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Aesthetically, very well done. At first I thought the purple on the ramps looked really out of place, but upon closer inspection those ramps would probably be pretty hard to see without some sort of indicator.
As far as the layout, you could probably pull the mineral lines in your spawn positions back a little towards the edge of the map. That, or add just a bit to the edge that faces the watch tower.
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Shakuras Marsh is the map that I have liked the most so far out of your recent entries, Zweck, it is one that I like as a whole design-wise.
Choice of 4th
-The main-nat-third layout looks pretty standard, and I can see there's an intention of giving the player to choose from two 4ths, one at the 6o'clock and the other one at the 9o'clock (being the player that spawns at the bottom half), and if my premise is correct then it looks like the ramp that leads towards that 9o'clock base is not too defender-friendly, it makes the distance larger for the defender than the attacker. I like a lot how the attack paths shape up when you start taking your fourth, as it looks like there is always more than 2-3 attack paths the further you start to expand.
- A small detail, in my case, I was not able to notice that the 9o'clock base had some bushes obstructing vision from the main attack path, which is yet another feature that benefits the attacker in my opinion, the 9 o'clock base seems way more exposed than the 6o'clock one, maybe balancing that out might give way more incentive to the player to take any base, instead of the 6o'clock one, which I feel is the safer one of the two.
- Another detail I also didn't notice well was the fact that there is a destructable rock narrowing the attacking path towards the 3rd/narrowing the defender path towards that 9o'clock base, I am wondering if it is really necessary? I feel it makes it even harder to defend that base.
Other Details
- Those purple ramps, bro! Nice detail.
- The position of the Xel'Naga Tower grants vision only over the low ground middle part, which leaves the sideways for counter attacks to, once again, the fourths or a sneaky road towards a flank or an backstab to the third.
- I think that this difficulty to distinguish things on the map comes from the fact that there are too many textures mixed in in some places, specially in the middle part of the map, horizontally. I had the same problem when I tried to do something similar in my maps, inside the game it looks better but in perspective/zoom out it is noticeable.
- The main feels a little flat in the sense that for me, as a terran, I find it a bit tough to place my production buildings, as they usually make a vertical line and the main constricts that space a lot with the position of the mineral line, as well as making the main too choky for units to pass through. It's a first impression that I got from playing a game on the map.
I've put a lot of emphasis on those 4ths bases because it's a detail taht I feel if sorted out it would complement the map, thus, making it even better than it already is and more fun to play on (When the map grants autonomy to the player it adds up a lot gameplaywise imo). Good job! I hope this submission will get high placed in the TLMC contest.
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Thanks for your feedback! i hope so too :D
The Rocks were originally intended to make the 3rd base better to defend actually, i wanted the attacker to have less surface area to set up his concave. I wanted him to have to attack through a more narrow entrance or kill the rocks, which gives the defender time to prepare. If you expand to the 9o clock base, then you should kill the rocks of course. But i think honestly that almost everyone would go for the 6o clock 4th, its much easier to defend.
And the Bushes at the 9oClock Base highground are actually intended to be good for the defender, since this highground plateau would otherwise be too powerful in controlling the ramp between nat and 3rd.
The Bushes prevent Vision for the player on the highground, if u are on the lowground the cliff is there, so u need vision anway. Its not a difference for the player on the lowground. But the player on the highground needs extra vision at the edge of the cliff to shoot/warp down.
My Intention on the Map was to have a lot of, mid sized, evenly distributed deadspaces, to encourage al lot of army splitting and flanking and intelligent usage of forcefields. Its not so much about fighting at the right chokepoints on this map, but choosing the right pathways and crossovers.
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I love the style of these aesthetics! Make sure to come back to this map once you got a bit more experience to clean it up a bit.
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Regarding some points you mentioned:
... i think honestly that almost everyone would go for the 6o clock 4th, its much easier to defend.
My Intention on the Map was to have a lot of, mid sized, evenly distributed deadspaces, to encourage al lot of army splitting and flanking and intelligent usage of forcefields. Its not so much about fighting at the right chokepoints on this map, but choosing the right pathways and crossovers.
In this map, that will start happening once that 3rd is taken and the 4th is in project of being taken. I feel the 9oclock 4th could be a viable option with some tweaks, taking into consideration it could protect your natural from aerial raids by being in between, the same relationship happens with the 6oclock 4th and the main, as well as the defender distance between 4th and 3rd being almost the same, 1/3 longer for the 9oclock one. There's potential there.
And the Bushes at the 9oClock Base highground are actually intended to be good for the defender, since this highground plateau would otherwise be too powerful in controlling the ramp between nat and 3rd.
The Bushes prevent Vision for the player on the highground, if u are on the lowground the cliff is there, so u need vision anway. Its not a difference for the player on the lowground. But the player on the highground needs extra vision at the edge of the cliff to shoot/warp down.
Just one thing that came to my mind seeing the main-nat-third layout, and considering you expressed your concern about the natural ramp being sieged/attacked from the high ground of the 4th, don't you think it's a possible threat or a exploit for a terran player to siege the main ramp/natural ramp/maybe even the main base from the spot in between the reaper cliff and the 3rd minerals? I will test that out later.
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Zweck you're getting really good. 
This map has basically same proportions everywhere. I would remove the holes in the lowground nearest the watchtower to provide a big open space for large engagements / flanking. This would also make the high ground more valuable for more secure army movements, which provides strategic tension + extra decisions in the map.
I really like the forward rocks to choke the 3rd access, it's subtle in effect but still relevant.
Also the 5th base (lowground) seems a little easy. I would like to see a tasteless secret hallway but you'd have to reorganize the 6th base a bit.
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