Tendency
(2) Tendency v1.1 online on EU
Tendency is my first symmetrical 2playerstart map. In my opinion there are two points of interest when designing such a map: 1. you need an interesting centre that gives access to all other areas 2. air distance should not be too short. This maps features an open third expansion on low ground with two ramps, one leads towards centre, one into the Natural. This additional entrance should not be considered a backdoor, because you can still position your army at he choke to control both entrances. It is really hard to wall your Natural off, though. With a triple vespene expansion on high ground that helps to control movement towards all other areas of the map, I think I have achieved an intersting centre. To counter any bold tries to take complete control their are two fourth expansions situated on a high ground separated by two chokes and connected to one of the two main attacking pathes with a wide ramp. There is an additional DR blocked ramp per side. Between the wide central ramp and the triple vespene expansion cliff you can find the single watchtower in this map. the watchtower helps to attack th highround in both directions. A high yield expansion between both Mains is far to reach by ground but close by air and is therefore blocked with DRs. The map's setup is unique and really works well.
The map's design is really basic and concentrated on forming pretty much everything only with cliffes and textures, adding very few doodads where needed to indicate blocked terrain or positioning of vespene and gold expansion.
ANALYZER IMAGES
Summary
Shortest Path
SCREENSHOTS
Overview
Main
Nat
Third
Fourth
Triple Vespene
High Yield
Watchtower
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