On November 29 2016 09:47 LaStScan wrote:12 o'clock natural's right side wall is too long. 1 o'clock expansion is too hard to take from the look compare to 5 and 9, and 1 o'clock expansion's top side gap shouldn't be exist(in order to be fair compare to 5 and 9 expansions).
It is just one of those compromises one has to take with 3 player maps, or you'd have to stretch things outunreasonably, which results in uneven ground distances, which is even worse. Look at the thirds on Aztec, for example, as a comaprison.
On November 29 2016 11:57 LatiAs wrote:
I got your feedback(11'o starting with 4 workers at top), however I can't fix map now because of two reason....
1. It is already released. Final ver. I can't recall it. sry. Too late...
2. However, of course I already think about your opinion, before I uploaded. But pros are familiar to starting with 4 workers at bottom, not top. As I mentioned earlier, they are conservative. I can't force them something unfamiliar.
And sry about my poor English skill... I cant translate change log well. Plz refer to gif file which i upload.
I'd just ask them to give it a chance, try it out a few times; maybe make a fixed-spawn training version of the map for that.
Realistically the trade-off here is between having to learn a new split (which I assume they'd do anyway, as all mineral formations all somewhat different) or being behind a second or two in their build order from the very start. I know how I would chose.
The only difficulty I ever experienced with splitting from the top is that workers are actually so quickly at the minerals that I cannot split them all proeperly before the first start mining (but I am not a 400 apm pro, either...)