On August 04 2014 08:51 skdeimos wrote:
Third is almost as easy as Akilon but then fourth is very difficult.
Not quite; the differences are that the third is on low ground, making it easier to apply pressure on it, there's less of a distance between the entrances into the third and natural, and the main is not protected completely by the natural/third, meaning you can put pressure on multiple areas more easily.
Not denying that it is easy to take, because it is, but it's not terribly difficult to put pressure on.
The middle is boring and flat with no tactical options whatsoever.
You can defend your high ground fairly easily, although there are a lot of entrances, meaning that counterattacks are a lot easier to set up (the watchtowers do not cover the paths into the sixth base immediately). This means that the low ground gives multiple options depending on how you want to attack.
Bases are too clumped up in the corners with too little happening in the middle.
Why does the center have to look interesting?
On August 04 2014 08:51 -NegativeZero- wrote:
You're definitely improving with aesthetics, nice job - your doodad count's actually in the high double digits! (Hint: add at least 1 more digit)
Funny. 
The layout is pretty standard but decent, although the 3rd is too safe for my liking. Might get a little splitty in the uber-late game too, idk.
Check the symmetry though - your upper left nat is missing a geyser and the ramps to the 3rds are different sizes, there could be other smaller problems.
Edit: skdeimos mentioned the same thing I did. Just moving the 3rd closer to the 4th should be an easy fix to that problem.
If I move the third base closer to the fourth, what should I do with the extra space (where the current third is)?
The symmetry problems happened because I turned off the symmetry tool to fix an aesthetic problem, and it broke when I turned it back on. Actually, not sure why the gas and ramp got removed considering I placed those before I turned the tool off and never touched that area afterwards.