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[M] (3) Tridevi

Forum Index > SC2 Maps & Custom Games
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ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-08-17 22:40:20
July 12 2016 06:58 GMT
#1
[M] (3) Tridevi

[image loading]


[image loading]
(click to enlarge)
Size: 172x172
Base Count: 18
Spawns: 2, 6, 10 o'clock
Published to: AM, EU, KR
+ Show Spoiler [Angled Overview] +

[image loading]
(click to enlarge)






Description:
+ Show Spoiler +
Tridevi is a three player map which is bilaterally symmetrical between each spawn point. Much like Merry-Go-Round it is surrounded by no fly zones to ensure that the airspace between each spawn is symmetrical.

The main is fairly normal, with not many cliffs for reapers, and limited airspace behind it. The natural has empty space behind it, and has two openings one leading towards the opponent and one away. There are a few choices of thirds, the third closer to the opponent, the third away from the opponent and the close gold away from the opponent all being options.

All the rocks in the middle of the map (apart from the destructible ones) contain LOS blockers which allows for a safe haven where air units can idle, and can also serve as concealment. The shortest route between the players is the inner one, but there's also a larger one with multiple layers of LOS blockers to create a more dynamic are of combat between the two players (this role is usually fulfilled with ramps, but 3-player symmetry didn't really lend itself to that). The Xel'naga towers between the golds are approachable from both sides, and spot the golds as well as the innermost circle of LOS blockers.

Destructible rocks narrow the entrances to the natural, as well as block the way between each pair of gold bases.

The middle can serve as a good counterattack route, depending on your opponent's expansion pattern.


Changelog
+ Show Spoiler +

  • August 17th: Version 1.1 with only 1 layer of rocks, main mineral lines moved further out, and some visual changes
  • July 11th: Published as + Show Spoiler +
    [image loading]
    + Show Spoiler +
    [image loading]


RoomOfMush
Profile Joined March 2015
1296 Posts
July 12 2016 14:24 GMT
#2
Want to be honest, I am not a big fan of the color scheme. Red, Blue, Yellow and very little texturing details all around.
Shapelog
Profile Joined November 2015
United States5185 Posts
July 12 2016 17:14 GMT
#3
I have a question, it looks like small rocks or some kinda rock is blocking the small path between the golds. Is it?

If so, I can see a player, if the place Static D buildings right, get 6 bases easily.
"Subsequently clicking post is like launching a doomsday's worth of nukes' equivalent in dopamine." -RB
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-07-12 17:33:19
July 12 2016 17:27 GMT
#4
On July 13 2016 02:14 Shapelog wrote:
I have a question, it looks like small rocks or some kinda rock is blocking the small path between the golds. Is it?

If so, I can see a player, if the place Static D buildings right, get 6 bases easily.


That's a Xel'naga Tower, but yes. However you'd have to block both sides which are pretty wide open, there are destructible rocks near all golds, and the natural is pretty vulnerable by air, so I don't think 6 bases are that easy.

On July 12 2016 23:24 RoomOfMush wrote:
Want to be honest, I am not a big fan of the color scheme. Red, Blue, Yellow and very little texturing details all around.


I do agree somewhat, though it looks better in game. The sand especially could do with more texturing, since the sand dunes are hardly visible. I was mainly trying for a map with an extremely clear minimap, since my maps tend to be somewhat messy.
scoo2r
Profile Joined December 2015
Canada90 Posts
July 17 2016 14:08 GMT
#5
I like the look of the map and the unique use of sight blocker. There need to be more 3 spawn maps out there only a few published by Blizz. I feel like here, the natural is like King Sejong Station, but like that map, it may require complete rock wall off on one of the ramps leading to the natural.
Another day, another depot.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 18 2016 02:23 GMT
#6
On July 17 2016 23:08 scoo2r wrote:
I like the look of the map and the unique use of sight blocker. There need to be more 3 spawn maps out there only a few published by Blizz. I feel like here, the natural is like King Sejong Station, but like that map, it may require complete rock wall off on one of the ramps leading to the natural.


Rocking off one end doesn't work since the map needs to be symmetrical between the spawns. Also I don't think it's needed since both entrances are fairly small, I want to allow people to expand both towards and away from the opponent, and the rush distance to the "away" opening is fairly long.
Shapelog
Profile Joined November 2015
United States5185 Posts
July 20 2016 23:56 GMT
#7
Lol I see what you mean. I thought the reeds were walls for a sec.
"Subsequently clicking post is like launching a doomsday's worth of nukes' equivalent in dopamine." -RB
LongShot27
Profile Joined May 2013
United States2084 Posts
July 22 2016 18:25 GMT
#8
How sad
If all men were created equal there would be no reason to declare it.
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