Why they called it 'Triathlon': - Like a real life triathlon, the map forces users to multitask more (basically, mineral glitching through eggs, breaking down eggs for unit bypass, etc)
Key points: - ALL EGGS ARE CLOAKED - You can only kill the eggs with splash damage (with or without detection) or through normal attack after getting detectors. - Will replace Ultimatum
Specs: - Backyard expo gas: 2000 value - Center expansions (not the nat): 5M1G (1000 for both minerals and gas) - Natural has 1 mineral field with 749 value - Mineral near the cloaked eggs have 0 value
On March 24 2010 21:56 Zona wrote: I loved plasma - but that's because I loved watching Fantasy play on it.
Now I'm no map analyzing genius - but another map with 3 easy bases with gas? I don't like this trend.
I see four! o~o
I'm no map analyzing genius either, but could their plan be to make gas a more easily obtained commodity to encourage viability of creative gas-heavy build orders?
Why they called it 'Triathlon': - Like a real life triathlon, the map forces users to multitask more (basically, mineral glitching through eggs, breaking down eggs for unit bypass, etc)
Key points: - ALL EGGS ARE CLOAKED - You can only kill the eggs with splash damage (with or without detection) or through normal attack after getting detectors. - Will replace Ultimatum
Specs: - Backyard expo gas: 2000 value - Center expansions (not the nat): 5M1G (1000 for both minerals and gas) - Natural has 1 mineral field with 749 value - Mineral near the cloaked eggs have 0 value
On March 24 2010 22:08 Iplaythings wrote: Where do I download this???
When the MSL group selection ceremony is over and the first game is played on this map. It'll probably be on the KeSPA site or IntoTheMap. I'll upload when it's out.
Wow cloaked eggs, imagine you playing someone who doesn't know the map and they can't seem to get to your base and they can't understand why, that would be pretty funny. A very interesting map, can't wait to see it in action.
On March 24 2010 23:41 Whiplash wrote: How did they manage to get the eggs cloaked without a UMS game? Thats pretty interesting.
there's a setting in staredit/starforge that can let u set sprites into 'cloaked' property. you can even set invincible units in a melee game, as well as units/buildings/resources with a certain % of hp.
kinda strange with the eggs and i think the center should have minerals, not some random little circle design like colo that no one ever really goes to.
I can imagine quite a few balance issues with the eggs though, considering zerg has instant detection and TvP protoss gets obs way quicker than T gets scan
On March 24 2010 23:49 Lyriene wrote: There is a neutral Arbiter floating above each set of eggs which cloaks them.
" '클로킹 에그'는 맵의 여러 길목을 막고 있는 중립 에그가 바로 위에 위치하고 있는 중립 아비터에 의해 클로킹되어 나타나는 장치이다"
Invincible, I presume?
Hm it makes no sense to have an arbiter there, you can just set the eggs to be invisible from the map editor and if there's an arbiter then what is cloaking the arbiter? Or is it going to be visible? -_-
On March 24 2010 23:49 Lyriene wrote: There is a neutral Arbiter floating above each set of eggs which cloaks them.
" '클로킹 에그'는 맵의 여러 길목을 막고 있는 중립 에그가 바로 위에 위치하고 있는 중립 아비터에 의해 클로킹되어 나타나는 장치이다"
Invincible, I presume?
Hm it makes no sense to have an arbiter there, you can just set the eggs to be invisible from the map editor and if there's an arbiter then what is cloaking the arbiter? Or is it going to be visible? -_-
Looks like a cool map anyways.
I don't know, I would have thought that they just set the eggs as cloaked in the editor. I'm just going by what someone who can actually read Korean said :p
On March 25 2010 00:47 SubtleArt wrote: I can imagine quite a few balance issues with the eggs though, considering zerg has instant detection and TvP protoss gets obs way quicker than T gets scan
Terrans can always float their CC.
The map looks like a cross between Outsider and El Niño. Pretty turtlish-looking. At least it's replacing Ultimatum.
On March 25 2010 00:47 SubtleArt wrote: I can imagine quite a few balance issues with the eggs though, considering zerg has instant detection and TvP protoss gets obs way quicker than T gets scan
Terrans can always float their CC.
The map looks like a cross between Outsider and El Niño. Pretty turtlish-looking. At least it's replacing Ultimatum.
