Features -Backdoor into main from natural. -Two high ground pods with Xel'naga watch towers that help secure fourth and fifth bases. -High ground harass area behind fourth blocked by rocks. -High ground harass cliff above fifth
Concept I decided to take an attempt at a dynamic map style that shifts the game as it progresses. I included a nat-third setup that would highly encourage map awareness in the early to mid game, while including a high ground pod that encourages high ground control in the later stages of the game.
Interesting with the backdoor. I wonder if that will cause anything interesting to happen on it.
The map has an interesting layout. Feels kinda like bases four and five are a little easy to take, due to high base density of the last three bases. This might result on wonky games or games that get past two bases to get to five too quickly and cause the map to mine out too often, since there's no sixth base. Maybe the fifth should be moved a bit close to the opponent.
Feels like it could use a little more open space. Like the open parts could be a bit more open, without enlarging the chokes at all. It's a bit lacking in battlefields. It's hard to say just from the overview, though. I, probably more than most people, like well defined open and tight areas, so it's likely just my opinion, and not actually broken or anything, but it's the impression I get.
Generally, though, I like the real technical layout. It seems quite nice.
Things I like: Your use of rocks. Pretty neat and novel ideas. They create dynamic pathing that changes throughout the game, which is very cool and follows along right with your main goal. I like the central high ground pieces. They are also very dynamic, in that they can be used as pathways or defense points. I like the pathing in general in the map. Lots of different pathways and lots of very fun positional quirks, but you probably know that better than I do.
Things I don't like: How open the third is. I like the set up and I like the loop in behind, but it's so difficult to hold. Have you considered removing the ramp that goes up to the third? It doesn't actually affect pathing too much because there is a ramp at a 90 degree angle right next to it. It would make the third defensible (reducing the number of two base all-ins) and would help solve the base density issue Gfire raised. It would make the fourth more of a commitment (though not too much of one). Like Gfire said I'd like a few more open areas. The choke sizes and density are too consistent throughout the map. For example the unpathable area equidistant between the third and the central choke could be reduced in size to make the areas near the center more open. This would create a more interesting dichotomy between the tight central choke and the surrounding area, which personally I think is good. Lastly, I don't like the lighting. It's too dark and too saturated. I think brightening it up a little would make the aesthetics shine a little bit more (because they really are gorgeous). Right now there isn't quite enough contrast between textures to see them at a glance.
Edit: I would also like to see another base some where. Just given the size of the map a sixth base is called for, but I have no idea where you would put it. The map layout doesn't lend itself to another base, I just personally think it needs one. Maybe you could squeeze one in on the opposite side of the main as the natural, but that would require some reworking of the high grounds which would change the whole feel of the map. Up to you.
Also I forgot to say that I do like this map. It's a good map, just not (imo) a really great one.
Things I like: - innovation, the "Back"door. - aesthetics - rock placements - the center highgrounds (although they could be different, I come to that point later) - the area around the 4th/5th is really cute
Things I don´t like: - size compared to the number of bases. Seems a bit passive. - lack of innovation. I really feel like that every single recent high level map looks similar. The first map with that style of highgrounds was Muspelheim, then Conflict Region, now this... It certainly is an awesome feature but you could mix it up a bit more.