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[M] (2) DF Monuriki

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-05-02 18:19:34
April 27 2013 15:18 GMT
#1
[image loading]

DF Monuriki
Uploaded to [NA] [EU]
[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Details
Name DF Monuriki
Version 1.0
Bounds 156x128
Bases 12


Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 27 2013 15:40 GMT
#2
The two maps you posted look suspiciously alike.
Moderatorshe/her
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 27 2013 16:29 GMT
#3
On April 28 2013 00:40 The_Templar wrote:
The two maps you posted look suspiciously alike.

Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Hammerf8
Profile Joined November 2012
United Kingdom10 Posts
Last Edited: 2013-04-27 16:31:05
April 27 2013 16:30 GMT
#4
Absolutely love the map, only concern is the high ground at the 3rd/4th, looks like a lovely spot for tanks. Perfect balance between attack paths and defendability though!
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 27 2013 16:52 GMT
#5
On April 28 2013 01:29 ScorpSCII wrote:
Show nested quote +
On April 28 2013 00:40 The_Templar wrote:
The two maps you posted look suspiciously alike.

Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother.


Really? That's your story?
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 27 2013 18:02 GMT
#6
On April 28 2013 01:52 FlyingBeer wrote:
Show nested quote +
On April 28 2013 01:29 ScorpSCII wrote:
On April 28 2013 00:40 The_Templar wrote:
The two maps you posted look suspiciously alike.

Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother.


Really? That's your story?

Bases in similar spots =/= same map
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 28 2013 00:15 GMT
#7
On April 28 2013 01:30 Hammerf8 wrote:
Absolutely love the map, only concern is the high ground at the 3rd/4th, looks like a lovely spot for tanks. Perfect balance between attack paths and defendability though!

The highground you point out is subject to change. I agree with you that it may be too strong.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 28 2013 05:12 GMT
#8
On April 28 2013 01:52 FlyingBeer wrote:
Show nested quote +
On April 28 2013 01:29 ScorpSCII wrote:
On April 28 2013 00:40 The_Templar wrote:
The two maps you posted look suspiciously alike.

Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother.


Really? That's your story?


Why what is yours, I wonder?
Retired Mapmaker™
KingCorwin
Profile Joined February 2013
United States134 Posts
April 28 2013 07:24 GMT
#9
I like this layout much more than your other one.
The pocket base is awesome.
The drop pods are awesome.
The ramps touching ramps are awesome.
The aesthetics of your other map are better in comparison, however both are good.
Corwin#12780
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2013 09:45 GMT
#10
Pretty Big for a 2spawn. Rush distance in the 40s?
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 28 2013 10:38 GMT
#11
On April 28 2013 18:45 Samro225am wrote:
Pretty Big for a 2spawn. Rush distance in the 40s?

Rush distance is ~42 seconds yeah, partly because of the complicated pathing.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2013 10:59 GMT
#12
I feel this is the biggest challenge in Map making right now, Space efficency paired with interesting middle and Yet a Rush distance that ist 40max. You did pretty well. Will you go for interesting Visuals for TLMC? Or Beach-bitch?
Psychonian
Profile Joined March 2012
United States2322 Posts
April 28 2013 18:25 GMT
#13
So many fucking ramps o_O

Aside from that, I think it's a great map, although I haven't played it.
Trans Rights
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 28 2013 18:32 GMT
#14
I really like the attack paths and ramps of this map. I feel more people should do this. It enhances the decisions you have to make to take a proper engagement. To almost every point of contention on this map there are multiple paths to take, almost each of them having advantagse and downsides.

The north/south expos are interesting as well, normally I'm not a fan of expos with one ramp to it but the good part is that these can be sieged and generally hit from the lowground with ease effectively creating another more interestingf entry path to them.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 28 2013 19:22 GMT
#15
On April 28 2013 14:12 eTcetRa wrote:
Show nested quote +
On April 28 2013 01:52 FlyingBeer wrote:
On April 28 2013 01:29 ScorpSCII wrote:
On April 28 2013 00:40 The_Templar wrote:
The two maps you posted look suspiciously alike.

Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother.


Really? That's your story?


Why what is yours, I wonder?


That he couldn't decide on how to design his map so he just threw both versions up and decided to see what other people had to say?

I wanted to wait to let the design of the two maps soak in before I commented. I was also having a bit of trouble remembering which one had which designs. I prefer the 3rd and corner bases on this map to Panwa, but I like Panwa's center better. I'm indifferent about which is better between the two bases outside the main. I don't like the 1 and 7 bases on either map. I think the rush distances and the interesting attack paths are the two best feature of both maps.

So, in order:
3rds: I'm not a fan of the recent trend towards more difficult 3rds. This may be because of personal Protoss-bias, but in the current GSL, only 7 Protoss players made it into Code S whereas 14 Zerg players managed the same feat, so I think it's a pretty reasonable assertion to say 3rds are too difficult right now.

TR and BL corner bases: Monuriki's seems okay. Panwa's seems to encourage passivity. In both cases, it seems like a player could send their workers in and then wall off that area pretty easily turning it into a very safe almost island base. The reason Monuriki's is better is because attacking the corner base in Panwa with the main army requires the player either to go past the single-wide area protected by the collapsible rock which can be defended easily and where they can be flanked from the 3rd, or go around behind where they leave all their bases exposed to a counter push. Monuriki, by having two attack points from the same accessible location, while a bit safe, still can be assaulted by a main army readily.

1 and 7 position bases: I'm of the opinion that centrally positioned bases should be pretty wide open because those are taken in the late-game when armies are large, and need a lot of room to move around. Both maps feature small ramps pointing in only one of the two directions making it very hard to attack/defend for one of the two players.

Center: Monuriki's center feels overly complex. Panwa is nice clean, and extremely well-executed. I don't like low-ground paths that are perpendicular to the primary attack direction. If it's parallel to the direction players want to go, then they'll go through it just because it's the fastest. But if it's perpendicular, then players will plan on avoiding it to avoid having to retreat before a high-ground army, and rarely will gain an advantage by utilizing it.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 02 2013 18:18 GMT
#16
  • Monuriki is now available to both EU and NA
I'd love to hear your thoughts!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 02 2013 18:51 GMT
#17
Please, make more differences, like lighting. For example change to night here or on other map.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2013-05-03 04:57:20
May 03 2013 04:57 GMT
#18
Honestly I don't feel like the gameplay is going to be much difference with the other map you posted. The aesthetics and main/nat locations do exaggerate it but... similar map split, expo layout, and base vulnerabilities exist. It's mostly some varied choke sizes and one extra/less entrance to a few bases. They're both solid maps but I don't advise submitting both. They're just too similar in concept. I like crazy maps anyway :D
https://liquipedia.net/starcraft2/Monitor
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