Why is everyone so caught up on getting into the back egg-natural to expand?
There is a tiny mineral patch on the opposite side (Outside going in) so you can mineral walk past any of the eggs to establish a base inside.
Wtf is MSL doing? This is an island map that is SOOOO favored towards zerg. I mean cmon. Toss and terrans have to get detection which are so hard for them to get whereas zerg has mutas and a freaking overlord at the beginning of the game. As usual MBC fucked up!
Btw I don't really see how this favors terran at all. Mutas are gonna be so strong on this map along with lurker contains on terrans and protoss. Protoss especially is gonna suffer cause they can't fast expand. At least terrans are gonna be able to float their CC over but toss has no way of fast expanding at all. If the eggs were not cloaked then this map would be so much better.
Those backdoor expos look weird. I noticed you can't mineral walk back out again once you send a worker back there. Also, the backyard expo at 7 looks like its farther out from the edge of the map than the other backdoor expos.
On March 25 2010 06:30 G3nXsiS wrote: Wtf is MSL doing? This is an island map that is SOOOO favored towards zerg. I mean cmon. Toss and terrans have to get detection which are so hard for them to get whereas zerg has mutas and a freaking overlord at the beginning of the game. As usual MBC fucked up!
Btw I don't really see how this favors terran at all. Mutas are gonna be so strong on this map along with lurker contains on terrans and protoss. Protoss especially is gonna suffer cause they can't fast expand. At least terrans are gonna be able to float their CC over but toss has no way of fast expanding at all. If the eggs were not cloaked then this map would be so much better.
Anyone can expand there...the workers can glide through the eggs with the help of the mineral patch(and they can get back if need be by click on the main minerals etc) adjacent to them. It was mentioned several times in this thread already.
On March 25 2010 06:30 G3nXsiS wrote: Wtf is MSL doing? This is an island map that is SOOOO favored towards zerg. I mean cmon. Toss and terrans have to get detection which are so hard for them to get whereas zerg has mutas and a freaking overlord at the beginning of the game. As usual MBC fucked up!
Btw I don't really see how this favors terran at all. Mutas are gonna be so strong on this map along with lurker contains on terrans and protoss. Protoss especially is gonna suffer cause they can't fast expand. At least terrans are gonna be able to float their CC over but toss has no way of fast expanding at all. If the eggs were not cloaked then this map would be so much better.
what are you talking about? There's a normal natural right outside the ramp
LOL good insight into the future! @ cloaked eggs, I'm all for it! Something new like that has to be interesting. I was personally thinking about a map with a base bordered by neutral buildings.
On March 25 2010 06:43 Gnabgib wrote: Those backdoor expos look weird. I noticed you can't mineral walk back out again once you send a worker back there. Also, the backyard expo at 7 looks like its farther out from the edge of the map than the other backdoor expos.
dude how can you not mineral walk out? you have mineral patches on your main o.o
Interesting lay out, and the cloacked eggs are nice, I want to see some games... I think BO to punish greedy players will make it interesting. I mean, if you know what he is doing you can counter, that is the beauty of StarCraft...
Neutral arbiters won't cloak neutral units I believe. Cloaking is a feature you can activate in the map editor, but unless it's UMS, it shouldn't work. I have no idea how they got it to work (unless it only works in UMS mode, which would be gay). If they figured a way around it, I'd love to play around with that a bit.
On March 25 2010 08:14 neobowman wrote: Neutral arbiters won't cloak neutral units I believe. Cloaking is a feature you can activate in the map editor, but unless it's UMS, it shouldn't work. I have no idea how they got it to work (unless it only works in UMS mode, which would be gay). If they figured a way around it, I'd love to play around with that a bit.
But then if its UMS, there would be no point placing arbiter in first place... I think.
WEll... too much emphasis on the death of Zerg and neobowman, Neutral can cloak neutral units (Fucking leavers in UMS games). Units are creatable through Melee and proof is Plasma, DMZ, and Persona cloaking is available for the map editor but you need a source to cloak units that cant be cloaked without an arbiter. if you dont know, its pretty complicated and i dont remember how to do it exactly. When you cloak a unit and create it, it creates a random sprite in a remote location on the map and can crash the players but this is through triggers so The Arbiter IS necessary to cloak WELL, MBC should have made the Eggs DTs minus the Arbiter if they were to do this lol
TvP is gonna be hell, like someone said before (5 base Flash Build ftw) TvZ and PvZ, however, are going to be VERY interesting, and should make for some great games. Not jumping to conclusions, though. If one thing's for sure, though, it's long rush distances.
