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Name: Armistice II Playable size: 148x140 Spawns: Top left, bottom right
Couldn't get the backdoor nat concept from the first version to work, so I just took the art and created something more practical (hopefully). Relatively circular expansion pattern and leaving most of the middle open for engagements. Feedback appreciated.
Arts: + Show Spoiler +
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I don't know enough about layout to say if this is good or not, but I love the looks of this map! Well done
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The layout's quite decent. It isn't the most exciting (the fact that you just expand clockwise the entire game with really no choice of expansions ever isn't ideal), but it is a solid layout with a middle that meshes well with the rest of the map. Aesthetics-wise the map is nice too, though some people would object to all the perfectly straight cliffs on the map.
A few small things... How much territory do the watch-towers control? If controlling both watch-towers mean you see every single ground path that leads to the other side of the map I think it's too much. Are you able to wall-off the entrance of the natural with evolution chambers without needing a creep tumor? Something can probably be done to the expansion directly above/below the mains too, since I don't see it ever being taken currently--not sure what.
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Here's the watchtower radius: + Show Spoiler + Here's where the creep lines up relative to the choke: + Show Spoiler +
Any issues there?
Yea, giving the expos (above/below the mains) more incentive would help with the excitement too so the map doesn't repeat itself every game. Awesome feedback thanks.
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Generally you want the natural choke to be closer to the hatchery/nexus/CC than that. So that zergs can do a full wall-off of the natural in ZvZ, and to help Protoss defend in PvZ.
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You can tell i don't play Zerg much :3 Thanks for the pointer.
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maybe remove the rocks leading to the third below the main? if those weren't there and the rocks to that directions fourth were on the other side I'd probably play with expanding that way in ZvT.
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