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[ASL7] Map Analysis: Block Chain and Whiteout

Forum Index > BW General
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[ASL7] Map Analysis: Block Chain and Whiteout

Text byTL.net ESPORTS
January 14th, 2019 22:21 GMT
logo

Another season of ASL greets us with two brand new maps to be tested in the arena. Ty2 will be providing a map analysis of what will soon be the wartorn battlefields this coming weekend. This season's maps, Block Chain and Whiteout, hold the same familiar sense of ambition from last season but with a few fresh subtle changes to create intriguingly different games.


Block Chain

by EarthAttack

[image loading]

General Notes:

  • The main feature of Block Chain, a 4 player map, are the pathways connecting main bases and naturals to other main bases and naturals. Each pathway is blocked by a pair of assimilators with two neutral Zerg eggs that need to be destroyed before units can pass. Large units (e.g. Tanks, Dragoons) by default can pass between the assimilators. If one assimilator is destroyed, only small units (e.g. Marines, Zerglings, Zealots) can pass. If both assimilators are destroyed, no units, except the ghost, can pass.
  • Mineral patches for workers to walk past Zerg eggs are present on one side of assimilators going outwards of main bases, which makes scout denial far easier.
  • There is a 1/3rd chance a base is adjacent to the opponent’s natural or main. In the case of connecting to the main, killing the blocking zerg eggs can force static defence on two fronts.


[image loading]


A recycled concept of maps such as Outsider and Gold Rush begs the question of how Block Chain distinguishes itself. Block Chain's lack of center bases, and straightforward, square layout, creates more rigid avenues of attacking and expanding. Less flexible, and far more focused on establishing these spread-out few bases makes the game more conservative and resource oriented. In a longer game, players will either seek to break stalemates and apply pressure on the bases or simply rely on short term heavy pressure.

[image loading]


Terran vs Zerg:
To begin, Block Chain is well favored for Terran. The large ground and air spaces are good for dropships, and the fewer bases make Terran stronger in cost effectiveness. Along with a better developed 1-1-1 (Factory and Starport expand opener), Terran will be a force to be reckoned with.

The first main concern of maps is how good they are for 8-rax. Currently, all bases are wallable at their naturals, and the barracks can be built anywhere up to and around the middle of the map. This is a strong opener for Terran, but due being a 4 player map, a diagonal spawn seriously hurts its effectiveness.

Like Gold Rush, unique opportunities for a fast 3rd base using the 3rd hatchery are open. However, with the increased occurrence and risk of factory openings and all of its dropship and wraith derivatives, this possibility is less likely. Still, opportunities of going Crazy Zerg, a strategy where Zergs go straight to ultras from mutalisks, is still possible. The closer gas bases are insulated by common marine/medic attacks and therefore also a natural expansion choice. A Zerg need only to sunken the natural and to focus the rest of their resources on stopping dropships.

Speaking of drops, the map has generous spans of ground and air space for dropships to abuse, which makes intercepting drops with scourge harder. Ability to pressure Zerg at multiple points while still having mobility to defend their own bases supports the SK style.

Arriving to SK Terran will not however involve the typical +1 5-rax. Like Gold Rush, Terrans can't apply pressure to the third like they used to if Zergs take the closer thirds in between main and natural bases. More fast tech builds with faster starport tech, or—most likely—the coveted 1-1-1 will be the prime choices.


Terran vs Protoss:
Terrans probably have the toughest matchup out of all races. Considering the only option for thirds are the isolated assimilator bases, Terran can be picked apart by shuttles. Seeing as speed shuttles are already a popular choice, there's even fewer reasons for Terran to attempt getting a third.

They are further prone to having their base attacked from two places - their natural, and the assimilator path. We've already seen protosses abuse the egg pathway forcing Terran to make two bunkers. Again, another advantage of an already difficult map for Terran to play on.

What's more, a single recall, or Carriers which can abuse the air space above the assimilator bases can wreak havoc. We've seen some dropship builds into 2 base all-in pushes, but we're going to have to see more variety and consistent play out of Terran to hold their own.

The assimilator bases also present ample proxy locations. However, straightforward mass gateway and other related proxies probably make the strategies too predictable for the live stage.

[image loading]

Zerg vs Protoss:
If Protoss were at the mercy of Zerg on even the most relatively tame of maps, they're in serious trouble on Block Chain. Zerg has several threatening strategies, most prominently the turtle zerg style. Commonly seen by Larva, Zergs can secure an easy fifth by first securing a far natural third, and main base fourth. Then, Zerg can safely secure the base in between the claimed main bases.

