I'm sure you have seen this on the SEN summer tournament, but in case you haven't, here are the two maps used. In fact, they are probably my first two "real" melee maps.
This link leads to images posted in the SEN summer tournament, which includes the two maps. Thanks to Pekkel the Duck for them.
http://www.staredit.net/index.php?showtopi...ndpost&p=277116[attachmentid=12815]
[attachmentid=12816]
Chaos Shrine: Very little room to flank, leaving Protoss disadvantaged. Two entrances to each base making Zealot rushes very difficult to stop. No realistic nat making life difficult for Zerg.
Conclusion: If Terran survive early game against Protoss they win. Zerg are forced to go Lurkers. Apart from that the gameplay looks to me like it will be pretty dull.
Underworld: No nat in main on an island map means Zerg lose. Terran can lift their CC to two expansions quite easily, giving them huge economic advantage. The islands are small and unconnected again hurting Zerg.
Conclusion: Next time put naturals on mains, connect the expansion islands for the most part... Don't do what blizzard does in their maps.
You have mentioned the abbreviation "Nat" several times. What does this mean precisely?
As for copying "blizzard maps", I did no such thing. I'd rather try to be origional then just mimic what other people do, for the "perfect map" or whatever.
I didn't say you were copying them, I'm saying you're making the same dumb mistakes they are. Balance is more important.
Nat, short for Natural, is the closest expansion to ones main base. It often defends the main's ramp, or choke, in some meaningful way.
"Nat" means natural expansion. It's a relatively easy expasion to take (it can have minerals or minerals and gas).