25th March 2021 Version 0.92 Gates Of Memphis -Top main mineral line rotated to horizontal (and added worker repositioning hallucinations) -Changed the ramp block from 6 eggs to 1 Ion Cannon and 2 eggs underneath -Removed 1 mineral patch at the 3rds (now 7 mineral patches, 1 gas) -Formalised zealot/cannon pressure at the 3rds. -Added a bit of cliff clutter to edge of mains -Various minor tweaks
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5th October 2020 Version 0.91 Gates Of Memphis -deleted 2 mineral only bases -deleted top right corner expansion (and reshaped terrain and added deco) -improved mining in both mains -tiny bit more building space in bottom left base + Show Spoiler +
5th October 2020 Version 0.91 Gates Of Memphis -deleted 2 mineral only bases -deleted top right corner expansion (and reshaped terrain and added deco) -improved mining in both mains -tiny bit more building space in bottom left base
I think you should add a mineral at 2 red square. It allows worker who builds Nexus/CC/Hactch soon at top right map. There is another strategy instead of only expand at nat. You can add a gas at bottom left base. So the game will be amazing more.
I like some squares with narrow paths to move. It is cool and units have to move slowly. We need to micro very well there.
The biggest issue I see is a major adventage of bottom starting location over the top one. This comes from:
1) Much better base layout at bottom, easier and more natural to fit your production buildings (especially important TvZ, PvZ) 2) Much safer mineral line in main. Top position has got horrible anty air defense setup, imagine mutas flying in to the top left corner - all your anty air defense becomes redundant. (specifically for TvZ I guess)
Maybe consider moving the minerals of top starting location to top of base?
25th March 2021 Version 0.92 Gates Of Memphis -Top main mineral line rotated to horizontal (and added worker repositioning hallucinations) -Changed the ramp block from 6 eggs to 1 Ion Cannon and 2 eggs underneath -Removed 1 mineral patch at the 3rds (now 7 mineral patches, 1 gas) -Formalised zealot/cannon pressure at the 3rds. -Added a bit of cliff clutter to edge of mains -Various minor tweaks
If you are working on this for the NWMC I should probably point out that this is definitely outside a reasonable scope of being a "standard" map. One small but effective thing you should definitely do (and I am telling you this for at least the 3rd time already) is to convert that terrain edge sticking out of the main at the nat choke into clutter. It is just too strong of a Tank spot right now, it defends not only the nat choke but also most of the area leading into that and the high ground 3rd, which should probably have a second ramp at the back too. Right now this map is like Fighting Spirit, but with the bridge being covered from both the main and 3rd and no secondary entrance into the 3rd.
Not really. Effectively the 3rd entrance is completely covered by a slightly forward rally point. And the whole area can be covered by Tanks on the cliff edges of the main and 3rd.