On February 22 2017 13:38 SwedenTheKid wrote:
I’m still a pretty casual map maker and player, so my advise isn’t probably the most informed, but here’s my critique of the layout.
I feel like this map slightly suffers from the same issue that many reflection symmetry maps do, the fact that Terrans may have the advantage because they can expand naturally closer to their opponent while Zerg will [probably?] want to take the farther 3rd option, which makes the area they have to control and defend from attacks and harassment larger. This is further complicated by the 4 forward gold bases which I think favor Terran as well slightly [not that that’s a bad thing on it’s own].
I also don’t see the value of the bases that fall upon the line of reflection, even the [edit]Island[/edit] base, I’m not sure if it will be used compared to island bases like on New Gettysburg [those are very close to the main bases and therefor allow for some interesting plays]. I could be wrong, I guess Zerg might find some value in taking the distant bases in the top, though.
To be honest, I wish the rock towers were used to block off the routes up to the gold bases platforms instead of the paths between the bases.
Anyways, not my favorite map by you in the past week, but definitely not bad and better than anything I’ve made so far [I think?].
i do not think it is so bad here. thirds are set up in good distances. the bigger problem i see - which is informed by the symmetry used here, as you pointed out - is that the axial line is very close to the close third and it even gets worse with the watchtowers.