Such a greedy play strongly urges Protoss to put pressure on Zerg, but also given the fewer bases of the map, can conversely play into Protoss hands in a resource starving scenario in the late game.

Another threat are muta scourge compositions which can take advantage of the isolated midpoint bases. As a precaution, and as a means to initiate their own drop harass, Protoss will mass corsair.

The next pressing concern for Protoss is expanding to a fourth. Undoubtedly, they'll either have to settle with a natural base adjacent to the close third they've taken or—even riskier—another third. The bases are vulnerable to being broken into via the assimilator paths, but besides that, the bases are fairly secure.

In addition, there's potential for corsair/reaver play. However, even when maps appear promising for such dreamy strategies, players still stick to standard play. Due to bases being spread out from each other, they’re harder to defend. That may be the factor that finally pushes Protoss to finally go corsair reaver.

While Zerg is quite strong, there are still tools on the map to make Protoss more than capable of winning. We'll also likely see a resurgence in the turtle zerg style on this map.

Overall, there aren't too many surprises when it comes to Block Chain, and it leaves more to desire as a slightly more generic Gold Rush. It follows the commonly held trend of T > Z > P > T. Still, it'll be interesting to see how inventive players are to work around their respective matchup disadvantages.


Whiteout

by WSH

[image loading]

The second map of ASL 7 is a special treat which features the heavy use of vision blockers not seen since the antiquated KeSpa map, Demon's Forest. By far the more exciting and fresher of the two, there's a lot of potential for Whiteout to produce some amazing games.

First impressions:
The entirety of major army movement will take place along the black areas unaffected by the vision blockers. This will stay true mostly for Terran. Air units, like observers, mutas, science vessels, and overlords will act as necessary spotters. The vision blockers furthermore can act as places to hide units, especially for cheeses. In larger engagements, they can simply be used for space to spread units out for a surround. I'm getting a general sense that air units, like carriers, mutas, dropships, and more, are meant to be encouraged and played on the map. Terran will have to adjust the most and rely on comsat scans to make up for lack of air units.

Also, as a 3 player map, there are significant positional disadvantages usually, but similar to Sylphid, that problem is partially remedied by equally distant center bases as ample third bases. However, the bottom right is noticeably imbalanced, the natural base not pressed against a wall unlike the other two bases. That requires more defense versus mutalisks, especially in TvZ. Outlying bases, right next to main bases, and the adjacent base are noticeably susceptible to close air rush distances from adjacent main bases.

[image loading]

[image loading]


Map features:
  • 3 large areas of vision blockers. Units will only have vision to their right when turned
  • Platform right above natural, good for harassment, but easily defensible
  • Center bases are pressed against the main base, good spot for siege tanks
  • To get to maps beyond the main and natural, units must go past vision blockers
  • Several ridges overlooking every base, including prospective thirds and fourths (in blue)
  • Air units can bypass ground units in vision blocked areas to enter main bases (in red)
  • Lots of air space(in green)


[image loading]


Difficulties:
  • Versus 3 hatch muta, Terran bio must entirely avoid the vision blocked forests, or burn comsat scans. Terran bio will mostly have to stick to the open paths
  • Even with air units, races with very few air units in engagements, like Terrans with science vessels, are prone to too little vision
  • The vast amounts of air space make carriers a formidable unit to deal with, especially in the bottom right. Carriers will also have free reign over the vision blocked portions of the map
  • Terrans need a comsat add-add-on to their comsat to have enough scans for both cloaked units and granting vision in the forests
  • Picking off observers and other air units will be a larger focus in engagements fighting in the vision blocked areas

Expectations:
  • PvT will see heavy carrier play. Terran's creative option of dropship play isn't terribly strong despite the enticing looking ridges. Similar to Block Chain, such play can easily fall short
  • SK Terran with heavy drops will be used against Zerg
  • Many engagements will take place around the three-way road, where either Zerg/Protoss vs. Protoss/Terran will spread units around the vision blocked areas for surrounds
  • The more ambitious players will use the vision blocked areas to set up surprise attacks
  • Some heavy drop play will be seen, likely even into the mid and late game
  • Terrans will continue doing fast expand and upgrade play with easily securable center bases
  • Many fights attempting to kill mech armies stuck in the vision blocked areas


Closing Thoughts:
The most promising map out of ASL so far, Whiteout exhibits both originality and sensible, yet riveting design. Expect to see great use of air units, harass, and tactical use of the vision blockers for the most unique games ASL may produce yet.


