Hello there, i'd like to present you my first finished map since One Must Fall. Fun fact about this: OMF was first released during february
As you can see in the following picture i finally tried to work with a space tileset. I used the Castanaar one but mixed it a texture from Meinhoff and Port Zion (just looks way better this way). My overall goal was to create a medium sized 4 player map which offers good a good expansion layout while keeping the Shipyard feeling. Once again (after MotM#1 winning map The Crucible) i didn't used XWTs - so go and scout you lazy players.
Of course there are some good Overlord spots so: Zerg tears won't be shed right away. Map might still be polished even more (doodad-wise).
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Facts to know -tileset: pimped Castanaar -playable size: 156x156 -XWTs: no Sir -HY bases: no Sir -Main2Main (close): 151 -Main2Main (cross): 180 -Nat2Nat (close): 110 -Nat2Nat (cross): 145
The middle is really, really big, with no resourches to fight over. It seems very zergy due to it's size and lack of center resources to help control space.
Looks really cool and a very good map, bold move with the lack of watchtowers however the map looks like a series of small corridors. This could make it rather protoss friendly however the openness of the map may negate this.
Thought for a second that this was a port of the BW Mission
Anyway, I like the look of the map, especially the rectangular doodads in the middle! I'm not really a fan of narrow corridors, but because there are so many of them, it might not be entirely horrible (though perhaps siege tanks might be able to cover 2 at a time?) Overall, good map!
Well Tal'darim is 176² and this map is only 156². Kinda funny than someone thinks the map is to small the next person consider it being to big. Just playtest the map urself ~
I really think you need to add xel'naga watchtowers in this map. It's a big map with a lot of ways to attack your opponent so it's very likely your armies aren't going to pass by each other if you are moving around the map. It'll probably end up turning into base races a good majority of the time because if one person decides to turn around to save his base it's going to take him such a long time to get back to his base that already a ton of the damage will be done. You could say the players should just scout better but since it is a bigger map it's hard to scout every single attack path.
Are the mains really almost 40 CC big? Seems like that might be a little too large and make air harass a little too viable.
Texturing & Doodading looks great though, props to that.
Lots of places to maneuver around an enemy force, but lots of chokes, so I think it´s still going to be tough for zerg. I think it would be great for TvT mirror matches, because just a few buildings can be used to create walls.
Suggested changes: A few places where there´s a drop straight into space would be nice, also doesn´t block vision as much. Something in the middle, some gas, a gold expansion, something. I like it where maps actually use the middle for other things than only positioning.