Thank you for your feedback everyone.
Indeed, the map is quite large for a 1v1 map, and as of now maybe a bit too large. I have some ideas for redesigns to make distances smaller. I will adress this and the other points you made in more details when I have more time.
Ok so here little more:
Regarding the size of the map, there are two major points for me. First I dont like the fact that many small maps (TS, EI, AI) often limit strategical possibilities: By lategame, there are no creeps left, only one expansion per player, scouting isnt really essential anymore. Yes it may actually make the game more balanced, but I found myself vetoing these maps whenever possible just because I find them to be boring.
Second, for this particular map I wanted to have unusual starting positions with a "back-door" area and a second "wrap-around" entrance to the main bases. I originally tried to fit this idea intoa 96x96 map and I found that these base layouts were already taking away half of the map, which I didnt like.
However, you are right that the map is too large. I will hopefully find time and motivation to do a redesign of the corner areas, which should reduce the effective playing size.
@deepstrasz : My idea for the watcher ward is to serve as something the players are supposed to fight for. However, I will probably scrap it if I move the bottom left gold mine closer towards the center, as then the ward might be too powerful. I will also do the same for the red makrura camps, as right now they seem to be too far away from the places where I found most of the action take place. Then if there is a higher chance of trespassing player units, their reduced aggro range also makes sense once again.
I'm happy you like the tileset
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)