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[M] (3) Trillium Toxicodendron

Forum Index > SC2 Maps & Custom Games
Post a Reply
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-10-29 07:31:18
October 27 2011 07:47 GMT
#1
Trillium Toxicodendron v.1.10
This map is intended for the TL Mapping Contest instigated by Blizzard.

This map is published on NA.

+ Show Spoiler [Other Contest Maps] +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=275207 -- Xel'Naga's Folly
http://www.teamliquid.net/forum/viewmessage.php?topic_id=275739 -- Blockbuster


Creation Details:
+ Show Spoiler +

This is my third and final map for the TL Mapping Contest. I did not know if I would be able to pull this off in time, but I made a big push (that cut into my already somewhat dismal sleep schedule) and I have to say I'm pretty pleased with how it turned out.

Unlike my other maps, I chose to go with a slightly different approach to the map, that is to say, I did not go with the full Broodwar square this time. Instead, I decided to play with another regular polygon that better fit the number of players (three, btw) that I had intended this map to accommodate: the hexagon. Now while you might first think of the number "six" when you hear the word "hexagon", the reason I wanted to go with a hexagonally shaped map versus a triangular map for three players is that a hexagon simply fills more space within that Broodwar square than a triangle does while still being evenly divisible by three. This allows for less wasted space in the map file (to a certain degree) and also allows for more space to play with inside the bounds of the shape which suits the kind of play I was envisioning on this particular map.



The way I got the hexagon play area to work was to reverse engineer my hexagon dimensions from the approximate play area I was looking to cover. So first I took a 150x150 playing area (the size of my other two contest maps) and found what a side of a hexagon with that area would be which is approximately 93. So I knew that would have to be my maximum size, but the way terrain works, it likes to be in even numbers in general, so what does a 90 length sided hexagon yield as it's height and play area? ~156 height and ~145x145 area. And that's how the playable area was determined.

But, this is a three player map, maybe that's still a little large, let's see what an 80 length sided hexagon yields: ~140 height and ~129x129 area. Perfect. And yet, both of those even length yield a nice even height, is there a way to use both? Oh yeah, air space -- why not? So to constrain the playable distance to just the ~145x145 area, the playable map height is set to 156 which takes care of two of the sides, and the angled sides utilize no-fly-zone blockers to complete the boundary within the boundary.

But before we can know where to place those blockers, we need to section out the hexagon(s) into the terrain. So first, find the middle point of the map, count back 45 (90 / 2) along the blue line, terrain lower a corner, find the other corners, lower them, find the middle corners, lower them, determine the rise-over-run of the mid corners to the base corners and plot the most even straight line. Repeat for the inner hexagon (ground playable area) and lower the in between. Bam. Interestingly enough, this is my smallest map despite the fact that the technical playing boundaries are 180x156 (and it also has the most surrounding space I think).



One goals of this map was to attempt to make as rotationally symmetrical a three player map as possible to mitigate positional imbalance. However, it is also fairly reflectionally symmetrical as well, the key asymmetry being the direction the dual naturals (yes, *more* dual naturals -- more on that below) are facing.

Regardless, in order to achieve as high a level of symmetry as possible, I was required to dig deep into my past and utilize certain maths that I haven't been required to use in years, which was quite a pleasure (and fortunately for me, wikipedia somehow plagiarized all of me Trig notes). Rotating the major points of a land formation from a 45 degree based system into a 30 degree based system and then approximating that back into a 45 degree based system takes a bit of art in addition to the math.

That said, as well as I think I got the symmetry to align, there are quite a few minor (to my way of thinking) positional imbalances in each of the three positions. In spite of that, I believe I have covered the support of most, if not all, of the traditional openings (FFE, 14/14, T/P wall-off) as well as effectively mitigated the likelihood/effectiveness of certain less desirable openings (::cough:: 4-gate all-in ::cough:: ) and created on the whole a very balanced map.

While my quest to perfect the dual natural layout continues with this map (until I solve it and can move on to triple naturals!), the variation here I would hazard to say is more "standard" than prior attempts. The reason I say this is that it utilizes one of the more popular methods of providing a second natural option (a "protected" base) and it utilizes rocks (which should make Blizzard happy).



