• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:32
CEST 09:32
KST 16:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"4ZeroSpace Early Access is Now Live!30Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)96
StarCraft 2
General
3kb/s downloading patch..... are we back to 1998? Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games screpdb: new Starcraft reporting tool
Tourneys
Escore Tournament - Season 3 2v2v2v2 Tournament [Megathread] Daily Proleagues Star Con San Diego 2026
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! General RTS Discussion Thread Nintendo Switch Thread Path of Exile Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6455 users

[M] (2) Triangulous

Forum Index > SC2 Maps & Custom Games
Post a Reply
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-30 21:15:41
July 30 2012 13:33 GMT
#1
Triangulous - version 1.2
by Fatam
Published on [NA]

[image loading]

Texture Set:
+ Show Spoiler +

Xil Dirt
Xil Dirt Cracked
Xil Grass
Xil Rock Cracked
Aiur Grass
Aiur Grunge
Aiur Small Bricks
Tarsonis Grass


Lighting: Custom

Analysis Pictures:
+ Show Spoiler +

[image loading]
[image loading]


Aesthetic Pictures:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
(one of the overlord spots, w/ this one you can see the bottom middle ramp outside the natural/3rd area)

[image loading]


Data (Gameplay):
Playable Bounds: 166 x 156
Main - Main: 54.1 seconds (6 seconds shorter than Cloud Kingdom which is considered a slightly long walk, so that makes it ~average. Air distance is a bit shorter than average)
Expansion Count: 4 normal expos per side, 1 half expansion per side, 2 8m3g middle expansions (11 total expansions/13 total bases if including the 2 halves)
Xel'Naga Towers: 3
# of rocks: 2

Explanation:
+ Show Spoiler +

It was sort of a silly concept I was toying with in paint to make a map out of triangles, but after making the basics in the editor I thought it could actually become a good map.

@ the 3rd being siegable from below - I'm totally cool with that. You can flank someone sieging there from 2 sides or you can kill whatever's giving them vision. It also counteracts the fact that the 3rd is so close / fairly easy to take.

I hope you enjoy some of the slightly strange aesthetics that tell the story of the place.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 30 2012 14:13 GMT
#2
Too many straight lines! =[
Design is sort of weird but acceptable, I guess.
ModeratorI am still alive, somehow
TL+ Member
Corak
Profile Joined February 2010
Germany188 Posts
July 30 2012 14:32 GMT
#3
Haha... cool map!
But I there are spacing problems:
The path in the south is too narrow. I can easily be blocked off with buildings & static defense. After that you just have to hold the relatively small spot outside you natural to hold five bases vs ground!
The 12 o'clock base has a nice jungle feel to it but is too cramped with the trees and rocks.
The status in the mains may be more annoying than the are nice to look at.

I don't mine the straight lines... it has a funny feeling. but the path in the south must look pretty boring in-game.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 30 2012 14:50 GMT
#4
I think the biggest issue is the 54.1 tile rush distance - or ~25 seconds
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Monochromatic
Profile Blog Joined March 2012
United States999 Posts
Last Edited: 2012-07-30 15:26:25
July 30 2012 15:25 GMT
#5
Really short rush distance, natural might also be too safe.

Taking third looks like on CK, where you really only have to defend 1 choke. The difference here is that you also defend your natural. Maybe move the third away some?

EDIT: Neutral Depot looks like it blocks FFE.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2012 18:24 GMT
#6
On July 31 2012 00:25 Monochromatic wrote:
Really short rush distance, natural might also be too safe.

Taking third looks like on CK, where you really only have to defend 1 choke. The difference here is that you also defend your natural. Maybe move the third away some?

EDIT: Neutral Depot looks like it blocks FFE.

^


yes the neutral depot should be on the other side of the ramp
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-07-31 01:13:30
July 31 2012 01:13 GMT
#7
Depot was on the other side of the ramp (closest your opponent) but I moved it there a couple revisions ago because it actually gets in the way of FFE if it's on the other side, contrary to how it might look.

I think some people are getting confused - the newer analyzer algorithm doesn't read by length but by seconds. So 54.1 is 54.1 seconds (for example, if you plug Cloud Kingdom into the newer algorithm the rush distance is 60, only 6 seconds longer than this rush distance. The rush distance for ESV Golden Valley cross-distance is exactly the same as this map (54), with the closed position rush being much shorter (44 iirc). Just for some comparisons.)

I think the southern path could be widened a bit without any problems.
Wasn't clear on "The status in the mains may be more annoying than the are nice to look at."

