Hesperium is an experiment that expands into some of the ideas of Foxtrot Labs, it does not go as far as torture the players as Foxtrot goes, but the general core layout ideas and influences can be clearly seen. Unlike Foxtrot Top Left-Bottom Right spawns where players would hardly attack on a clockwise rotation contrary to the expansion flow, on Hesperium it is very important for players to use an army attack path contrary to the map base flow because of the general army positioning on the map.
The general aesthetics of Hesperium are inspired by Transistor, the SuperGigant’s game. Hesperium is based on a development facility of nuclear elements. Because of the color palette I wanted to achieve for the map, I needed to develop a set of custom textures for the map, this was my first real try at integrating custom terrain textures into a melee map, and after a considerable amount of iteration and improvement I managed to get the custom textures working and blending nicely with the map.
As a standard map Hesperium strives to be very balanced, never the less given the features the map has, such as the lowground Third base, the map calls for more mobile armies and drops accompanied with pressure on enemy expansions. Because of this it is expected that immobile army compositions will under-perform when facing more mobile armies, never the less, given the very simple path across the center of the map, players using mobile compositions must still be careful to very big attacks that could take them by surprise.
Changelog of the map
♦ Previous normal fifth bases (8/2) splitted up in two, these new bases are localized at 3/9 and 1/7.
♦ Terrain around new bases has been reworked to fit them.
♦ Destructible diagonal rocks at the end of central plateaus as been removed.
♦ Collapsible debris tower has been re-positioned to protect normal fourth bases.
♦ Terrain around main bases has been reworked to fit with the new nearby base.
♦ Central gold base changed from 7 gold minerals only to 4 golden patches and 1 rich vespene geyser.
♦ Several aesthetic reworks.
♦ Pathing reworked.
♦ Updated Battle.net map descriptions.
♦ Altered the area around the main base ramp to improve the flow into the natural base.
♦ Fixed pathing issues in the middle of the map.
♦ Added Gameheart support.
♦ Improved aesthetic work in the cliffs of the map.