I don’t have the skill to try making maps on my own to demonstrate these, but I think these ideas could be interesting and maybe create some unique strategies.
- A map where players start in the center of the map, divided from each other by a chasm filled with doodads that block pathing and sight (of course, it would be large enough so that Tempests and Siege Tanks couldn’t fire onto the other base). Expansion paths instead spread outward to the edges of the map, with a general curve either up or down. This would create a lot of unusual and variable attack paths and add a new dimension to where you choose to expand.
- A map where each starting base has a pocket base, but the path to it from the main base is only wide enough for workers to go through. However, there is a larger path from this pocket base that leads out into the rest of the map, creating a means by which you could open it up, or your opponent could use to get in. The isolation of the base would mean it could be very vulnerable to drops and harassment, but it could also be a place to hide tech structures from the opponent.
- A map with an odd number of bases, and the odd-one out is in the center of the map, so players will fight over it. This resource node has two rich vespene geysers and eight normal mineral fields, but they are divided with one geyser and four mineral fields on either side. This would make vespene mining very lucrative, but mineral mining would be slow and inefficient as workers weave back and forth looking for open patches. The paths to the resource node are over high ground overlooking one half of the base, so players could easily harass it, or if they seize it, choose to only mine from the side they control so the opponent can’t harass them from the high ground.
- A map with bridges over low-ground areas that are pathable, allowing units to cross over each other’s heads and attack from unusual angles. The bridges are controlled by power structures that can be destroyed to temporarily deactivate them, which would cause units currently on them to drop to the lower ground. These power structures would recover after a period of time and the bridge extend again, and the power structure in turn could be destroyed again. Players could pre-emptively deactivate bridges to close off paths before engaging an opponent’s army, or retract a bridge from under an enemy force’s feet and drop them into a pincer attack.