Many times when creating a map, you find yourself at a crossroads, there may be two or three different options you can take, and from your perspective all of them look very interesting on their own, Eris RE is one of said branches of Eris, an older map of mine, Eris RE does not branch out too far from the original version, but it does so in a critical point, and that is the Main, Natural and
Third bases cluster, and how they interact with each other and what their paths towards the center are.
There are many places which tend to be critical for maps, one of them, if not the most important of them, is the Main base choke point, messing around with this area needs to be carefully planned, be not that you wish to break your own map. And on Eris RE this area has been fused into a crucial spot where not two but three bases meet up and those bases also happen to be the most important ones in the entire map.
The Main base entrance for Eris RE is considerably more risky from a long term balance point of view, yet it allows for a type of layout which is not often seen, which in turn creates this Hitchhiker-esque map during the early to mid game, and not accidentally, one of original Eris sketches was quite inspired by the BroodWar Map.
Now as far as aesthetics go, I don’t feel very confident in having two maps be basically identical because of the confusion it can generate when you are seeing the map from a overview alone, sadly because of timing issues I wasn’t able to finish the new aesthetics in time for Eris RE in TLMC#7, but I’ll continue to iterate in my own version aesthetic-wise as to avoid any problem generated by the two rather similar map versions.
Map Size: 152×152
Rush Distance: 210
Nat to Nat Distance: 155
Xel’naga Towers: 0
Main Base WallOff: 2 Options; 1 Gate+Pylon and Zealot or 2 Gates+Zealot at ramp.
Natural Base WallOff: 2 Gateways and 1 Pylon are necessary too Walloff from ramp to Nexus.
TL Thread: Not Yet Published.
Reddit Thread: Not Yet Published.
Changelog of the map
♦ Submitted to TLMC#7