Anyway, I mentioned that a hexagon best fit the kind of play I wanted to see on this map, particularly over what could be done on a triangular field, so what is that? Well, what I wanted to see was the ability to utilize positional play, broad sweeping flanks, and the ability to completely bypass the typical size contain. Now these might in part seem like some contradictory themes, but I think that they play together well through this map.

The front of the main can see/attack movements from the middle toward either of the two naturals via the low ground path. To avoid this potentiality a detour must be made over or around the raised ground between the bases.

Going over is a little more chokey, but gives access to the watch tower which can see any movement out of the natural (via the ramp). Also, the choke-iness also forces (to a degree) large balls of units to spread out in a line from which the ranged untis can easily form a concave against units on the low ground. This allows for a bit of a counter ambush, as well as a potential flank/surround if (melee) units were to pour down the ramps at both ends.

Going around is less chokey but loses the vision of a potential counter-attack/backstab through the middle.

Of course, breaking the rocks behind the other natural (or third) can allow and army to travel virtually unnoticed, unless of course the other tower were occupied as well.

In either case, there is sufficient air space to allow for drops/aerial assault that can go unnoticed by the towers so scouting remains absolutely essential even in the face of otherwise full map control. These sort of dynamic of options and counterplay are much more enabled by the broad sweeping wings of the hexagonal shape than I think a triangular shape could support.



The name comes from the combination of the plant genus Trillium, which are certain three petal flowers, and the plant genus Toxicodendron, to which plants like poison ivy (also three leaved) belong. The name is supposed to imply a hidden danger (since I do not think Trillium are dangerous) which I think play on this map will prove out. So with an adequately themed name for a three player map, I decided to take the art in that direction as well, and from a birds eye view tried to make the map look somewhat flower/plant-like. If I had more time I would try to to a better job of this, but I am satisfied with how it turned out for now.


Map Pics:
+ Show Spoiler +
Overview
(90 degrees)
[image loading]

(Game angle, full map)
[image loading]

Analyzer
+ Show Spoiler +

Summary (rocks used to force routes)
[image loading]

Summary (rocks used to force island mains -- though this is a slightly different version map than the one above, only the 12 is affected, and yet, all of the main sizes change BIGGER when isolated... very odd... so I do not know which is the accurate calcuation for main size)
[image loading]

Rush distances (rocks used to force routes)
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Details
+ Show Spoiler ['Beauty' shots] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

+ Show Spoiler [Wall-offs] +

Protoss (this should give an idea of how to wall, FFE, and force field on the cardinal direction ramps)
[image loading]

+ Show Spoiler [Creep connections] +

None yet -- Should only take one, if that.

+ Show Spoiler [Siege range] +

None yet -- pretty straight forward, everything is siegeable to a degree, main cannot be sieged from the front.



Map Specifications:
  • Size -- 180x156 playable (200x184 full) [technical]
  • Size -- ~145x~145 pathable [by air -- area of 90x156 hexagon]
  • Size -- ~129x~129 pathable [by ground -- area of 80x140 hexagon]
  • Tileset -- All Haven
  • # Players -- 3
  • Main Locations -- 12 / 4 / 8
  • # Bases -- 12
    • 9x 8min, 2gas {main & x2 natural} (standard min/gas amount)
    • 3x 6min, 2gas {between bases} (standard min/gas amount)
    • Total Resources -- 195,000
    • Saturation -- 11.607124857~ [by ground]

  • Rush Distance Timings
    • Any
      • Main Ramp to Main Ramp -- ~40sec
      • Nat Ramp to Nat Ramp -- ~35sec


  • # Xel'Naga Watchtowers -- 3
    • One on high ground above each gold base

  • Line of Sight Blockers -- 9
    • One on each side of the 2/6/10 gold bases
    • One in the middle along the gold base vectors separating the middle "belonging" to each base

  • Destructible Rocks -- 12
    • Covering each gold base expansion location -- 1
    • Covering the large backdoor ramp to the third -- 1
    • Obstructing/Narrowing each main ramp -- 1

  • Unpathable terrain -- 2
    • Entire area outside the outer edge of the water unpathable even by air - 1
    • Middle "fountain" area, no ground pathing - 1



Change Log:
version 0.90 posted -- OP
version 1.10 posted -- mains slightly enlarged, naturals slightly shifted, some positional imbalances adjusted

Final comments:
I hope you enjoy this map! It was fun and challenging to make. There is very little time left to this contest, but if you happen to playtest it I'd be very happy to recieve feedback about it.

