Features -Two Xel'naga towers overlooking the main attack paths -Two side paths blocked by rocks -Central bases are open to low ground harassment and air play. -Long rush distances, emphasizing the importance of the towers and the middle in general.
Seems like a great map. I'm not really a fan of the hexagon decals used here, and I agree that more variation between levels would be nice. As far as the layout goes, though, I have no real complaints. It seems creative but not over the top in any way.
The designer of Korhal Compound could take a few notes from your book in making the Xel'naga watchtowers actually useful! Jokes aside, looks like a pretty solid map. Perhaps too many bases, or is that just me? For the map size it seems like there are an awful lot of bases clustered relatively close together, unlike Daybreak for instance, or maybe my mind is just playing tricks on me. Anyway nice job on this.
Feeling like the ramps leading out of the low ground middle should be wider (perhaps by 2 hex's covered by rocks ala cloud kingdom). Particularly the ones on the far left and far right that lead to what I would consider the 5th base.
Nice map, I would like to note that even though the 3rd and 4th base is quite close, the way they are placed and the terrain make it so there's so much open paths for ling runbys for example or other counter attacks and I think it would be quite hard to hold those.
I really like this, it's very unique and interesting! The only change I would make is maybe widen the choke with the rocks and just use the huge horizontal ones instead of the 6x6s. The brilliant thing about this map is that it is designed as though it would have circle syndrome, but then BAM destructible rocks added, problem solved! I think that those side expansions with the rocks are going to really make this map shine.
I like the use of the doodads on this map as well, looks nice.
Thanks for all the wonderful feedback! As a result I redesigned the mains to give more variety in the height levels. Took a page from Serpent Sands to give it a cleaner look. Enjoy!
Great map, this is my favorite map by you so far! Quite simple yet very interesting elements. Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.
Now onto a concern of mine: Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases. + Show Spoiler +
In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho. Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth. Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.
Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.
@Ragoo I don't think your Option B would be that bad for Zerg to take at that point though. Once they are on 4 base they'll most likely have Brood lords & infestors which will be completely amazing for defending that Option B. Think of how often you see a zerg take a middle base on Antiga, then take control of the middle watchtower only to be able to hold it due to infestor/ling/brood lord. It makes it even more exciting when the terran is trying to get their middle base as well.
@TT One thing I wonder is how the bases at 8 and 2 o clock (the corner bases) would look like if they were on the lowest ground as well. I think it'd add a little more variety to the bases because right now only your main bases are on a different ground level.
I always loved the look of Neon Nights by Funcmode and I think you did a wonderful job keeping the same type of feeling to this map. It looks amazing. Best map you've made so far.