This map is the culmination of a series of map layouts stretching back a couple years, each one a revision/modification of the previous:
Overwatch - the original layout, a (quite successful) BW map.
White Forest - straightforward SC2 port of Overwatch, entered into TLMC 3.
Neo Overwatch - update to the original, borrowed a couple changes from the SC2 port as well as some new edits.
This untitled thing - Neo Overwatch adapted for SC2, but with a more significant layout overhaul. This got posted in the WIP map thread then promptly disappeared for a while, until now.
Apotheosis aka this guy right here. This final version has a few more layout changes to bring the 3rds to a more standard distance as well as expand the map slightly to add a couple more bases.
Overall this is a macro oriented 14 base 2p map bearing some similarities to Match Point and Cloud Kingdom (mostly unintentional, lol). The concept of this map revolves around the importance of the high ground pods, as they're both the optimal location to position an army to defend several bases and the easiest location for the opponent to attack. The center chokes split the map into 3 major attacking lanes (or 5, if you count the divided low ground paths separately) which converge toward the high ground pods - but they still allow smaller groups to easily move through for harassment or small attacks.
As well as the higher base count, the 1x ramps at the 3rds are designed with LotV in mind, where all 3 races can take advantage of the 1x ramps - Z with the new lurkers and ravagers. Other than that it's quite a standard map.
v1.2: -Narrowed area in front of nat choke -Narrowed nat choke from 11 to 10 tiles, moved slightly closer to 3rd -Changed 3rd chokes from 1 ff ramps to 3 ff with 6x6 rocks (still 1 ff wide with the rocks) -Minor art/detail updates
Yeah this is looking really good. I remember when it first popped up and it was already good then, better now :D
I love the design of the 3rd -- the distance from the nat, the openness, the main access to that openness from the highground route, the small 2nd entrance to the 3rd coming from same highground route -- really emphasizes fighting for the center highgrounds without making it win/lose to control, much like match point. Yes I'm making that comparison. ^^
Also this is a godly example of what you can achieve with a good color scheme, for aesthetics and readability working in tandem to create mood and grokkability.
Map's now published on all servers, go test it out pls! OP also updated with more pictures, description, etc.
@Templar: Name's actually stolen from this game soundtrack, lol. But the definition actually makes sense in context of the map's history, so I've gone full meta or something like that idk.
@iMrising/Ej_/algue: The layout wasn't inspired at all by Bel'Shir Vestige, but the aesthetics certainly were - I added the sand once I noticed the orientation of the first 3 bases was similar. I'm banking on Blizzard's apparent love of 2p beach-ish maps with mains at top left/bottom right and the first 3 bases in a line across the top, and their history of getting on the ladder...
@Superouman: Thanks, guess I have the superouman seal of approval lol.
Updated to version 1.2, probably the final TLMC submission version.
Changes: -Narrowed area in front of nat choke -Narrowed nat choke from 11 to 10 tiles, moved slightly closer to 3rd -Changed 3rd chokes from 1 ff ramps to 3 ff with 6x6 rocks (still 1 ff wide with the rocks) -Minor art/detail updates
The 3rd choke change is the one I'm unsure of still, what do you think? It's a little more standard-ish now but still very narrow without the rocks.
Edit: reverted the 3rd to the original version, still thinking about it
Other than that, this map really caught my eye. This concept of "pieces of land, each of them brings you something, connected by ramps/chockes and differently textured" is not really new, but I enjoy it. It makes it easier to navigate and realize what place you are looking at right now. Also on many modern maps, I feel like having only one place to go, this is a "roamy" map with many interesting opportunities for terrain use and local fights.