By redesigning
this map slightly, I made a version of Phantom that is superior to Phantom BGH not only in balance but also in gameplay.
FEATURES:
-Resource voting system superior to Phantom BGH's Beacon-before-start-with-civs voting.
-No start position imbalances
-No awkward chokes and terrain/shared naturals
-Xel'Naga Watch Tower to be captured by players
-Phantom's resources scale with the number of players.
-Phantom's income starts small but increases with time.
-Observer mode: Lift off CC in the first 20 seconds of the game to activate.
-2x main: Each player can hold up to 3 bases from natural choke
-Forge-FE and wallin friendly terrain
-Automatic re-pick if Phantom leaves too early
-And much more.

-Phantom is picked 120 seconds into the game.
-Phantom receives an initial package of 1337 minerals and 1337 gas to assist with rushing.
EDIT> See later post for current version.
Post has been edited 1 time(s), last time on May 9 2010, 12:47 am by Aristocrat.
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I just played this with CecilSunkure, Vrael, a guy from RCDF whose name started with a "G" and probably contained "Goliath", and some pubbies. It was quite fun.
Here are the replays.
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Thanks for the replays! Seems like there are a few issues that I may need to address:
-Are infinite upgrades balanced?
-Instead of defeating a non-phantom player, should I simply turn them into observers on loss of all buildings?
-Should I scale the initial Phantom bonus with the number of players?
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Relatively ancient and inactive
Infinite upgrades are not balanced, and terran becomes overpowered. Battlecruiser and Siege tank damage skyrockets, while armor and the attack of all the other units remains relatively stagnant (one or two per upgrade, keeping pace with armor).
Yes, turn them into observers.
Yes.
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Infinite upgrades are not balanced, and terran becomes overpowered. Battlecruiser and Siege tank damage skyrockets, while armor and the attack of all the other units remains relatively stagnant (one or two per upgrade, keeping pace with armor).
Yes, turn them into observers.
Yes.
Done. Beta test for v0.5b is now active on Bnet US East.
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Okay, I just lost this post because apparently I have -806098 bytes remaining when I tried to upload my map. Instead of preserving my post, I was redirected to an error screen whose Go Back option produced a new page instead. Anyways:
Version 1.0a is up!
CHANGELOG:
-Phantom income tweaked. (I spent 9 paragraphs explaining this in my lost post and I do not feel like typing it up again. If confused, look in triggers.)
-Initial Phantom bonus modified.
-Infinite upgrades removed.
-Xel'Naga Watch Tower mechanic changed: Now gives vision of middle instead of forcing shared vision.
-Fixed some pathing issues.
-Fixed a glitch with Phantom not receiving a Victory message.
-Anti Lift-Off: Players with no units and only floating buildings are defeated.
-Defeat mechanic changed: Defeated players are automatically relegated as observers and are not forced to exit the game.
-People who played the original campaign and actually paid attention to the story may find an Easter Egg somewhere...
-Fixed an unintended terrain fault that was present in the original Symbolic map.
-Strings revamped.
EDIT>
v1.1a is up.
-Removed watchtower. Added expansion to middle.
-Income tweaked.
Attachments:
Post has been edited 1 time(s), last time on May 9 2010, 12:47 am by Aristocrat.
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Hmm, I think that I have found the easter egg.
I don't think that you want me to say it though.
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