This map is intended for the TL Mapping Contest instigated by Blizzard.
This map is published on NA.
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Creation Details:
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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:
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Overview
(90 degrees)
![[image loading]](http://i.imgur.com/dJvus.jpg)
(Game angle, full map)
![[image loading]](http://i.imgur.com/2Lyx5.jpg)
Analyzer
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Summary (rocks used to force routes)
![[image loading]](http://i.imgur.com/Xm14Z.jpg)
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]](http://i.imgur.com/fmeGC.jpg)
Rush distances (rocks used to force routes)
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Details
+ Show Spoiler ['Beauty' shots] +
+ Show Spoiler [Wall-offs] +
+ 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.
(90 degrees)
![[image loading]](http://i.imgur.com/dJvus.jpg)
(Game angle, full map)
![[image loading]](http://i.imgur.com/2Lyx5.jpg)
Analyzer
+ Show Spoiler +
Summary (rocks used to force routes)
![[image loading]](http://i.imgur.com/Xm14Z.jpg)
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]](http://i.imgur.com/fmeGC.jpg)
Rush distances (rocks used to force routes)
+ Show Spoiler +
Details
+ Show Spoiler ['Beauty' shots] +
+ Show Spoiler [Wall-offs] +
+ 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]
- 9x 8min, 2gas {main & x2 natural} (standard min/gas amount)
- Rush Distance Timings
- Any
- Main Ramp to Main Ramp -- ~40sec
- Nat Ramp to Nat Ramp -- ~35sec
- Main Ramp to Main Ramp -- ~40sec
- Any
- # Xel'Naga Watchtowers -- 3
- One on high ground above each gold base
- 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
- One on each side of the 2/6/10 gold bases
- 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
- Covering each gold base expansion location -- 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
- Entire area outside the outer edge of the water unpathable even by air - 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)