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Triangulous - version 1.2 by Fatam Published on [NA]
![[image loading]](http://i.imgur.com/SIimS.jpg)
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 +
Aesthetic Pictures: + Show Spoiler +
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.
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your Country52797 Posts
Too many straight lines! =[ Design is sort of weird but acceptable, I guess.
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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.
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I think the biggest issue is the 54.1 tile rush distance - or ~25 seconds
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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.
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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
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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!
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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"
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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.
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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.
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Aesthetically beautiful, though the southern part is questionable in balance
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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
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Got it up. :O)
Looks like Blizz finally fixed their shyte. Publishing works now.
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