Aesthetics (kind of): + Show Spoiler +
Analyser picture: + Show Spoiler +
(Dunno why the overlord distance doesn't show; it should be a little over 4 minutes.)
I wanted to combine several ideas with this map:
- A small (Bel'Shir Vestige sized) macro-map
- An in-base/backdoor expansion that doesn't suck
- General expansion ambiguity
- A Metalopolis-style middle
- A main that isn't very good for blink but still okay to scout
There have been some discussions in the WIP thread about the low-ground base near the main, and I've redesigned that area a lot (there was a half-base there at one point and the gold high ground also looked different) but I think it's okay the way it is now.
What I dislike most about this map is how every base clearly belongs to one player, which is usually something I try to avoid. Still, I'm pretty happy with how it turned out, and the concept of remote watchtowers that overlook air harass approaches (which I had experimented with previously) is definitely something I'll be exploring further with future 1v1 maps. Note that the burning isles in the corners are no-fly zones, so you can't bypass the watchtowers by hugging the borders of the map.
And one last note: It's not generally preferable to expand to the backdoor natural first. These are normal rocks which two immortals will tear down in 30 seconds, and once they're gone, they're gone. You've been warned.
Prometheus v1.0 has been uploaded to: EU | KR | NA
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(By the way, I'm going to enter 2 or 3 maps in the TLMC and I may not have time/motivation to do much aesthetics; if someone is interested in making my 6-in-1 maps prettier please PM me. )