EDIT1: Finished OP, version updated (see Change Log)
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Apom
Profile Blog Joined August 2011
France656 Posts
October 27 2011 08:08 GMT
#2
It looks very choky overall, especially in the center where armies will meet. I think that the centermost half of the X-shaped cliffs could be cut to make things clearer.

(Side note : you have (4) in the title of the topic, instead of (3).)
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
October 27 2011 10:12 GMT
#3
After our games (you have the replays) Arcajin thinks the shape of the gold minerals might make it unable to build the nexus/CC at the right distance. You should test to confirm.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 29 2011 07:29 GMT
#4
OP updated/completed. Please take a looksie.

-=-=-=-=-=-=-=-=-=-=-=-

@ Apom -- there is some chokey-ness, but please read the creation details as it should explain some of that. In testing, the colossus ball did not have too much trouble staying together.

@ Blazinghand -- The golds on average are probably slighly further away than in general, this is because at the 6 to try to remain as symmetric as possible, the base will be slightly closer to one side there are two optimal build locations one tile apart. So to approximate this at the 2 / 10 spots, there is only one optimal build spot, but the minerals are just slightly further on average. I do not believe any of the though are further than is a normal "long" distance (so 4 tiles instead of 3). The vespene is the same, one short and one long at each.

Also, just so you know, the mains were enlarged a bit via your recommendation after we playtested the other night. However, the ramps in the middle were not simply due making it way too chokey. Besides, that high ground is supposed to be more tactical than an actual place to pile a huge army.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 29 2011 11:40 GMT
#5
As soon as I saw the name I knew it was a hypertonic map
It's a good 3base concept, but it IS very chokey.


@ Apom -- there is some chokey-ness, but please read the creation details as it should explain some of that. In testing, the colossus ball did not have too much trouble staying together.

Did you test ZvP against collosus ball? The current size of the chokes, and the length, make passageways where protoss is invincible because the zerg can't engage.
You should also make the main- nat(?) ramps diagonal because the way they currently are makes walling easier in certain spots.
Moderatorshe/her
TL+ Member
Athox
Profile Joined July 2011
Norway64 Posts
October 29 2011 13:41 GMT
#6
Tanks on all the high grounds in the middle there = invincible
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 29 2011 16:06 GMT
#7
@ TehTemplar -- As far as the ramps go, those are the best ramps for those positions that are: A) as symmetric as possible, B) as aesthetically pleasing as possible, C) as functionally even as possible. Believe me when I say I tried to make the angled ramps work, but quite simply they didn't. They either cut too much into the main or too much into the natural and looked fairly awkward. They were also not as friendly to the conventional wall-in configurations. Perhaps there is a way they could have worked, but this was the best configuration I could come up with. Every spot should be able to have a standard Terran 2 supply/1rax wall, Protoss a gateway/cyber/zealot wall, and Protoss a 1-2 pylon/forge fast expansion. While it is a technical positional imbalance to require a building less in a location, I do not consider a one pylon difference to be breakingly significant. Again, it was the best I could come up with.

I did not test every composition and every tactic on this map, no. That was one that has not yet been tried. However, while things like colossus and tanks will be strong on that ridge, especially colossus aided by blink stalker, but the zerg (insert race really) can engage by surrounding the high ground passageway. By attacking from both sides with ranged units and sending melee in from multiple ramps, zerg should be able to have a decent fight.

@ Athox -- Same thing with tanks, ranged units with vision should be able to assualt the cliff from multiple angles with melee charging the ramps. It will not be *easy* and maybe not what people are generally used to tactically, but I think it raises the skill cap in a good way and allows for more interesting positional play.

If either of you would be so kind as to playtest it a few times and prove otherwise, that would be great. I'm still going to submit this map as is because I simply will not be able to work on it any more before the submission period ends, and play on it so far has turned out pretty well.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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