This map is very hard on Zerg. It's difficult to defend the main, and there's no easy gas to grab. (Three Hatch all in an effort to get a min only? nty
Make sure those cliffs above the main minerals can't be landed on (I don't even know why they're there =/)
Geysers in mains need to all either be to the left or the north of the CC. Gases to the south and the right require one more peon for max efficiency.
I don't think that expo in the middle of the map is ever going to be used.
Ugly looking IMO. Large squares in a map really show how lazy a mapper is.
I know that's a lot of critisism. I don't mean to lower your spirits, because I think with some more experience and a couple more tries, you'll be able to start making some decent quality maps. You seem to understand base size, and the need for a natural expansion, which is good. It looks like you used that mirror terraining program that came out recently, and I think that might be a lot of your problem with this map. I'd like for you to try to do something a little more exciting with your next map.
Thanks Chef! Yeah I tried out that new script for the center of the map because I couldn't get anything going there. Sad I know
OK, since squares are bad, what should I do? Should I make cliff ranges in the middle and make the path's more narrow (but wide enough for Protoss to maneuver?) Add a little more doodads?
On another note, should I place geysers in the naturals?
Good critique chef.
Make a map rounder, just make sure each side is even, it takes more patience but pays off when you have a better, more professional looking map.
Cliffs and doodads will not solve the problem. The boring-ness of this map is from the safe mains, low expansion accesability and lack of advanced terraining. You have a big main that opens into a square arena with a few expansions. It helps to look at other maps for ideas, i.e. highground behind expos, use of bridges, mineral blocks, neutral buildings, etc.
No gas expansions in main bases. It kinda ruins balanced play.