Hey, just wanted to say two things:
1. This map is total proof that when the ground cannot be deformed, then pathfinding doesn't eat CPU very badly. Playing NanoBlob's current build with hundreds of fancy-schmancy S3Os traveling the tortuous route through the "teeth", lots o' auto-death going on, etc... whereas maps like Castles can hit the 20+% CPU usage with just 50 units sitting still shooting the GROUND... I was at 25% with me and an AI both duking it out... no strain, and it still plays well.
2. For Blobs, this is a great map. Heck, I may just quit using EuroGreen (yes, EuroGreen, don't laugh) as one of the primary test maps for the mod, and use this instead. Like EuroGreen (yes, EuroGreen, which, if you look at it as a game-designer, is actually interesting), this map effectively breaks the campaign area into small zones, makes certain units/approaches much more relevant than others, and breaks LOS... without creating too few chokepoints, allowing for an invulnerable defense. Pretty neato, and when NanoBlobs is out, I suspect people will have a ball playing cat-and-mouse in this map.
But, unlike EuroGreen, it looks good doing it (sorry, Genblood, I like some of your newer creations, but while I love EuroGreen's basic concept, the execution, artwise, really isn't so hot).
My only real beef is that the heightmap does some very strange things at the ends of the corners- units occasionally try to climb straight up, which is kind've funny to watch, and that ... if this is supposed to be a petrified forest... I'd like to see some more organic, less regular shapes to the "roots", and really, I'd prefer that they weren't so ridiculously vertical- iow, like most real roots, they should gradually climb from the ground level up to the trunk. Feel free to ignore me, because I know this would basically just about require the map to get rebuilt... but I think if it was built that way, it'd be more interesting, and more true to the premise, and also not have heightmaps causing my bigger units to clip through things.
I should really sit down and do a map at some point, so that I can figure out how much of a pain it'd be to rework this- making heightmaps is easy (I have a method that I use for bumpmaps that's very straightforward, if you know how to use shader nodes) but texturing something that large would probably drive me insane, with my love of detail directly clashing with my desire to actually get things done
