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Active: 1812 users

[M] (3) Trichite

Forum Index > SC2 Maps & Custom Games
Post a Reply
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-13 19:53:59
August 12 2011 22:00 GMT
#1
My second published map Trichite
[image loading]

Description:
- 3 spawn 1v1 map.
- Natural is easy to take.
- Option of 3rd's! Low money high ground with rocks defending, or normal money mid-ground third that opens up a wider ramp.
- 3 Xel'naga towers on the low ground attack paths, a longer attack path is availuable if your opponent owns the tower between you.
- 15 bases, 3 of them being 6 mineral 1 gas bases. No golds.

Tileset:
- Shakuras Bricks
- Shakuras Hextiles
- Zakul'das Mercury Cracks
- Zakul'das Dark Rock
- Avernus Dirt
- Ulnar Hull 1, 2, and 3.

Theme:
Definetly intended to be a dark map. Colors that stick out are black and neon green. Lighting is also dark green, with bloom to accentuate the green flames found around the map.
Both the tileset and the doodads involve the Xel'Naga.
Lots of obelisks with flames on them :D
+ Show Spoiler +
[image loading]


Making of the Map:
Sadly I neglected taking screenshots at the begining stages of the map, but at first it looked nothing like this, trust me. Actaully, when i first was designing the layout, I only realized as i was making each players third base that the map scale was ridiculusly huge, and had to start over.
For a good guide on 3 way symetry: http://www.teamliquid.net/forum/viewmessage.php?topic_id=193415

Origin of Name:
For future reference, it is pronounced Tri-Kite not Tri-Chite. Meaning: any of various needle-shaped crystals that occur in some glassy volcanic rocks , I thought it fit.

Full view, slanted, and 1/3 of map:
+ Show Spoiler +
[image loading] Slanted view, for the record large circles will create headaches while maping.


[image loading]Full 90 view, do you think theres too much water? Kinda jumps out at me.

[image loading]
Top 1/3 of the map, The main in the top, natural on mid-ground between the two possible thirds. Third base on the low ground blocked by rocks, destroying them will open the attack path.
Also visable is the low ground, where you can see 2 of 3 xel'naga watchtowers.


Wall off (protoss):

+ Show Spoiler +
[image loading]Same wall off is viable on all spawn locations.


Some pretty pic's:
+ Show Spoiler +
[image loading]
Center of the map, kinduv a floaty obelisk thing with some glowy hexagons :D. Fun fact: Hexagons are perfect for 3 way symetry.

[image loading]Low ground fourth base, creepy fog with glowy crystals.


Analyzer:

+ Show Spoiler +
[image loading] There is a set of rocks in the north, didnt pick up on it though.


Im looking for feedback! Posting "cool map bro" is NOT what im looking for! The map will be uploaded to Battle.net under the name "Trichite". Search for it in game and play against your friends, or message me in-game to play on it against me, Glitch.609. Im currently demoted to high diamond, but was a low masters player in season 2.

Whether you have played the map or not, if you have suggestions on ballance or anything:
- Post it here,
- Email it to Sc2Glitch@gmail.com
- Message me in game, again Glitch.609
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 12 2011 22:15 GMT
#2
I don't like how u placed the mineral lines - there needs to be space behind for turrents / mobile AA (and to prevent f.e. a MULE getting stucked) and this also helps against drops behind the mineral line. Main minerals with the back to the mid leaves the base kinda vulnerable. Will be very very hard to defend vs early tank pushes / bunkers there with reapers jumping up and down. As whole some of the expos feel a little cramped. Other than this proportions are kinda ok but i don't if you can fix the space issue within ur current map bounds.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 12 2011 22:19 GMT
#3
Holy 4-base turtleopolis!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-12 22:23:51
August 12 2011 22:21 GMT
#4
Some extra space behind the minerals can definetly be done. Having the main bases minerals facing the middle just kinda happend, i have to agree that leaves your workers ridiculusly open to... anything really.

Ty ty :D

Edit: @IronMan, do you think? i tried to make it so holding all 4 of those would be pretty tough, as there would be 3 attack paths. albiet one with rocks.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Tsuycc
Profile Joined February 2011
Canada269 Posts
August 12 2011 22:23 GMT
#5
I would do something about the expo's they're SUPER easy to take, imgaine a protoss, sitting on 4 basses then pushing out?
[Hoping spider mines are brought back in SC2] // MarineKing // Leta // Polt | Terran Pride "my girlfriend is the medivac" -Rain
Gl!tch
Profile Joined December 2010
United States573 Posts
August 12 2011 22:26 GMT
#6
Thanks for pointing out the "turtlyness" :D. Im new to map-making, so i definetly value the feedback. In my attempt to make the map very macro orientated, i seem to have made the expansions to easily defended.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 12 2011 22:30 GMT
#7
Don't get me wrong - for your 2nd map it's pretty good but has for sure some issues. You'll improve with further maps/reworks
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Gl!tch
Profile Joined December 2010
United States573 Posts
August 12 2011 23:00 GMT
#8
First revision:
+ Show Spoiler +
[image loading]

