[9:07:51 PM] August "Meltage" Sönnergren: also watchgin the awesomeness of yesterday, some of the replays
Lost City truly looks amazing ingame. My only complain is perhaps the bright light and that all doodads are copied over with no appearent variation. But the class of those details really makes me wanna play diablo3 now ( and a sc2 mod with Lost City setting)
Also, I think the map's quite interresting design; the XNT placement, the rocks. My only concern about tgameplay is the high ground next to the nat. Will it be too powerfull? The main nat choke is cerntainly not too big, so it might balance out. I like how far the backdoor is from the nat choke.
The backdoor to the high grounds are perfect - they are impossible to defend (unless you wall em). You really need it to be there, beacuse I think a 3base army can defend the gold and the other two ramps AND the nat from the gold position.
I think you could use the Memorialish short distance - path in the middle, as in the concepts above, since nat-to-nat distance would be like 120ish then? - which would be perfect super early game when it can be used. Later, it can still be used to "ninja-scout" the other XNT and for speedlings. It woudl punish users who dont use the CNT and T and P who dont wall their nat

Is this still WIP? Perhaps make a try at custom XNT, get a some more games on it to analyze, so we can TPW tag this beautiful work of yours.