Writer: Ty2
Editor: EsportsJohn
Graphics: Ty2
Formatting: BigFan
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TL+ Member
Jukado
Profile Blog Joined May 2011
805 Posts
January 14 2019 22:40 GMT
#2
"Terrans need a comsat add-add-on to their comsat to have enough scans" thx to shield battery
(Ive added a link to this article from the other map thread). Note "BlockChain" got updated in the last few days to 1.1 and Whiteout is also on version 1.1 currently.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Freakling
Profile Joined October 2012
Germany1526 Posts
January 14 2019 23:13 GMT
#3
Comparing Whiteout to Demon's Forest misses the mark a bit as the trees on that map also provide cover and hinder unit movement. (2)Mist would be a better point of reference as far as Mechanics go.
Units will only have vision to their right when turned
I am not quite sure what you are trying to say here. Vision blockers effectively reduce the vision range of all ground units to 1 tile in all directions.

The new straight vertical main ramps on Blockchain are effectively wider and harder to block than most ramps players are used to. This can cause problems when trying to block Ling run-bys and the like.

JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2019-01-14 23:45:32
January 14 2019 23:14 GMT
#4
The link from the frontpage news carousel isn't linking correctly

Interesting article, thanks for the writeup! Hoping to see some interesting and exciting games
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 14 2019 23:18 GMT
#5
Should be good now!
StrategyAllyssa Grey <3<3
NoS-Craig
Profile Joined July 2011
Australia3093 Posts
January 14 2019 23:24 GMT
#6
Thanks for the write-up. Whiteout is an interesting map. I really like the idea of vision blockers. Blockchain looks scary for Terrans against Protoss. I foresee many carrier-based wins for Protoss in the future.
Artosis loves Starcraft
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 14 2019 23:24 GMT
#7
Nice! Finally a map that uses the bugfree tile that blocks the vision. I made a bugfixed version of Demon's Forest many years ago. http://www.panschk.de/mappage/comments.php?mapid=3851
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
MightyBeast
Profile Joined December 2018
117 Posts
January 15 2019 00:54 GMT
#8
I really wanted to love both these maps but they each feel like tons of space is wasted. Wtf is with the ursadon zoo on blockchain? So irrelevant to competitive play. Whiteout the blocked cliffs on the natural ramp sides Effectively increase natural to third travel time time to unnessecary levels. I liked the vision but the Korean mappers laid an egg a bit with these two. Sylphid has many issues too like the lack of high ground third and lurker egg at choke that make the map feel shallow and artificial. I give them all no better than 4/10.
Ideas
Profile Blog Joined April 2008
United States8075 Posts
January 15 2019 02:37 GMT
#9
I've only seen a handful of games on blockchain so far but it seems so hard for the slower race to take a 3rd. I've seen multiple games where the T opted to take the middle base instead of trying to get a side expo. TvZ seems really fun to watch on it, but tvp seems hard AF. Probably the worst TvP map I've seen since third world?

The games have been fun to watch none the less, hopefully Ts figure out a way to pull through with a couple tvp wins on it.
I like starcraft
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
January 15 2019 04:18 GMT
#10
blockchain has to be one of the shittiest maps ive seen in a loooooooooooong time.
Never say Die! ||| Fight you? No, I want to kill you.
TornadoSteve
Profile Joined March 2018
1001 Posts
January 15 2019 04:43 GMT
#11
On January 15 2019 13:18 Dazed. wrote:
blockchain has to be one of the shittiest maps ive seen in a loooooooooooong time.


Yep.

Dislike blockchain, but whiteout looks fun
Kurao
Profile Joined April 2018
215 Posts
January 15 2019 06:31 GMT
#12
Good analysis!

I agree, Whiteout serves much better as a map gameplay- and matchup-wise. (In that it isn't such a stock standard T>Z>P>T format)
Ty2
Profile Blog Joined March 2013
United States1434 Posts
January 15 2019 07:44 GMT
#13
On January 15 2019 08:13 Freakling wrote:
Comparing Whiteout to Demon's Forest misses the mark a bit as the trees on that map also provide cover and hinder unit movement. (2)Mist would be a better point of reference as far as Mechanics go.
Show nested quote +
Units will only have vision to their right when turned
I am not quite sure what you are trying to say here. Vision blockers effectively reduce the vision range of all ground units to 1 tile in all directions.

The new straight vertical main ramps on Blockchain are effectively wider and harder to block than most ramps players are used to. This can cause problems when trying to block Ling run-bys and the like.


