On September 14 2019 15:11 ZigguratOfUr wrote:
The way the low ground third is positioned relative to the natural ramp makes it really uncomfortable to defend both. So the linear third feels like the much better third of the two, and this difference makes the spawn imbalance pretty big I think. For example in close spawns ZvT it ends up being a lot better for zerg to be counterclockwise of the terran than clockwise and expanding towards the terran.
As for the middle having only one way into it for each spawn makes it really annoying to circumvent armies. If you're cross spawns and the opponent gets to the small chokes with the rocks, you're essentially just pinned with no way to surround. Maybe it would be fine to open up more paths into the middle by replacing the long diagonal rocks with a pair of regular rocks? But that could make the low ground third more vulnerable, so I'm not sure.
Also there's siege tanks left over on the map.
Yeah I can see that, IDK what I could do for the lowground third without making it closer, the long rocks can be changed easily. And goddamn it, siegetanks just appear randomly on all of my maps.
Going onto the imbalance, that is a concern sadly, I can likely make the choke leading from the highground more choked but that could create a tank spot if I dont move the lowground third closer to the nat. And if I make it closer I have to reduce the playable space so there isnt this gigantic area not used for something.
The lowground third would become more vulnerable because of such if I change the long rocks.
But with that I can easily make the choke the army would stand at just as open as possible.
Which would help engage the army, but surrounding it would still be overly difficult. So if a zerg is being pinned by an army surrounding it in that choke is impossible. since its a long distance to get around the army.
so /shrug I can think of something