is an aggressive 1v1 player map. You can use the boardwalk in the middle to rush your opponent's natural but beware because they will have a very good concave and you have to push through a single 1x1 path to get into the natural.
Map Bounds: 160x108
Bases: Five 8m 2g bases and Two 6rm 2g gold bases.
Watchtowers: 2
This map is "VERY" smushed and therefore it can be very aggressive. The "normal" five bases are clumped together which means you can get 5 base fairly easily but if you take the outer edge boardwalk you can get high yield bases and get away from the enemy
Playing around with a more interesting bottom. Now there are "three" paths in the bottom. two boardwalks & a sandy LoSB path (this is the most open one) I also think putting ramps to connect the boardwalk that is around the edge of the map plays out nicely.
@Ej - I agree, I switched it back to a normal base.
@Aunvil - Thank you! =) I appreciate it! Thoughts on the layout at all? =)
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Uploading new photos now, OP should be updated soon with the newest version.
Basically took what I did to the top and brought it down to the bottom. There are now "three" paths around the bottom of the map. The outside Boardwalk goes down to the center bottom so it's a "little" easier to use that backdoor to the enemies base.
Changed the lighting to give it more of a sunrise/sunset feeling. It's "soothing" being on the Boardwalk! (Until you die from a rush!)
- could be very splitty. Like Newkirk. - looks like it has a short rush distance, especially nat-nat. But I might be wrong. - the path at the top could favor races with higher range (so Terran and Toss) over Zerg. - the reinforcement path to the corner golds looks long, might be it gets never taken before all others are taken, but maybe thats the plan?
I still tinker around on this map quite a bit because I believe I need to somehow make the natural a little safer. I think between having a backdoor in your main and then having that fairly wide open natural is too difficult for certain races. Not sure whether I just choke up certain parts, add rocks or just re-arrange the mineral lines.
I played a bit on Dark Tribunal today, from Insidious.
I really thought the concept he used behind the forward gold "natural" was pretty neat, maybe that would open your mind a little.
Edit* I should've actually mentioned that I also played your map today hahah
It was cool, the top middle felt a little odd to use though, even though it's possibly the best in terms of intricacy for using that section of the map with how you have the main and natural arranged. Overall, it felt good, and I did feel the pressure when trying to hold my Natural base, so I think you're looking at the right thing!
I love everything about this map, this map facilitates the starcraft i love to play, quick scrappy contests over choke points with only a few units, and with the quick rush distances and only one real path to the enemy, every stage of the game is going to requre you to have units out on the field, jockeying for position. Sidian i feel this is a masterclass deconstruction of map design and you should be applauded
Thank you for the kind words! =) I'm in the process of re-uploading it on all regions as I type this out. Looks like I totally had to set up so player 2 was a computer last time I uploaded it. My bad! Give in ~5-10 min from this post and I bet it should be all finished and uploaded online.
I'd love to see any replays if you end up playing other opponents. It's the best way to get feedback is to watch players play your map.
Thanks for the good words, Lore! Since you guys are bumping my thread (thanks boyssss!) I'll most likely do a few tweaks to this map regarding the natural this weekend. I think if I get the feedback I want I'll release a brand new map I've been working on this weekend as well! (I've posted it on discord but haven't mentioned anything here on TL yet)