This map is "enjoyable, but madly broken" unquote.
Mainly because, quote: + Show Spoiler +"Giving the Xel'Naga vision of the main makes any kind of warp in strategy on the high ground really powerful. You can argue that it's something every player should be aware about but ultimately it's an imbalance because every race needs to account for that possibility, hindering aspects of their other game. It also means that regular 4gates are more powerful since there's two places people need to be worried about. Further, every PvP will become a Korean 4Warpgate affair because there's no way to stop the warpins since the timing of the K4G is such that stalkers are too slow to kill off the pylon on the low ground. Sensor towers are also really strong on this map, since you can place one on the high ground in your main near the rocks and get complete coverage of the middle ground."
Also some bad stuff for Zerg: + Show Spoiler +"What I'm worried about is late game ZvP since the 4th bases aren't really accessible and are really difficult to take. So you're going to see a lot of 3 base games and 3base Zerg can't beat a Protoss death ball, it just doesn't work. Yeah I know the map has the same number of expos as Blistering Sands, but the thing about that is 1) BS is shit 2) BS encourages 2 base play, whereas yours encourages three meaning there are 2 more bases in BS to take whereas there is only 1 more in this map."
This was PMed to me, dunno if it´s rude to credit the author(ity). May edit in name later.
I could just delete the watchtowers, but fixing the Zerg issues takes quite a rebuild, which I might do if I find the time sometime.
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