Published for LOTV: NA, EU, KR, SEA
Edited for more room:
Old map size:
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Melee 1v1
Playable Size: 150x140
Rush Distance: 56s (Zergling), 61s (drone), 27s (Phoenix)
Tileset: Redstone modified (Xel'Naga 6, New Folsom Dirt Cracked)
Lighting: Starship Dark (modified)
Pathing (old map size):
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The concept was to have the main, 3rd and 4th connected with the same height, but with obstructions to mimic a ledge. It's only possible to siege, proxy pylon, blink with high ground vision (the same as a cliff), however, I am aware that it restricts reaper play.
The main to 3rd & 4th pathing and vision obstructions:
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The natural wall has a terrain obstruction that makes the gap appear wider than it is, but it's still possible to form a complete wall relatively easily. The high ground 3rd has 3 large ramps, but the one closest to the opponent is obstructed by destructible rocks. There is a Xel'Naga Watch Tower in the center to view potential activity around the high 3rd. Any unit that stands at the tower will be hidden in quite a unique fashion. There are also various paths on the outside of the map to harass both 3rds and 4ths.
The Xel'Naga Watch Tower has been exposed to mercury and is malfunctioning, rendering near objects undetectable to those on the outside:
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In game description: "Strong tide from the mercury ocean has eroded the surface, leaving mineral veins exposed. The natural expansion is easy to hold, but your choice of 3rds will dictate the flow of the game. The erosion has exposed a Xel'Naga Watch Tower in the center, but the mercury has caused it to malfunction."
Feel free to tell me what you think. Better yet, give it a play!
Edit: I added a 8 panels of space vertically to open up the middle of the map. I also added a cliff area to the main so reapers can have some love. Fixed some pathing, and an exploit.
Reapers can get in your base, but they might get a little dirty.
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