On March 25 2010 09:11 jpak wrote: TvP is gonna be hell, like someone said before (5 base Flash Build ftw) TvZ and PvZ, however, are going to be VERY interesting, and should make for some great games. Not jumping to conclusions, though. If one thing's for sure, though, it's long rush distances.
I think Mirrors will be the best. TvP looks to be the most balanced imo
haha woops, i read that as 'like an arbiter cloaking it' and not 'arbiter above it'. maybe the property setting configuration doesn't work? not at home so can't try it out, but it should work o_O.
On March 25 2010 06:43 Gnabgib wrote: Those backdoor expos look weird. I noticed you can't mineral walk back out again once you send a worker back there. Also, the backyard expo at 7 looks like its farther out from the edge of the map than the other backdoor expos.
dude how can you not mineral walk out? you have mineral patches on your main o.o
On March 25 2010 12:20 Waffles wrote: dont hallu work on eggs? if someone destroys a few eggs you can wall them off with hallued eggs 10 armor meat shield=sexy.
or just storm the units trying to get through the egg wall for less energy
I wonder how much nerfing the backyard and center gas will affect zerg. It made the first odd-eye incredibly hard but the third main and the insane number of geysers may actually make this balanced.
I also see a return to mech play in TvZ in our near future.
but honestly i dont think its gonna be that good for terran. everyone sees a lot of bases and they go OH FUCK TURTLE POWER, but really there is more to it than that. Outsider has a fuckton of bases but that aint good for T at all.
that being said, I could be completely wrong. Terrans might end up loving this shit. God knows they ate up plasma.
On March 30 2010 14:54 dekuschrub wrote: fantasy is just like
OM NOM NOM MECH YESSSS
but honestly i dont think its gonna be that good for terran. everyone sees a lot of bases and they go OH FUCK TURTLE POWER, but really there is more to it than that. Outsider has a fuckton of bases but that aint good for T at all.
that being said, I could be completely wrong. Terrans might end up loving this shit. God knows they ate up plasma.
Outsider allows a turtle Terran to take four bases, but two of them have half resources so they will run out very quickly. This allows Terran a brutish push once they've drawn the resources from those bases, but then they need to claim some part of the center if they want to keep mining.
This new map allows five easy bases to the Terran, but please note they're spread out enough they may be quite vulnerable to aerial attack if you take all five at once, and there are a LOT of other bases on the map for the Protoss to claim. Still... I think it's poor map design when a player does not need map control to take many expansions.
I love the map. Balance issues be damned. It's only on quirky maps that we see weird builds. It's just no fun watching the same boring builds over and over. I want to see players like Zero, Fantasy, Stork, etc. come up with cool builds that abuse the map.
On March 30 2010 18:25 baubo wrote: I love the map. Balance issues be damned. It's only on quirky maps that we see weird builds. It's just no fun watching the same boring builds over and over. I want to see players like Zero, Fantasy, Stork, etc. come up with cool builds that abuse the map.
On March 25 2010 07:16 fwing11 wrote: mind control the neutral, invincible arbitor! yesssssssssssss
You can not mind control units with no hp.
except the arbiters do have HP!!! (i just watched jaedong v baby VOD, where JD killed arbiter) I am seriously expecting mind controlled arbiters from protoss. I am pretty sure that mind controlled units start off with 0 energy however, so I dunno how effective it is going to be. Still seems like a really interesting possibility.
Mech is seriously too strong here. All the expansions are so close, it's not even funny. The main problem is the center expansion. I think if you reduce the number of mineral fields there + reduce minerals at main/backyard expansion, it might be a bit more balanced.
For some reason, I saw this map and said 5 base flash into bcs... O-O lol tvp is gonna be imba, but the other match ups seem fine tho map makers are getting a bit too over creative
sorry to bump a dormant thread, but i noticed something off on pachi's triathlon v1.11 upload.
i downloaded it, played on it, and noticed that it is different from that on TLPD and Liquipedia. Your v1.11 is missing the 0 value mineral patches behind the cloaked eggs beside the mains (at the 11, 7 and 3 positions).
would you (or anyone) happen to have the updated version?