[M] (4) AVEX - Neo Temple
(click to enlarge)
60
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Analyzer:
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Analyzer seems broken, will add when it's fixed.
Size: 148x156
Tileset: (Void) Aiur Temple + (Void) Bel'Shir
Spawn Positions: 2, 5, 7, 10 (You cannot spawn horizontally)
Base Count: 20
Servers: NA, EU, SEA
Rush Distances:
Main CC to Main CC: 114 (vertical) 161 (diagonal)
Natural base to Natural base - 109 (vertical) 125 (diagonal)
Distances between bases: ~20-40
Features/Explanation/Whatever: So, it seems my direction for "Crazy" is going to be multiple natural ramps, with an "easier" and a "riskier" third base choice, the easier specifically made for Protoss.
The biggest deal with this map is the rich bases at the 0 3 6 9 positions. These bases are spread apart, so when you take them, you'll find that it takes 2 bases to fully efficiently mine from the whole mineral line and rich geysers. If you place a base in the direct center, you'll be able to efficiently mine the regular minerals, but have two cells of distance added (which can be roughly half or so a second) between the rich geysers and minerals to your base. This helps with making Zerg have less dominance over rich bases, giving more balance against and for Protoss and Terran to use them.
Also, the dirt-covered temple tops such as next to the vertical golds and the watchtowers are pathable, which shouldn't be too much of a problem since we see alot more drop play these days.
Artsy:
+ Show Spoiler +
Example of the Gold Base:
+ Show Spoiler +
(click to enlarge)
60
+ Show Spoiler +
Analyzer:
+ Show Spoiler +
Analyzer seems broken, will add when it's fixed.
Size: 148x156
Tileset: (Void) Aiur Temple + (Void) Bel'Shir
Spawn Positions: 2, 5, 7, 10 (You cannot spawn horizontally)
Base Count: 20
Servers: NA, EU, SEA
Rush Distances:
Main CC to Main CC: 114 (vertical) 161 (diagonal)
Natural base to Natural base - 109 (vertical) 125 (diagonal)
Distances between bases: ~20-40
Features/Explanation/Whatever: So, it seems my direction for "Crazy" is going to be multiple natural ramps, with an "easier" and a "riskier" third base choice, the easier specifically made for Protoss.
The biggest deal with this map is the rich bases at the 0 3 6 9 positions. These bases are spread apart, so when you take them, you'll find that it takes 2 bases to fully efficiently mine from the whole mineral line and rich geysers. If you place a base in the direct center, you'll be able to efficiently mine the regular minerals, but have two cells of distance added (which can be roughly half or so a second) between the rich geysers and minerals to your base. This helps with making Zerg have less dominance over rich bases, giving more balance against and for Protoss and Terran to use them.
Also, the dirt-covered temple tops such as next to the vertical golds and the watchtowers are pathable, which shouldn't be too much of a problem since we see alot more drop play these days.
Artsy:
+ Show Spoiler +
Example of the Gold Base:
+ Show Spoiler +