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I still think that the main/nat/thirds are very clever. I like the two attack paths through the center that enable a multi-entrance natural and the forward third.
I don't think that the Icarus bases are appropriate here. I've been trying to encourage a forward staging point or a hidden base with 4 gold minerals and 1 high yield geysers. You need very few workers to gain your investment back quickly, but it's not as strong in the long run because of the less than full-base income and partially also because it mines out faster.
I'm also now considering hosting an exercise for combining the concepts of two professionally used maps.
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Would you be willing to post the map file? I'm tempted to mess around with this and recreation feels a little messy.
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Thanks 
I present this evening's bastardization.
Changelog: 1) murdered the airspace (though I may bring the extra squares around the edges back, the map is now rectangular) 2) brought the base above the main closer to the natural and moved the center highground farther away so it'd be a potential third 3) added a drop place/reaper entrance to the main 3) added an island base 4) brought most minerals away from the edges except for the forward third and the new island base which are now harassable by roaches. 5) made the 4 and 10 bases standard gold bases, encouraging a forward 4th after the forward high ground 3rd. This may give a free 5th but I'm hoping that you might almost mine out and then be pushed out of there if your opponent is expanding to the island. 6) reshaped all of the cliffs to my preference 7) removed the towers
I'm still not happy with the middle and the bases at 3/4 and 9/10, which was really what I set out to change in the first place, but I'll come back to it tomorrow. I'm thinking about raising all of the low ground terrain up one level. It'll help with visibility when harassing the forward thirds and I think will give more freedom with the middle. I also plan on keeping the low ground path between the two forward high grounds pathable for reapers and colossi.
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Obligatory mention of how overlords can't check the natural mineral line and how fitting it into a box makes some of the proportions look weird.
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