|EDIT by Freakling:|
This map may actually be more experimental than you might think:
chokes for purples and green min only size too small [ 1 rax covers], and chokes for others to big [ 2 rax]
not sure bout middle and 3rds...
modified by Freakling
|The rotational symmetry is kinda messy but I realize how hard rotational symm. is...|
|Yes!! this is the 100th time ive seen a map identical 2 this!|
|omg, really? i never saw a map like this. lol |
Maybe roadrunner... but it's different.
Thie is the second Ash map that i really want to play for the picture lol. Next to outisder and his mineral lines :)
|the only significant difference I see is that there is a min only where a 3rd gas usually is around.|
could make a big difference tho.
|Yellow is a map Arc. o.o a bridge in the middle |
|Boring... No one even tried to guess...|
|That0s because i didn't see that map.|
And this one has moer bridges.
|Can workers actually mine from the corners of a mineral patch blocked by 3 other patches (at the 11 and 5 min only bases)?|
|Should be able to...|
-Lost Temple 12 o clock has that kinda mineral formation and I was like wtf but it actually does mine...
|Oh cool you found an other vision reducing doodad. i never thought there is an other one|
No, this is the one I described in my guide, there actually is no other one. But by mixing them with cracked ground tiles I managed to make it not quite as disgustingly looking and unit pathing friendly while still maintaining a good "blinding" effect (kinda demon's-forest-like)
It actually feels quite claustrophobic to move around...
|in zvt adjacent spawns, you have a lot of cliffs to work with your mutas as mm army walks to your base, but not in cross spawn. perhaps add some thin cliffs in middle, or vision blockers in front of some of the middle bridges? sorry for necroing old maps, i am looking/testing for a good, somewhat standard (4) map for every tileset|