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[M](4) Greenery by Monitor

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2408 Posts
May 30 2012 23:13 GMT
#1
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.
https://liquipedia.net/starcraft2/Monitor
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
May 30 2012 23:28 GMT
#2
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? :>
RumbleBadger
Profile Joined July 2011
322 Posts
May 30 2012 23:56 GMT
#3
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 31 2012 01:29 GMT
#4
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
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 31 2012 02:07 GMT
#5
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.
https://liquipedia.net/starcraft2/Monitor
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 31 2012 04:11 GMT
#6
i want pretty pics or else idc. heh. nice original nat layout.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2012-05-31 05:33:03
May 31 2012 05:30 GMT
#7
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.
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 31 2012 05:36 GMT
#8
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...
https://liquipedia.net/starcraft2/Monitor
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2012-05-31 06:35:09
May 31 2012 06:34 GMT
#9
Ugh I keep trying to analyze this map but I keep seeing a swastika. F U military channel.
Team Liquid needs more Terrans.
Aunvilgod
Profile Joined December 2011
2653 Posts
May 31 2012 07:04 GMT
#10
If you park your army on the highground you have successfully secured a third.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
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