the concept is interesting, but I do not understand everything...do not think it is my kind of map and the "gimmick" might be too strong.
Questions:
are you supposed to build a base > there is very little space to build your base
obliterator > attacking units and buildings?
range of obliterator
where am I supposed to move?
important Critic:
the oblitarator should only should only attack units and buildings that are seen by the team controlling it!
the map relies on movement and speed > it has to be mirrored!
things I would change:
right now there is less than one Xel'naga tower to control for each player
Make the map bigger or change it as a 2vs2 (try 2vs2 first)
The obliterator should only attack units in a certain range (middle ground)
there has to be a reason to move your units through the middle, e.g. long and slow way if you use the save right or left side
if the gameplay relies strongly on the obliterator (or only...) I think the map is easily won by the player who has the quicker units
the obliterator should help you to win and do not win the game for you
change half of the bases (11, 1, 5 and 7 o'clock) to expansions and make them less defendable
add high yield expansions instead of the water area in top and bottom. their access should be controlled/atackable by the obliterator, the buildings close to the minerals have to be save.
If you want to have a strong obliterator:
I would still make it 2vs2
change the pathing/connections
the 3 and 9 o'clock Xel'Naga will be the players main interest, this is were they will meet. right now everything there is a narrow chokepoint.
You really want to have an accessible battlefield at these two towers with two entrances per team > make map wider
@SuraklinSC2: Go
the concept is interesting, but I do not understand everything...do not think it is my kind of map and the "gimmick" might be too strong.
Questions:
important Critic:
things I would change:
If you want to have a strong obliterator: