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[M] (3) Triskelian Mortis

Forum Index > SC2 Maps & Custom Games
Post a Reply
bahunto28
Profile Joined October 2010
Canada262 Posts
Last Edited: 2011-04-04 15:23:53
April 01 2011 06:01 GMT
#1
[image loading]

Triskelian Mortis -- Version 1.1

My work for submission to the April MotM 1v1 on a 3-player map, (although my vote goes to 18th as the most aesthetically pleasing so far). Hopefully the setup is amenable for macro games with rush distances similar to LT cross positions. There is lots of air room behind the bases, which may lead to some nice aerial play.

It is up on the NA server now. If there is someone on the EU server who would like to host/test it there, please PM me and I'll send you the .sc2map file.

Map Details:
- 12 bases, 3 golds
- 4 XWT's and LoSB in the center, outer ring of XWT's overlook gold base and 3 ramps each
- Destructible rocks leading into the back entrance to the natural
- Rush distance similar to Lost Temple cross positions

Change Log:
Version 1.1 - April 2, 2011 (thanks for all the comments received, muchly appreciated)
- switched raised XWT's to level with a outer cliff
- moved 4th towards the mains to help positional balance
- added additional path to 4th from anticlockwise
- embiggened ramps and adjusted positioning/orientation

Map Pics:
Overview
+ Show Spoiler +
[image loading]

12 o'clock position
+ Show Spoiler +
[image loading]


Map Analyzer:
Summary
+ Show Spoiler +
[image loading]

Bases
+ Show Spoiler +
[image loading]

Influence
+ Show Spoiler +
[image loading]

Shortest path Main-Main:
+ Show Spoiler +
[image loading]



Looking forward to constructive criticism/comments. Cheers.

meh
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
April 01 2011 06:06 GMT
#2
really interesting natural, i like how there's like a small side entrance to balance out the otherwise stupidly easy to defend natural :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 01 2011 16:25 GMT
#3
All the mini-ramps need to be enlarged to normal size. A 1-diagonal is closer to a 2-horizontal than a 1-horizontal. The mini width is so constrictive for unit movement too. You can use doodads to block a little bit along the edge to make the 2-horizontals require only one forcefield, and be the same width for pathing as the 1-diagonals.

That said, I like the base layout but I think you need to tweak it. There is definite raw positional imbalance. On 2 or 3 bases, I don't think that translates to game imbalance, by virtue of the distance. Either player will be attacking in roughly the same orientation, even though the anticlockwise player is technically taking a 3rd towards their opponent. I like this a lot btw, I like balanced asymmetry. However, taking a 4th base is much safer for the clockwise player. To expand away, the anticlockwise player must travel half way to the unused start location, quite far.

I think you can make the general architecture and the expansion layout better by connecting the narrow path directly to the 4th (and pulling the 4th base towards the edge a little so this connection doesn't come out behind the mineral line). In fact, you can scoot the 4th all the way up under the cliff of the main so that it will belong to the closest start location. The extra entrance to the narrow path will greatly enhance its use. The more options the better.

Lastly, towers on narrow high ground rather favours terran. You need to make the ramps wider and give a lot more space on the high ground, or put them on flat ground with a barrier on one side. (I think this is better.) If it were me, I would make a high ground wall and put the towers on the inside of the wall so that using them defensively is a commitment. You could enliven that general setup with LosB, more obstacles/chokes, and small openings in the wall, etc.

Okay, hopefully some of these comments will help you! =)
Comprehensive strategic intention: DNE
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
April 01 2011 19:56 GMT
#4
Just wondering, what is your concept for the asthetics of this map? Is that a skull and crossbones @ each main? you are aware that players won't be able to see that in-game, right? The in-game camera is far too zoomed in to see enough of the image to figure out what it is, and it might just be confusing.t the player

gameplay wise, my biggest complaint is the ramp sizes. They're not equivalent on all sides because of the difference between diagonal and horizontal/vertical, creating positional imbalances. also, It's very important on 3 player maps to make it equally easy for players to expand to the left or the right, so as not to give one player an advantage.
For he is the Oystermeister, lord of all the oysters.
bahunto28
Profile Joined October 2010
Canada262 Posts
April 01 2011 20:20 GMT
#5
Thanks for all the comments so far.

I agree completely with regards to that 4th and how it should be more accessible to the anticlockwise player expo'g . In the process of tweaking that as you'd suggested and including that extra pathway directly to it.

Ramp sizes... this function of SC2 editor is my bane. I'll tweak the sizes/orientation of the ramps to minimize positional imbalance. And removing those Xel'Naga ramps altogether.

And yes, i was going for a skull/crossbones theme for each main. I was hoping to have it show up on the minimap. Also, the header image is the center of the map which is easily seen in game.
meh
oneil
Profile Joined March 2011
Canada73 Posts
April 02 2011 00:08 GMT
#6
bahunto, I'm quite fond of the ideas you have behind this map. Would you allow me to use the basic layout/skull theme as a new project of mine? I would obviously credit you fairly in the map info..

What you've got is a great start, I would definitely look into putting more terrain in the middle. *thumbs up*
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
bahunto28
Profile Joined October 2010
Canada262 Posts
Last Edited: 2011-04-02 07:43:58
April 02 2011 00:51 GMT
#7
absolutely, it would be awesome to see what variations come out of it. pm me your email and i'll send you the .sc2map file. it has undergone a few changes since the original upload based on the the previous comments, but ever since the new patch, i haven't been able to fix pathing...

and yeah, the center area is a bit to spacious atm. lol
meh
bahunto28
Profile Joined October 2010
Canada262 Posts
April 02 2011 08:53 GMT
#8
Version 1.1 now up. Map will be loaded onto NA server as soon as i figure out how to do it, but now sleep is good....
meh
oneil
Profile Joined March 2011
Canada73 Posts
April 02 2011 20:47 GMT
#9
I'd start from scratch, just with the skull/texture set/layout in mind.. thanks!

On April 02 2011 09:51 bahunto28 wrote:
absolutely, it would be awesome to see what variations come out of it. pm me your email and i'll send you the .sc2map file.

You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
bahunto28
Profile Joined October 2010
Canada262 Posts
April 04 2011 15:48 GMT
#10
Now uploaded to the NA server.
meh
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 04 2011 15:52 GMT
#11
Can I ask why you "misspelled" Triskilian?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
bahunto28
Profile Joined October 2010
Canada262 Posts
April 04 2011 17:50 GMT
#12
On April 05 2011 00:52 FlopTurnReaver wrote:
Can I ask why you "misspelled" Triskilian?



because i'm an idiot. lol. too late to fix now i guess. already submitted and such... ah well.
meh
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 04 2011 18:01 GMT
#13
Well a namechange shouldn't be the biggest problem
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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