Wing of Imperial
1v1, 2 expos each. 1 gold. short rush blocked by rocks. there is only 1 way to the enemy's base. fun for proxy CC in the back door expo. mirrored map. balanced? kinda, there aren't really any big open areas for zerg surrounds.
1v1, 2 expos each. 1 gold. short rush blocked by rocks. there is only 1 way to the enemy's base. fun for proxy CC in the back door expo. mirrored map. balanced? kinda, there aren't really any big open areas for zerg surrounds.
interesting design :)
Also, please not that the following criticism is just to help you improve and is meant friendlyly (that word sounds strange. is that even a word?)
- Heavily favors siege tank play due to thin areas
- Favors collosi for the same reason, but they can at least be countered in this situation, so yeah...
- As you said, no zerg surrounds. huge disadvantage to mass zergling players, like me.
- Psi storm and force fields will probably turn out extremely effective
- maybe add horizontal "8" to allow flanks and multiple paths
- Longer games are impossible due to low number of expos (2 per player. i personally cant live without 4 basing, it just drives me insane knowing i cant expo, even if i dont need it)
- Add island expos
- Highly encourages turtling as it takes very little stationary defenses to wall off the thin path, securing both your nat and 3rd and allowing you to tech to cattlebruisers, broodlords or carriers without a problem.
- banelings are highly effective due to the fact that there's nowhere to run
One fun thing i can imagine about this map is spine crawler or bunker/tank/PF pushes If you ever get a replay of something like that happening there, send it to me :)
GL with your next map/improving this one :)
Looks live Vader's tie fighter.