird sidepaths.

@Tatari: I´ll keep note of this when testing PvZ, thanks.

@kcdzim: Yes, there might be too many gimmicks as I said in the OP, but I plan to weed the bad ones out after more testing. The towers are placed to cover 2 ramps in the center plus one geyser at each of the nearest expos. You might be right about them being accessible to the outside paths, but again, without further testing this is just guessing.

@GeoffreyStarcraft: Thanks. I´m not done testing, but I think when you´re geysers at the 3rd run out, you can take the 6 workers and put them to long distance mining. My goal is that they produce at least the same.

@WniO: (:

@Ragoo: awesome thanks - I think the map is about 156x156...

@Icetoad: Thanks, yeah as I said I need to do a ton of testing still. I made it so that one geyser can be tanked, no big deal.

@Extasy: Thanks, plz do, and don´t forget to send me the replays. Don´t care if you´re Gold, I´m Bronze, and I might learn stuff from watching anyways. (sc2johanaz(at)gmail.com).

@hobbidude: wow, thanks! - awesome idea. No triggers needed, though. I´ll just hide the green landing lights inside the gates, so they become visible when the gate´s destroyed. THANKS!!

@Warpish: Thanks, appreciate it
TPW Map Maker - theplanetaryworkshop.com
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 29 2011 18:11 GMT
#16
Naaaah ur just in love with weird geysers, admit it
KCCO!
pyrestrike
Profile Joined October 2010
United States235 Posts
Last Edited: 2011-07-13 06:44:34
July 13 2011 06:44 GMT
#17
congrats on making the finalists Johanaz!

but that is not why i am here... I'm going to need an overview image for the motm7 wiki... or else
( ^_^)o自自o(^_^ )
Larsin
Profile Joined April 2011
Netherlands162 Posts
July 13 2011 09:22 GMT
#18
looks really good. maybe a bit stronger for terran since they can highground the natural/third with siege tanks. but u will test this.
how much gas do u get from one trip to one of those rich geysers and how long does this take?
Im wondering if its gives more or less then a normal geysers that is closeby.
but still, if ur gas starved any way to get extra gas is good.

Im also wondering if that little gap at the 4th is needed. there are already a lot of chokes there.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-07-13 13:32:45
July 13 2011 11:51 GMT
#19
On July 13 2011 15:44 pyrestrike wrote:
congrats on making the finalists Johanaz!

but that is not why i am here... I'm going to need an overview image for the motm7 wiki... or else



Sorry, here:+ Show Spoiler +
[image loading]


Map overview as 1920x1920

Here are 2 replays from testing, featuring Master players:

Green Harvest - PvZ
Green Harvest - ZvT

- Terran seeks to contain Zerg at 2 bases after a decent blue flame hellion harras, but Z is able to prevent it, using the 2 entances and the wide chokes to his advantage.

I am in the process of updating this thread with more replays, pics & info coming soon

/edit: the back door bridges (HY pods) serve as an extra path outside of Watchtower range.
//edit: layout
TPW Map Maker - theplanetaryworkshop.com
Mereel
Profile Joined February 2010
Germany895 Posts
July 13 2011 12:00 GMT
#20
http://www.teamliquid.net/forum/viewmessage.php?topic_id=240056

i dont know if u changed it but if not u should do^^
TPW Mapmaking Team
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-07-13 13:19:49
July 13 2011 12:20 GMT
#21
On July 13 2011 21:00 Mereel wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=240056

i dont know if u changed it but if not u should do^^


Thanks Mereel. I will fix this ASAP!


Edit: FIXED!
TPW Map Maker - theplanetaryworkshop.com
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-22 23:46:31
July 22 2011 23:41 GMT
#22
The doodad work is amazing. Not only in the playable map area, but at the border themselves. I would add more details to the bottom left and right I think. Don't let any possible screen be just green fog.

What peopel dont realize about this is the very nice funky feature of the bridges that leads to a pair of super vespene geysers. They also function as a narrow path between your third and the third in the next base. I want to so badly see a game where ppl see and exploit this. I didnt notice this until I watched the replay you linked in the OP. Its hard to spot on the overview and easy to miss ingame. I see distance mining and I see lings runby. I just wish reapers could jump over the gates

Adding a mental note to myself to use campaign dependencies on my next map and just see what else there is to use.

The only concern I have is that in close pos, one player seems to be able to tank and harrass the other player's low gorund fourth from his high ground third.
http://mentalbalans.se/aggedesign
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