The idea is good, but I think the main problem you're going to run into (that I haven't seen listed) is that expansions still cost 300/400 minerals. For just a couple of patches, this means you get a lot less bang for your bucks, meaning players are simply less likely to expand in the first place. I predict games where both players will turtle on 2-bases and end the game before anyone takes a third. And if anyone even plans on taking a third, he'd immediately need a fourth to get the same effect as in a normal game, which means he'll immediately be spread out like hell. The way I see it, Zerg players have to survive the first 20 minutes of the game while having a really rough time, after which they'll win basically anything.
Will comment again on aesthetics at a later point.
This is supposed to be compensated for by carefully manipulating distances and vulnerabilities.
In this map's case, it may not seem like it is easy enough to expand early on, but once you're able to control the middle it actually becomes fairly easy. It's not particularly hard to cut off the center of the map.
It *might* actually be a little too easy to (in a TvT scenario). Perhaps not. Needs testing IMO.
Overall - great job!! ^_^
I'm really do appreciate people making Fewer Resources per Base (FRB) maps. What is dead may never die! ^^
This is supposed to be compensated for by carefully manipulating distances and vulnerabilities.
In this map's case, it may not seem like it is easy enough to expand early on, but once you're able to control the middle it actually becomes fairly easy. It's not particularly hard to cut off the center of the map.
It *might* actually be a little too easy to (in a TvT scenario). Perhaps not. Needs testing IMO.
Overall - great job!! ^_^
I'm really do appreciate people making Fewer Resources per Base (FRB) maps. What is dead may never die! ^^