Thanks for the replies!
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Corak
Profile Joined February 2010
Germany188 Posts
July 31 2012 07:22 GMT
#8
On July 31 2012 10:13 Fatam wrote:
Wasn't clear on "The status in the mains may be more annoying than the are nice to look at."


typo, should have read "statues"
Insomni7
Profile Joined June 2011
667 Posts
July 31 2012 07:38 GMT
#9
This map is actually totally sick. I'm totally getting the style and feel.
My biggest concern is the corner expansions. Because of the nature of the map it seems that there is almost a free base in the corner there. It is just so far from your opponent. sure it CAN be harrassed, but consider moving those bases nearer the center.
Never Forget.
Fatam
Profile Joined June 2012
1986 Posts
July 31 2012 08:42 GMT
#10
Thanks. I think you're right about the 5th, and someone else mentioned that 5 bases is a bit too easy. I think I will do something there. I don't think I can outright get rid of it, because then people will cry about too few bases on the map. I'll have to find a way to make it more attackable / dangerous to take, probably by moving it closer to the center somehow.

"typo, should have read "statues""

haha yeah, you might have a point. Maybe i'll push it off into the corner or just get rid of it. I could see it getting in the way of buildings.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
July 31 2012 11:25 GMT
#11
Aesthetically beautiful, though the southern part is questionable in balance
John 15:13
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-07-31 13:55:18
July 31 2012 13:50 GMT
#12
HUGE edit. Give it a second look. The updated version isn't published since SC2 is down atm for 1.5 but I'll put it up later. The aesthetic and analysis images are all updated, along w/ some text.

Lots of birds were killed with few stones. Completely revamped (obviously) the bottom 1/3 of the map, and a few other things.

1) Corner bases not fully removed but changed to half bases (Not 6m1hyg, but actual half bases (4m1g). I wanted to keep something there, and they are nice for if someone is just really desperate in the late game). The choke leading from the middle to this area was hugely widened.

2) Moved the "fifth" farther towards the middle in the new huge/wide-open bottom area

3) Removed the LOS blockers at the natural (it was probably just good for hiding pylons or banelings and making people rage, really) and outside the 3rd. Changed some of the lower LOS blockers to cover only half or part of the path.

4) This will probably be sorta controversial, but I added a new path leading INTO the middle of the 4th's mineral line (I moved the minerals to the side so the defender can fit units through, of course). There is also ample room to either side of those geysers, so you can't just sit marines up against those ruined houses and laugh against zerg, there is room there). Some people will surely hate this, but I think the 4th is just a little too safe and easy without this twist. If you notice how the LOS blockers are situated there, even if your 4th is getting attacked from range, you'll still be able to mine half the minerals and 1 of the geysers thanks to the LOS (assuming they don't have a spotter, of course).

5) Added a xel'naga tower to fight for in the bottom area. The sight of the tower should end just before those LOS blockers next to the 5ths.

I think the changes do some really good things to the map (feel free to disagree with me and interject your opinions of course). Zergs will probably want to take the "normal" fifth since it's so open and easy to surround any attacking force. Whereas P might take the forest 3g expansion as their 5th (or even 4th) because of how choky and easier that area is to defend against Z. While a Terran might take the center sand expo since there is highground above it and Terrans love controlling the middle. So there are good options for all three races as far as 4ths/5ths go.

Hope you guys like it. Put a lot of love into it. Feel free to bash it and tell me how you think it would be better though

edit: oh and I moved the statue to the corner of the main, corak
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Fatam
Profile Joined June 2012
1986 Posts
August 01 2012 03:42 GMT
#13
Got it up. :O)

Looks like Blizz finally fixed their shyte. Publishing works now.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Please log in or register to reply.
Live Events Refresh
Next event in 3h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 142
StarCraft: Brood War
PianO 437
Larva 330
actioN 266
Mind 88
Leta 85
ZergMaN 56
sSak 43
yabsab 24
firebathero 0
League of Legends
JimRising 631
Super Smash Bros
Mew2King203
Other Games
summit1g9918
WinterStarcraft667
ceh9570
Sick149
RuFF_SC284
FoxeR52
Organizations
Other Games
gamesdonequick975
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH326
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2322
League of Legends
• Rush1671
• Stunt446
Upcoming Events
WardiTV Weekly
3h 28m
Monday Night Weeklies
8h 28m
Sparkling Tuna Cup
1d 2h
INu's Battles
1d 3h
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
1d 16h
The PondCast
2 days
Kung Fu Cup
2 days
Patches Events
2 days
Replay Cast
3 days
CrankTV Team League
3 days
[ Show More ]
OSC
3 days
Replay Cast
3 days
Escore
4 days
CrankTV Team League
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
RSL Revival
5 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
5 days
Afreeca Starleague
5 days
RSL Revival
6 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

Acropolis #4
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
CSLAN 4
ASL Season 22
Acropolis #5 - TRS
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.