The following is gonna be a bunch of disjointed thoughts I have about the map. Even though I like the overall structure I believe it has multiple issues some of which should probably be addressed.
That area in front of the natural with the two ramps seems too tight. Just even ground and a ramp leading down to the lowground bleow the rock would allow you to defensively flank a push to the rock there. Any base that could be considered a third is super far away, unless you count taking the rock out, which is still not ideal.
Those forward bases are super cool. Unfortunately they represent a tank ledge that denies you from taking your third unless you break your own rock at the natural. I guess that's kinda cool also, but a bit of a trap if you miss it.
The base at the top is very far removed from anything else.
Because of the symmetry you have different mineral lines in the main and natural, which have slightly different mining rates for their minerals. Even when it's not really meaningful you want diagonal mineral lines to disspell the notion of there being a spawn imbalance for one side or the other. You already have the vulnerability of the addons very save at the bottom and very exposed at the top side in TvT.
Reaper access into main and natural is huge, probably larger than on New repugnancy, which was notorious for Uthermals 14 rax reaper build in TvZ. Even worse you have blink access from the bottom third and all the way around.
The two bases at the bottom are very close by air, promoting lategame air comps and simulataneously far by ground to their previous bases. The bases themselves act like pocket bases and form a little cove between them. Not sure what the purpose of that cove is really. I wish there was something cool you could put there.
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