I got the turn right vision thing from the download page of whiteout, but you're probably right that it's just one tile.
WriterI feel weird.
jjmmtt
Profile Joined January 2011
Australia995 Posts
Last Edited: 2019-01-15 12:37:31
January 15 2019 12:35 GMT
#14
Block Chain is a really poorly designed map with glaringly obvious issues. I actually think it's on the same level of imbalance as Sparkle was (and that was an island map!). I can forgive Sparkle because it was intended as an experiment and was meant to bring out new strategies. They also knew about the likely imbalances and tried to fix them (it didn't work, but they tried).

Block Chain is just bad and doesn't do that, instead it forces Terran into 1 or 2 base all-ins or lose by default. Zerg and Protoss just need to abuse the strength of flying units on this map (which shuts down drops anyway) and defend until late-game takes over, Zerg simply overpowers the Terran and Protoss can easily roam with carriers and deny expansions. Terran just dies. The heavy choke points and corridors make it very easy to defend. Don't know how they allow maps like Block Chain into high level tournament play. It's especially bad being the first map they play on in the series.

I think Whiteout is pretty reasonable and looks interesting.
ggsimida
Profile Joined August 2015
1141 Posts
January 15 2019 13:25 GMT
#15
flash felt his wrist ache bad when he first saw blockchain
Ideas
Profile Blog Joined April 2008
United States8075 Posts
January 15 2019 16:01 GMT
#16
Have there ever been any "official" BW maps that use the gates from UMS games? Not like in fortress where they just stay up, but like using a trigger to open/close them? I'm guessing it's not possible unless the match is played as an UMS otherwise we'd have seen it by now.
I like starcraft
A.Alm
Profile Joined September 2012
Sweden508 Posts
Last Edited: 2019-01-15 16:16:10
January 15 2019 16:13 GMT
#17
Good and interesting topic. I don' agree terran is favoured vs zerg on Block Chain, i think it's the other way around.

I like the idea of combining "island maps" with "ground maps" (Block chain, Third world) to bring out new types of maps, but they seem hard to balance and i feel like Block chain is quite unbalanced.

Whiteout is a cool map, i like the "no vision" area.

I wish there was a small tournament in between ASL seasons, where the best 8 players or something (maybe best 8 new-comers?) play on a completely new map pool existing of 5 maps or something like that, and then the 2/3 most popular maps are used in following ASL tournament.

I hate to see an entire ASL season "go to waste" because they use maps like Sparkle...
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2019-01-15 16:40:57
January 15 2019 16:40 GMT
#18
On January 15 2019 21:35 jjmmtt wrote:
Block Chain is a really poorly designed map with glaringly obvious issues. I actually think it's on the same level of imbalance as Sparkle was (and that was an island map!). I can forgive Sparkle because it was intended as an experiment and was meant to bring out new strategies. They also knew about the likely imbalances and tried to fix them (it didn't work, but they tried).

Block Chain is just bad and doesn't do that, instead it forces Terran into 1 or 2 base all-ins or lose by default. Zerg and Protoss just need to abuse the strength of flying units on this map (which shuts down drops anyway) and defend until late-game takes over, Zerg simply overpowers the Terran and Protoss can easily roam with carriers and deny expansions. Terran just dies. The heavy choke points and corridors make it very easy to defend. Don't know how they allow maps like Block Chain into high level tournament play. It's especially bad being the first map they play on in the series.

I think Whiteout is pretty reasonable and looks interesting.
The worst part about it, is that it plays in a boring way. At least third world was exciting, even if imbalanced, this maps just lame. And the concepts been done before, and done better. Sigh!
Never say Die! ||| Fight you? No, I want to kill you.
Malinor
Profile Joined November 2008
Germany4719 Posts
Last Edited: 2019-01-15 16:53:32
January 15 2019 16:51 GMT
#19
Brood War maps are just so pretty.

(Asthetically speaking, I do not consider balance. I just love Brood War so much).
"Withstand. Suffer. Live as you must now live. There will, one day, be answer to this." ||| "A life, Jimmy, you know what that is? It's the shit that happens while you're waiting for moments that never come."
jello_biafra
Profile Blog Joined September 2004
United Kingdom6633 Posts
January 15 2019 17:27 GMT
#20
On January 16 2019 01:01 Ideas wrote:
Have there ever been any "official" BW maps that use the gates from UMS games? Not like in fortress where they just stay up, but like using a trigger to open/close them? I'm guessing it's not possible unless the match is played as an UMS otherwise we'd have seen it by now.

I don't think so, I've considered this before, it would be really cool but I think it needs to be UMS.

What I would also like to see is a map that makes use of those auto-turrets and missile launchers, I don't think that's possible either though.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
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