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Published on EU and NA
Click for imgur album.
Size: 132,132 textures: - aiur: dirt, grunge; - pheaton: dirk dark rock cracked; - zhakul das: bricks; spawns: 4 / cross only - XNT's: 4. - doodats: ~1000
The rocks on this map essentially create two different spawn points, one has an inbase natural, the other doesn't. The major thing is that the rocks are indesctructible and cannot be attacked, they simply blow up on their own after 12 minutes currently (obviously this number is subject to change). The rocks blowing up also makes the centre more traversable. Without the rocks it basically becomes a rotational map where you spawned cross, before the rocks are blown up the spawn points heavily influence the game.
Natural in both spawns features an incarus-type resource layout.
Aesthetics are still subject to some minor improvements obviously.
+ Show Spoiler [about the name] + The Ashtadhyayi ("eight chapters") is the most important work by the ancient Sanskrit grammarian Panini. Typically regarded as pretty much one of the most advanced and brilliant scientific works for its time. Panini in less than 4 000 rules gives a "perfect" grammatical description of the classical Indo European Sanskrit language (think Indian Latin). That is, his rules fully describe classical Sanskrit syntax and morphology, and feature zero redundancy. In 400 BCE Panini innovated many concepts in linguistics, mathematics and formal logic which western science was not to re-discover before the 19th-20th century. Including his distinction of the phone and the phoneme, his application of what nowadays is called the finite state machine and most importantly his realization that natural language actually obeys extremely systematic and systemic rules which he outlines in the Ashtadhyayi. His approach of extreme compactness and no redundancy, giving only the minimal amount of information possible became the model for later Indian scientific approach where redundancy became to be seen as an artless form of science and descriptions of anything focussed on extreme brevity, sometimes at the loss of clarity. Basically, Sanskrit to this day is the only known natural language which has an exhaustive formulated grammatical description formulated. Western linguistics have yet to reproduce this for say English or Latin. Various constructed languages like Lojban do have such a formal description, as do most programming languages.
tl:dr; Panini is the single greatest logician/grammarian/linguist to have ever lived and the Ashtadhyayi is his magnum opus.
I choose the name because it looks like a svastika like all these maps. And Svastika is of course one of the words which may be derived by the rules of the Ashtadhyayi. And also because the Ashtadhyayi is of course awesome.
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I am worried about distances, but the layout itself looks pretty interesting to me!
edit: what's up with the name btw, did you just slam your keyboard?
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Distances are shorter than daybreak in nat2nat, not sure what's wrong with it. It's cross only by the way.
I'll update the OP with the reason for the name I guess. I should probably start doing that since people often ask me where I pull them out of my arse.
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Russian Federation4295 Posts
Maybe name it just "Ashtad" ? Sounds solid, memorable and short.
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Ashtad doesn't mean anything, Ashta means eight.
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First of all you should change the name. No way people can remember that.
But apart from that I really like the map. It has an unusual fluid baseflow for a rotational 4 player map. You should definitely reduce the fog though, it is waaaay too strong.
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If they can call it Muspelheim, I can call it Ashtadhyayi. It's not that hard Ash-ta-dhya-yi.
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On June 17 2013 02:57 SiskosGoatee wrote: It's not that hard Ash-ta-dhya-yi.
yes, yes it is hard. if not impossible.
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Four syllables, one more than Muspelheim. If you can remember the name of progamers like Suhosin without speaking Korean or remember the name of statespeople like Kofi Anan or Ban Ki-Mun you can remember the four syllables Ash-ta-dhya-yi without speaking Sanskrit.
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I had no issues with the name, and apparently even read it correctly the first time. I am also completely uni-lingual.
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Updated to 1.1 with the following changes:
- resource placement slightly adjusted - fog toned down a bit - the map is now also configured for 2v2 play since I noticed that it can actually be used for 2v2. Your ally spawns horizontalvertically of you, your opponents verticallyhorizontally of you.
Edit, also: how does one 'correctly read' it? I'm not even sure I can properly pronounce it. Dead languages are a bitch to learn how to pronounce properly.
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Fucking awesome man. This is the first map I've seen from you that I really like (no offense... it's meant as a compliment haha). The layout is clever and makes cross-only work. I love that it is a perfectly symmetrical map except for rock placement and the gold bases. Creative idea and a good execution. The expansion ring around the outside is nice too. My only concern is that it'll get boring and/or similar to circle syndrome maps. And rush distance looks a tad short but it should be alright.
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I still stand by that circle syndrome is a good thing that creates exciting games with constant action and stops a lategame split map scenario from happening.
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Shouldn't 2v2 spawns be the other way around? The rush distance vertical is so short. Make allies vertical so that their main entrances are close together and you can actually defend all in rushes that go for a 2v1. Or am missing something?
Cool map, really integrates chokepoints/open areas/towers really well.
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On June 18 2013 04:22 EatThePath wrote: Shouldn't 2v2 spawns be the other way around? The rush distance vertical is so short. Make allies vertical so that their main entrances are close together and you can actually defend all in rushes that go for a 2v1. Or am missing something? No, you're not missing something. I worded incorrectly. Your ally is vertically, the opponent horizontally.
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On June 18 2013 04:54 SiskosGoatee wrote:Show nested quote +On June 18 2013 04:22 EatThePath wrote: Shouldn't 2v2 spawns be the other way around? The rush distance vertical is so short. Make allies vertical so that their main entrances are close together and you can actually defend all in rushes that go for a 2v1. Or am missing something? No, you're not missing something. I worded incorrectly. Your ally is vertically, the opponent horizontally. Okay ^^
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