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War in Heaven (4)

Forum Index > BW General
Post a Reply
...onmYwaY
Profile Joined August 2018
92 Posts
Last Edited: 2025-04-14 15:21:18
April 14 2025 15:20 GMT
#1
Hello,
I just completed a draft on my first map and would love some comments/input on it. Here are a few key features:

• Natural expansions (x2) one exposed and one protected.
• The protected base ramp is blocked by Lurker Eggs to limit early game use and rush distance between horizontal bases.
• The exposed base is vulnerable from ranged attack, which forces the player to take control over the remote side in mid- late game.
• Back Door ramps blocked with Lurker Eggs allows the game to open up in mid-late game, especially useful in horizontal spawns.
• Wide middle platforms with exposed but valuable bases.
• Center allows to sneak units to the other side, for fast flank attacks.
• The split map architecture should allow for long, strategical and macro-based games.

I have not done any balance patches, and as a zerg player I am a little bit limited in knowledge about only P/T matchups.

Thanks

[image loading]
oxKnu
Profile Joined December 2017
1240 Posts
April 14 2025 15:43 GMT
#2
Cool idea. A few notes:

- Make the ramps in the middle area wider
- Make the area inside and around the middle bases formation sparsely unbuildable. Avoiding turret blockades would make long, draw-out games more interesting.
- In between the mains and the side, center bases there should be some water or another natural obstacle. Too easy to just drop units from there
...onmYwaY
Profile Joined August 2018
92 Posts
April 14 2025 20:11 GMT
#3
Thanks for the feedback. I figured that the distance between the horizontal protected naturals was a bit to close and as such did not work as intended.

As such I went ahead and made a War in Heaven 2.0 with the protected and exposed naturals switched. I think it played much better:

[image loading]
TornadoSteve
Profile Joined March 2018
1100 Posts
April 14 2025 21:06 GMT
#4
I'm so bad at analysing maps but it looks good.
Too much gaz though
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