Author: -NegativeZero-
Published on NA
Map boundaries: 136x136
![[image loading]](http://i.imgur.com/MY1Du.jpg)
Angled Overview:
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Angled aesthetic shot:
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This is my first SC2 map (I have some slight experience with the BW editor), so it's a bit unpolished - for instance, most of the high ground is just 1 texture. However, I'd appreciate some feedback on the layout before I mess around a bit more with aesthetics.
The idea behind this map was to emphasize control over the center high ground areas, since they protect many of the expansions. I'm not sure whether having control over these areas might be too powerful, covering too many bases.
Edit:
Notable features:
-Close air distances
-High ground plateaus - control these for a very secure defensive position (counter-attacks still possible via the bottom lane)
-Reaper stairs into the main for short reaper rush distance
-Slightly narrower than normal natural choke (7 instead of 9, might change this) - this is mostly to help T with wall-ins vs counterattacks and stuff
-Low ground ledges next to 4ths for tank drops
-High ground ledge above gold for drops, which is initially blocked by rocks
Inspiration
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The map is an almost direct port of this earlier BW map of mine, which itself was based on the idea of a reflectionally symmetrical version of Match Point. In my opinion the layout makes a much better balanced SC2 map than BW map.
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![[image loading]](http://i.imgur.com/nL5xq.jpg)
Initial draft of SC2 version