Arena
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P ? T
P > Z
T > Z
I'm thinking zerg could be hard to play with no easy 3rd gas available. PvT might be Terran favored with no real easy expos to take past the nat for Toss and its probably going to be hard to break a good Terran push once they get sieged up in a good position.
The main features of this map are the bowl-like formation dominating the middle of the map along with the narrow pathways on the side to the 3rd gas. Also note the stacked minerals (5 I think at 1 min each) between the main and the min only. Everything beyond the nat is easily harassable from the high ground and the long distances are going to make them hard to secure.
P > Z
T > Z
I'm thinking zerg could be hard to play with no easy 3rd gas available. PvT might be Terran favored with no real easy expos to take past the nat for Toss and its probably going to be hard to break a good Terran push once they get sieged up in a good position.
The main features of this map are the bowl-like formation dominating the middle of the map along with the narrow pathways on the side to the 3rd gas. Also note the stacked minerals (5 I think at 1 min each) between the main and the min only. Everything beyond the nat is easily harassable from the high ground and the long distances are going to make them hard to secure.
Echelon
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P ? T
P ? Z
T ? Z
I'm not sure what the balance is like on this one without thinking about it more; the easy 3rd gas should be beneficial to zerg. PvT probably will lean towards protoss late game once the expansions get spread out and the terran army becomes more easily flankable.
This map was inspired by Ride of Valkyries but should still have some uniqueness to it. Note that the expos near the middle are min only (the geysers are the mined out doodads). Also, while the island expo has 2 gas it is harassable without drop.
P ? Z
T ? Z
I'm not sure what the balance is like on this one without thinking about it more; the easy 3rd gas should be beneficial to zerg. PvT probably will lean towards protoss late game once the expansions get spread out and the terran army becomes more easily flankable.
This map was inspired by Ride of Valkyries but should still have some uniqueness to it. Note that the expos near the middle are min only (the geysers are the mined out doodads). Also, while the island expo has 2 gas it is harassable without drop.
unnamed
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P < T
P > Z
T ? Z
The relatively easy 3 bases and short push distance should make this P < T I think. The hard to defend 3rd gas for zerg will probably favor Protoss I think with Protoss having 2 gas & the min only easily defendable.
I didn't really have a plan when making this map other than the mostly open middle. The back route to the min only is blocked by stacked minerals (5 stacked with 1 min each I believe) which should be enough to deter rushes but still needs to be watched.
P > Z
T ? Z
The relatively easy 3 bases and short push distance should make this P < T I think. The hard to defend 3rd gas for zerg will probably favor Protoss I think with Protoss having 2 gas & the min only easily defendable.
I didn't really have a plan when making this map other than the mostly open middle. The back route to the min only is blocked by stacked minerals (5 stacked with 1 min each I believe) which should be enough to deter rushes but still needs to be watched.
Unveiled
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P ? T
P ? Z
T ? Z
Due to the unique nature of this map I'm not sure what the balance would look like. The key features here are the blocked ramps at the in base natural which are blocked by 4 mineral patches of 500 minerals each while the other patches have 2000 (instead of 1500) each. I wanted to experiment with opening a secondary route via normal mining and also provide unique play in each of the matchups. I believe that it will be to one races advantage in each matchup to mine out the back ramp for example in PvT Terran would probably benefit from mining this out and having easy access to a 3rd base and a short push distance to pressure the Protoss while the Protoss may choose to forgo mining the 4 ramp patches and instead expand towards the bottom more open area forcing the Terran to make long flankable pushes and providing opportunities for recalls on undefended expos. Note that workers mining the 5 patches won't go to the ramp patches so you have to assign workers to the ramp patches or they won't get mined.
P ? Z
T ? Z
Due to the unique nature of this map I'm not sure what the balance would look like. The key features here are the blocked ramps at the in base natural which are blocked by 4 mineral patches of 500 minerals each while the other patches have 2000 (instead of 1500) each. I wanted to experiment with opening a secondary route via normal mining and also provide unique play in each of the matchups. I believe that it will be to one races advantage in each matchup to mine out the back ramp for example in PvT Terran would probably benefit from mining this out and having easy access to a 3rd base and a short push distance to pressure the Protoss while the Protoss may choose to forgo mining the 4 ramp patches and instead expand towards the bottom more open area forcing the Terran to make long flankable pushes and providing opportunities for recalls on undefended expos. Note that workers mining the 5 patches won't go to the ramp patches so you have to assign workers to the ramp patches or they won't get mined.
Winding Valley
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P ? T
P ? Z
T ? Z
Again due to the split nature of this map I'm not too sure what the balance would look like. This is another map I think may play out differently in each matchup with one race possibly favoring mining out their back ramp (again 5 minerals with 1 mineral each). Note that the islands only have 4 patches but they each have 3000 minerals; I don't think they'll see much use but they're still an option.
P ? Z
T ? Z
Again due to the split nature of this map I'm not too sure what the balance would look like. This is another map I think may play out differently in each matchup with one race possibly favoring mining out their back ramp (again 5 minerals with 1 mineral each). Note that the islands only have 4 patches but they each have 3000 minerals; I don't think they'll see much use but they're still an option.
Anyways that sums up my mapping efforts so far. Again any advice or comments would be appreciated. I'll probably make these available if people are interested and after I polish them a little more (and probably work on balance issues).