Two ways into a main is bad for zerg.
The mains are too small.
Make it so if a zerg player builds a hatchery at the nat, that the creep gets in the way of the main's choke.
The middle expansion has too much minerals.
Tank holes. Everywhere.
Get rid of the straight high terrain. There is no straight terrain in nature.
Your islands need a geyser.
For expansions, you should only have 7-8 mineral fields.
Your mineral formations arent good.
Almost everything is tankable.
There is no concept.
There is no depth.
Never use Raised Jungle (lol). It doesnt look so good. You cant tessellate with it either.
Map is too open
No two-ways-into-the-main.
The creep-in-the-choke works, or is close enough.
There is no middle expo.
There are very few, if any, tank holes (ofc this is me and not someone else).
Not sure exactly what you meant by that, but if you are speaking of the tessellated main/nat walls, read my previous post on that.
The 'islands' you spoke of were supposed to be min-onlies in the other map, but in this map that doesn't exactly matter, considering there are no islands.
Nats have six mineral fields, expoes have four, min-onlies have six, mains have nine.
I didn't encounter any problems with the mineral formations, although when using one of them there hacks that auto-orders your workers to gather minerals, they wouldn't work (at least on the bottom main), but that isn't much of an issue considering I didn't make the map for hackers.
Again, there are few, if any, tank holes.
The concept here was that there's an easy way and a hard way to the other side of the river, but to gain access to the easy way you have to mine out the minerals.... yeah...
Not sure on the depth bit.
Not using Jungle terrain to begin with.
Comments on the open-ness or closed-ness of the map? I'm not exactly good at judging that.
You forgot to make the tessellated high grounds thin. Terrans can land tanks on them.
Ill be the first one to say this (Sorry, Excalibur) but watch the videos.
Tessellated high grounds are thin this time around.
I watched them.
@size - Well, I was going for something different. How much, exactly, does it lower the quality of play on the map?
EDIT:
Bad map. Almost as bad as your first one.
Now I'm going to be mean:
TOO FUCKING TIGHT. YOU HEAR ME?
Even if the entire mid was nothing but open dirt it would STILL be too linear to be a good map.
AVOID STRAIGHT LINES.
This entire map is a series of straight lines. They are the enemy when making a melee.
NO CONCEPT, NOTHING TO SALVAGE.
There is no reason for you to work on this map any further. It has no concept and is made of nothing but mistakes.
Fuck it.