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As for the burned holes, isn't it enough with 1 burned hole in the choke? Isn't it hard to wall now with the unbuildable ground takung up as much space as it does?
At first, I put only 1 burned hole in it, but the problem was even if I did put that one there, no matter where I put it terrans could still wall with 1 barracks, which was something I did not want terrans doing.
Both the top and the bottom can wall with 1 rax and 1 depot.
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I think making a well playable and beautiful basic map is really cool sometimes, and there is nothing wrong with it. But if the map has nothing unique, the question comes automatically: Why play this map, and not any else?
While I don't feel that the map itself has nothing unique in terms of terrain, I think its layout would make for some interesting games, and opens some opportunities for creative strategies without entirely remaking the formula, which I have always felt was the goal of making new maps.
For example, expansion location is configured that it becomes very hard to take some expansions, because after you take the corner expo and your natural, both side expos are relatively neutral, but the side expo that your corner expansion is near is a little bit harder to defend since your opponent has a quick route through the solar array bridges to it, and then if you wanted the other side expo, your opponent still has a route to it, albeit not as quick or wide, and it forces you to spread your army defending both side corridors and the middle. The middle mineral onlys are very very hard to take, given their position on the map (there is an easy back door flank, as well as a wide middle) which basically makes it hard (in theory at least, all the games on this map have been one-sided given the thinly spread, wide spectrum of friends I have) for players to take the map, which counteracts the openness of the map and the ease of flanking.
If you look at Lost Temple, generally the race that takes the map will have more easy expansions, because they have other mains, and with those mains they have the naturals, both of which have a single route to enter, and are relatively far away from the enemy.
Also, I was considering creating broken cliff for the cove near the naturals to prevent terrans from "cliffing" that, but I am reluctant to make this map even harder than it already is for Terrans.