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Last update for (4)Neo Monarch : 2008, 04, 23 23:41
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2948 (4)Neo Monarch 128*128Paladin-EX0.4finalground

The map has been rated 55 times and got a total of 22 points

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Comments:   GMCS (0 elements)

This is a highly revamped version of My old map Monarch. I knew the old one had some issues, but I liked it so much I didn't want to just abandon the idea.

So I fixed some of the things people didn't like by (1) putting a Xel'Naga temple as an alternate route out of the main base later in the game (2) Putting a creep colony and some small mineral piles at the entrance to the natural areas to help Zerg with defense (3) opened a hole between north and south naturals to help with flanking/stopping it from being a turtling map (4) changed it from 13 mineral patches of 750 to a normal 9 patches of 1500. I also changed the Butterfly (a monarch butterfly, right? Yeah, I know, lame.) so it's more compact, more centered, and generally nicer.

One issue I've found is that you need to route your units to your natural and THEN somewhere else, otherwise they think they can get through the destroyable temple. The only way to fix it is to break the temple, or set your rally point to your natural. Which is what you're most likely going to do anyways.

Also good to note is that the "light pools" in between the walls by your natural DO in fact block the path. Not even small units can sneak through there. I only put those there as a line of sight thing so you can peek in with a unit outside the walls.

So yeah, comment please, and I know it says final, but I'm still willing to touch it up. Most likely not making any drastic changes again. I couldn't find any imbalances.
IF players start in 5 and 11 or 1 and 7, it looks like Terran can really easily take half the map. Heck, also 5 and 7 and 11 and 1.

But it's a pretty nice looking map :D
modified by queasy
modified by queasy
Well, I always thought that cross-start positions would be so heavily influenced by drops that it wouldn't matter whether one side went really heavy on macro. For example, I've tried reaver drops against a friend, and it was very successful thanks to the high amount of wall surface that he couldn't track it down easily with ground units. (Of course, he's lower skill level and I'm about medium-ish, so it's not that telling. I just hope that some of the better players like the map and put up their own replays *winkwink*) xD
Johnny B.Goode
Looks like someone else like big mains too.On 3&9 the expansions are too close,also the middle resources are pointless in a melee map.I also dont think a second access to the main is a good idea,even if it is blocked at the beginning.Once the XN destroyed you will have a problem to stop intruders because of the large main
Johnny, the middle resources ARE pointless because it's a decoration, and no one would expand into a base that's so indefensible. Purely for show.

Also, the plan was kinda to have players KNOW that the temple is destructible and base their play around that knowledge. I've played a couple games against friends and the temple adds a fun element that isn't there in normal maps. I'm not making a "this should be here, that should be there" map. The point was to make something that's different, balanced, and not inherently broken.
well actually they aren't pointless,because such an amount is always a big the early game maybe but later..
Well, yeah, it is possible to put a nexus/Hatch/CC on the raised land in the middle, but I guess 99% of all games would be over by that point.

Also, edited the map a little, mostly aesthetic changes. Updated pic accordingly.
modified by Paladin-EX

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