-Rotated Minerals in main and moved farther back from center.
-Made small ramp leading to center wider (taking the 8 mineral third harder)
-Put High ground 6 mineral third on the low ground, now destroying the rocks to place a cc/nex/hatch will also open the attack path.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Dragom
Profile Joined December 2010
194 Posts
August 12 2011 23:38 GMT
#9
get rid of the High ground 3rd next to the natural and make it into an island much farther to the edge(that will get rid of some of the water) or you can make it into a semisland, but make sure its far away enuf so that tank drops wont do anything
"The second thing to go is your memory...ergh, I can't remember what the first thing is..."
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-13 00:19:32
August 13 2011 00:18 GMT
#10
This is sort of how I would change it. I'm by no means a pro map maker, so if someone calls me out on something you should probably listen to them.

+ Show Spoiler [Phried's Changes] +

[image loading]


Unfortunately, this would make the middle very narrow...

Hmmmm...

Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-13 01:06:44
August 13 2011 01:02 GMT
#11
Second Revision:

[image loading]

- Mid-Ground third now put on low ground and in the center.

This took some thought, even after placing the high ground third on low ground and adding rocks, this third was still to easy to defend. Putting it on the low ground pretty much makes it a fourth base, and mixes up the spawn locations in a bit. What i mean by that is that if you spawn with your enemy to your left, taking the low ground base in the middle will be alot harder then taking the 6 mineral low ground base with the rocks. Whearas the player on your left will have a slightly harder time holding his 6 mineral base. The unltamate downfall of rotational symetry.
Heres a new 90 degree view for clarification: + Show Spoiler +
[image loading]


- The second, and more simple change, was taking the Xel'naga towers off of that high ground spot. It was to large of an obstruction to that attack path, and created a very narrow choke between it and the high ground north of it. Now its on the ground, surrounded by LOS blockers.

As for making the third an island to block out some of that excess water, im all for island expansions, but dont think a third base should be one. IMO island's are meant for the late game, where taking an extra safe base is important. Early game i forsee difficulty's with players (particularly protoss and somewhat zerg) not having gone down the tech path to get drops and get that third.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 13 2011 01:10 GMT
#12
Looks interesting. Nice symmetry. I'd like to see a closer zoom in so I can take a better look at the details.
t1mid
Profile Joined May 2010
United States143 Posts
August 13 2011 01:59 GMT
#13
Lol makes me think of razer looking at this map. Good overall architecture.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 13 2011 02:12 GMT
#14
On August 13 2011 10:59 t1mid wrote:
Lol makes me think of razer looking at this map. Good overall architecture.

The Razer logo would make quite the interesting 3 player map... perhaps another day...
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Samro225am
Profile Joined August 2010
Germany982 Posts
August 13 2011 09:47 GMT
#15
i don't like how all bases needed are positioned close to your base. it is like a fortress, you do not have to move out to take more bases.

i do not understand why you created a positional imbalance with different ramp sizes in clockwise and ccw direction.

please add an analyzer image to help us read your layout. textures are rather dark.
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-13 16:31:07
August 13 2011 16:24 GMT
#16
i don't like how all bases needed are positioned close to your base. it is like a fortress, you do not have to move out to take more bases.

Hopefully i fixed this somewhat in the revisions.



please add an analyzer image to help us read your layout. textures are rather dark.

I would, but for the life of me i cant figure out the thing. Is there a guide on how to use it? i have downloaded it, but have no clue.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-13 19:22:47
August 13 2011 19:20 GMT
#17
Heres a space image, working on shortest paths (seriusly this analyzer is confuzing )

[image loading]

ignore that there are no rocks in the north, there realy are trust me.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Samro225am
Profile Joined August 2010
Germany982 Posts
August 13 2011 21:25 GMT
#18
ok, quick analysis of problems in your layout:


  • bases in centre are in very close distance and because of the map's small size are almost impossible to take at the same time. a tank standing at one cc could almost reach the other cc. maybe a pf has a chance though...


  • main, nat and third can be defended from one position


  • rotational imbalance due too different ramp sizes


  • ccw expansion almost impossible, bad for zerg wanting to expand away and bad for terran to be forced to expand away when in cw position.

  • the clockwise fourth might be siegable from the main?



nice that you are brave enough to take a shot at a 3player map, but there is a lot of problems to be solved in my opinion.

btw: please fix your mineral lines!
Gl!tch
Profile Joined December 2010
United States573 Posts
August 13 2011 21:45 GMT
#19
I understand all of what you said except for:

•rotational imbalance due too different ramp sizes


Each base has 2 ramps to the low ground, one close to the natural that is 2width and one leading to the outer regions of the map that is 4 width. Im pretty sure that the closest attack path is from a 2width ramp to your oponents 2width ramp (all the ones closest to the center)

“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
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