-Small aesthetic changes -Added doodads/unpathable terrain along the base edges to prevent warp-ins across the gap
So I was bored and wanted to take a break from the "serious" map I'm working on, so I started this...
Anyone who played BW probably knows this map. There are quite a few SC2 versions already in existence, but all that I saw were old, poorly made, and/or had positional imbalances. I know the positional imbalances were a part of the original, but I wanted to make a version which was completely rotationally/reflectionally symmetrical in all 4 directions so that all 4 spawn locations function identically. Even the in-base "expansions" are placed so that the town hall is built at the corresponding exact position on each side of each base.
The main mineral patches have 1500 each, the geysers have 5000 each, and the "expansion" patches have 2000 each. In total, each player has 2 normal bases worth of resources in their base.
The center and the bridges are unbuildable, so the end of the bridge functions basically like a 2 FF wide ramp and can be walled with 3 3x3 buildings.
The aesthetics aren't quite finished yet, I'll do another update before publishing.
you gotta make the middle bigger almost half the size of the mains - trust me these small maps once mid-game if the zerg didnt gain a lead early is doomed. (it doesnt ruin the integrity of the map either.)