I already have most of the visuals planned out. The northwest will be a car park/loading bay, the southwest a creepy zerg experiment laboratory, northeast an unexplored protoss temple in ruins, and the southeast a monument to the glory of the human dominion!
But enough glamour. Before I can do anything cool like that, the map needs to establish a decent layout. I've been toying with a http://wiki.teamliquid.net/starcraft2/Burial_Grounds style high ground centre.
After thinking about http://wiki.teamliquid.net/starcraft2/Crevasse though, I realised that whoever has control over the high ground has a terrible advantage, and it's something difficult to move both up and down. There have been loads of awkward TvT games on it.
So I'm going to have to allow open space and alternate pathways without removing the focus on the high ground. Something I failed to really achieve on another map I made, Mountain Retreat.
But before I worry about that, there's a different problem. The main and natural are on the low ground. How can I make an interesting, reasonable third that works with this?
Currently, my layout looks like this:
The rocks allow the expansion to be easy to defend without exposing the natural. It also provides workers an escape route. I was also considering making the rocks have reduced armour so lings could pick away at them much easier. But I realised then that a 4-warpgate push or something similar would be devastating from this point.
Ok, so I could solve the pylon problem with doodads:
But breaking the natural from the rocks still seems pretty easy. Seeing a few games on Crossfire SE has shown me that even from the low ground, pushes through the rocks can lead to a disappointing game.
So, I'd like to call upon peoples' experiences. Am I worrying a bit much, or should I just make the main/nat have middle height, the third low ground and the big main path of the map on level 3?
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