This is a rather large 2v2 map. The natural is easy to take and defend, and players should find it easy to defend their third expansion. To the left and right of each map are contested 4th and 5th bases. Xel'Naga towers cover the main attack routes.
There are no gold bases and I only added rocks on what one could see as the 5th base for a player (the centre left and right expansions). This is my first map, and first time posting on these forums :o any and all feedback would be appreciated!
Search for "Arakan Foothills"
Version 1.5 (latest)
added new textures and decorations
Thanks to some of the feedback received both here and through some other means I've re-designed some parts of the level. Some of the raised platforms are now more for looks to avoid sneaky things like drops, proxies or nydus's. The main ramp + raised platform have been altered to provide extra early protection. Full change list:
added props and doodads
map has been slightly reduced in size
destructible rocks added on main ramp
xel'naga towers are added to overlook the entrances to each base
various re-positioning of minerals to improve balance
Yeah it is a 2v2 map. I dont know how to get it to show spawns when I generated that image =O. As for those raised platforms, are you refirring to the one with the three ramps on? Or the side ones? I suppose the main purpose of them is to create some choke points lol. Do you reckon they should be removed / resized?
The ones beside the so called third expansion in the image above. there is a cliff running down to that part of the cliff but then what form there? It looks like an extremly convenient location to drop/proxy/nydus into someones main seeing as there is no ramp up there people would unlikely wall it off
What you have done works perfectly, its kinda of the reason that map (I think lost temple is the name), the original map had cliff above the natural and it was OP to siege tank abuse by Terran, it wouldn't be so much the case as you have access to that high ground from higher ground, but just making it completely inaccessible by blocking the terrain works
Now that I see your map with doodads and the chokes and all are more clear, I have to wonder about the map's balance. What exactly do you intend as starting locations? Being able to defend those entire top high-ground areas with one choke seems incredibly imbalanced to me. Since the choke is so wide and there's so much cliff, zerg rushes and reaper harass should be ridiculously overpowered. If a Terran player survives this and gets a chance to go mech, he can simply sit on 4 bases while never leaving his choke, which is ridiculous as well.
I suggest moving the xel naga towers that are more in the middle to the other side of the cliff they're on. That gives more map vision for each side. Also add a ramp to those same cliffs as of right now they're useless and really only usable to the players who's side it opens to. Do that or you could add an expansion there but that might be too many expansions for a 2v2.
The spawns would be the two centre bases on the top + bottom. The cliffs in front of the main bases aren't cliffwalkable. But yeah there is a rather imbalanced issue someone pointed out where turtling players are basically being rewarded with 3 bases each lol. I thought by spreading them out drop harass / air harass would balance it out a bit... but its deffo an issue I need to figure out.
Adding an expansion there might help a bit =o someone who helped testing it suggested I reduce the amount of mineral patches in the naturals (the back door/safe ones) and then add an outer expansion to encourage people to not turtle as much. I hadn't thought of adding one there though =o