Shangri-la is a collaboration featuring a layout by myself, textured by the master texturer Koagel.
The idea for this map was to make a small, fast-paced map that would force players to adopt wildly different playstyles depending on their spawn locations. I also wanted to combine linear and rotational symmetry. Thirdly, I wanted to play with the idea of 2v2 fortresses, where the two people within a fortress weren't necessarily friendly. I played a broken version of twilight fortress where the teams messed up, was hilarious.
+ Show Spoiler +
The layout look somewhat familar to you? Hmm?+ Show Spoiler +
- See it?
As you can see, the mains are paired up like a team game. However, this map is designed for 1v1s, even with close spawns. Everything is tight to encourage rapid expansion, and because rapid expansion is encouraged, so is aggression. Particularly in close spawns, constant fighting between the naturals is guaranteed. On far spawns, the map gets split in half, and this actually becomes a tiny macro map. (At least through testing so far). On non-diagonal spawns, the gold between you is a source of combat as well.
There are no Xel'Naga towers for a reason, there's no place that you need them. Early on, rocks block all backdoor paths, and later on you will have a large enough army that you'll be covering any attack routes anyways.
Key points:
There are defensive highgrounds for each half base.
The rocks blocking your natural third are there for balance reasons. without them, rush distance between mains is unnacceptably short.
Speaking of rush dstances, they are: 78.3, 116.5, and 124.9. Nat2Nat on close spawns is a hilarious 50.
I feel kind of bad about wasting Koagel's talent on a map that is so different from normal ladder styles. But it's a ton of fun to play with your friends - try it out! Shangri-la on NA