Old:
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Size: 164x164
Tileset: LOTV Auir
Spawn Positions: 2, 8
Base Count: 16
Servers: NA, EU
Features: I had the idea of a close-air map at the centers, and making it feel like the bases expand away from the opponent, but the more I developed the map it felt easily turtle-favored. The only way I could fix this would be to make it have a backdoor third (thats easily blockable in the earlygame), with rocks to expand the ramp, meaning early pushes don't just kill you.
I also found that one side of the map became more important to the other, so I added two bases closer to the middle as well as a path, allowing armies to move through the map without having to go through the main or middle. This also drastically nerfed turtle play, as originally you would get choked into specific points too easily. Now the highground top area can leave your base open on the other side of the map.
It's not perfect, by any means, it's very very different, and hope it proves fun, perhaps this would be more of a bio map for TvP, for example. The air space doens't make mutas imba (as the first version did, which I unfortunately don't have pictures of), the two corners are relatively open.
Bridges are unbuildable, there are unbuildable plates at the pocket third choke to prevent cannoning, pylon blocking, etc.
Artsy:
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