FEATURES
Start Locations - Distances between bases range from 130 between all corners, to 150 for cross-map play.
Smoke and LOS Blockers - The back third expansions in bases contain a LOS block area, the side of the main contains another. The center high ground is divided into three parts for flanking with melee units and weakening large contains without proper map coverage. The entire path between the 10 and 2 or 3 and 8 is covered in smoke, preventing abuse of the small path in the later game, and protecting units in it from the threat of the cliff above.
Cliff attack spots - The high ground above the 12 and 6 is a prime spot for Siege Tanks or range upgraded Hydralisks... However, the mineral line of those expansions contains a watchtower, potentially putting an early end to this type of harassment.
Proxy pylons - Still viable in the late game after the rocks are removed from the 6 and 12. Placing Pylons in these spaces allows warping units directly into your opponents base, and is outside the range of the watchtower.
Drop spots - Fairly straightforward... Like Metalopolis, but less devastating.
The X's are destructible rocks... Though I completely forgot to label the ones that keep the 6 and 12 cordoned off. The ones at the gold offer a sneaky backdoor to your natural's mineral line.
http://www.mediafire.com/?cfyqge555c4pson
Issues - Though the side watchtowers don't reveal directly if a player has taken his natural, they will see creep. Considering placing neutral creep tumors here, and in the side of the base to balance further for Zerg.
None.