Thanks Martin. Glad you like the setting too.
Yeah, Air distance is different but I also think tight map bounds will make mineral-line harrasment harder. You'll need to get past buildable (air defendable) ground to get there.
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There is a difference in the distance difference between your natural ramp and your opponents natural ramp compared to your natural to your opponents rocks.
That was a tough sentence but I know exactly what you mean and I've gbrought it up before, but no one but you seems to agree with me

It might be a small problem, although I'd rather avoid it really. It's why I've been promoting a crevasse-style nat ramp to make the nat less safe. I also got the suggestion from WhinO to lower the heoght levels and have a typical wide choke into the nat instead. I'm also considering doing a nat ramp layout similar to Funcmode's Sanctuarium:
http://imgur.com/Q6Zk6http://i.imgur.com/b84j3.jpgQuote:
A few questions though:
The small ramped highground pods in front of the natural, how does the pathing look on them? Because currently it looks like a hole there which you cannot move over, which will be really frustrating for someone with many large units (tanks, roaches, immortals, not to speak of thors and ultras).
It's a feature! It's meant to be narrow. You'd place a pylon there, squeecee speedligns through, scout from it, etc. I've removed the DSR rocks nearby (see discussion post above) so you'll tkae your bigger army around that. Part of the concept is to balance the high ground space so tanks and collossi deathballs won't be too powerful in attacks on the left-hand third.

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Are the highground behind the thirds pathable? Some of them looks pathable (aesthetically) while others don't.
No they're nto pathable and I intend to doodad em up. However, do you think some of it should be pathable and why?
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How easy is it to wall of the natural ramp? (and ignoring the fact that the rocks can be broken).


Valid?
EDIT:
Another WIP:
5. The reaper-backdoor
A reaper backdoor betwen one player's third and the other player's main. It goes along the shoet air distance path and allows siege tanks dropped there only to reach the area BEHIND the mineral line. Large units can only move in the part of the path that is closest to the main. Reapers and collossi can move through.

The high ground around the path is unpathable .. you can only drop on the path.