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Last update for (4)Green Hell 2 : 2006, 10, 02 03:34
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
194 (4)Green Hell 2 128*128Panschk[FP]2.4final

The map has been rated 8 times and got a total of 19 points
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Comments:   GMCS (4 elements)


panschk[FP]
Hi

This map is a remake of the map "green hell" I made in 2001 or 2002. The concept is to make the mineral line in the main extremly vulnerable. The original version was looking quite different (there were 4 islands in the middle, too), but had the same concept. So your mineral can be attacked easily on this map by almost every range unit or building(!). When playing the original version, a canon rush was a very effective strategy, offensive sunkens or just some marines on top of the cliff are just as possible. Most people will say it is pro-terran because of "tank range", but I'm not so sure. Other races have less range, but canons/sunkens come earlier.

This version is not decorated at all, I will do that after the shape of every base is final.
Starparty
sOME PLAYERS MUST TRAVEL VERY FAR TO GET ON TOP OF HILL, MAKING THE CLIFF MAIN POSIBILITY VERY ANOYING IMO. (CAPS) :p
panschk
green has the longest way it seems, and red the shortest. I could move greens ramp a bit down, there is enough space left. What about the building space and traveling routes? Do you see any imbalances I could fix?
hefty
Hmmm I like the concept. It should make for aggressive play. I do feel you should make it a bit easier to defend attacks from that ledge though. Add a ramp in proximity to the minerals, perhabs.

Base sizes look ok to me, but I would widen the travelling passages on the low ground. If it is possible, try to widen the ledges as well. As many battles will occur around those, they shouldn't be too narrow, as that will be terran biased.

There seems to be more space on the ledge behind the minerals at 3 and 9 o'clock than behind 12 and 6. I think you should fix this so that these areas look very similar, since the space there will be very determining when harassing the min line/defending it.
hefty
This map, will really need playtesting though. Good thing you have experience with an earlier version.
STIMEY D OKGM FISH
This is a very interesting idea, well-executed etc. I would want to play this map.
panschk
I uploaded two replays against my clanmate the-fang (who is not nearly as good as I am, so you can't say too much about race balance)

First game I put a bunker on his ledge with marines->gg. Secound one I scoutet his pylons behind my minerals, destroyed it and build a hatch behind his minerals myself. As soon as I had sunkens, this game was over, too. Something I noticed though: with medium-ranged units like marines, you could easily kill the eco at 12 and 6, and probably not at 3 and 9. I would have to do something about that.
panschk
I just had a game against fishy[FP]...and there is some serious imbalance problem. He could not attack my scvs with his marines from the ledge, but I could attack his. So it'll go back to the lab (tomorrow evening though, I have an exam tomorrow)
Listoric
GL for the exam, looking forward to your update
STIMEY D OKGM FISH
i think the problem is not taking the ramp from a main's natural to go behind the main. it's the certain situations when you can take your own nat's ramp and go easily behind someone else.

purple goes behind teal's main so easily. maybe they shouldn't be connected both ways.

purple >> teal >> blue >> red >> purple
panschk
Hm yes, position luck is quite an issue. But if I just put a ramp in the mainbase, the concept is destroyed.
1) There would be two ways into the base, something I don't want and would not help balance imho
2) A canon rush/bunker rush etc would not be as dangerous anymore. I want the map to play different though.


I just updated the map. Now all positions should be as vulnarable as the next one.
STIMEY D OKGM FISH
i think red still looks like it has problems, mabye being sieged from low ground (not sure) and purp seems to have an easier route to his main's minerals than other bases.

positional imbalances are accepted on many maps, especially this circular pattern. many people mistake it for perfect balance.

this is still one of my favorite maps in this catagory.
8882
I like your idea, I thought of it, when writing about "real island maps" - zerg could muta harass

I think new maps should have this idea used at least in the natural expansions (watch the July hightlights in two maps he can muta harass well thans to such layout)

I wonder if anyone will read this comment T_T
is there a separate forum showing which maps were commented?
Starparty
What does this map have to do with your "real islands" ? :)
NastyMarine
i think i may do my own lil pimping to this :)
Replays


--Panschk[FP] vs The-fang[FP](1on1, 1.13)
--Panschk[FP] vs The-fang[FP](1on1, 1.13)
--Panschk[FP] vs flacker[FP](1on1, 1.13)
--Panschk[FP] vs flacker[FP](1on1, 1.13)

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