I can't seem to upload the actual map file, so hopefully the Image will do. If anyone actually wants the .scm, I'll try harder to put it up here.
EDIT: Click to view attachment
I tried to build around the idea of a semi-island-ish map, where you could play on the ground without too much trouble, but you need to take to the air eventually to stay economically ahead. The command centres were being used for mineral placement, and weren't removed when I took the picture, but they are now. Just ignore them!
Eight mineral patches at the main, six at the natural, six at the minonly. I hear that protoss likes maps with plenty of islands, so I tried to open up the natural a bit to make forge FE's just a little harder. With that, I'm mildly concerned that the vespene geyser at 5's natural helps the FE out considerably; I should probably switch the mineral formation at 11's natural to the right of the CC to help balance that out a bit. The middle path is not buildable, but much of the area around the sides is. It's a little cramped in the middle, but not as much as some of my previous maps. Besides, I'm trying to make it just a tad tougher for protoss, so hopefully it should be balanced.
There's a little bit of non-buildable area tucked in each main; hopefully this will encourage stuff like doom drops (and others as well, I suppose) because it doesn't allow players to put turrets right up to the edge. I figure Zerg doesn't really like island maps, so every little bit counts, I suppose.
My one other concern is that Zerg doesn't have an easy third gas. What I think might be cool is to plop a single vespene geyser tucked in the corner halfway between the main and the natural. I imagine this would be a real boon for the Zerg, because they could easily plop a necessary third hatchery right by it, while the other races would have to either distance mine or waste 400 minerals on a town hall.
Anyways, thoughts on balance? I'd like to get everything kinda evened out before I attempt to make it look nice with doodads and whatnot.
