
Welcome back to the Soop StarCraft League ASL! With the main event starting on March 24, it’s time to take a look at this season’s map pool! Special thanks to Hawk for collaborating and giving us his thoughts on the balance of each map.
Liquipedia
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The map pool features 2 2p maps, 1 3p map, and 4 4p maps, with 3 new maps and 4 returning maps with some revisions. Only one standout map, Death Valley, is featured as the “experimental map” while all others are fairly standard, with Metropolis being the only standout in terms of attempting a new design for a 4p map. Let’s jump right into it!
2 player maps:
We start off with a bang, as Death Valley is the spiritual successor of



Eclipse makes a return as the standard 2p map of the map pool. The map hasn’t seen any balance changes recently, so all the same ideas on this map will still play out, though the last time this map featured was back in 2022 in ASL13, so meta shifts may impact the balance of this map. However, I am excited to see this map return, as well balanced 2p maps are always a good inclusion into any map pool (although Terrans will be cursing the fact that they’ll have to deal with the gas steal in TvP). Nothing really to add, the map is still very good and I anticipate some really exciting games on it.
Dominator makes a return to the map pool after a reasonable showing from last season. It’s been a comfortable Terran map, while Zerg and Protoss have both shown weakness in their respective unfavorable matchups (ZvT and PvZ). However, some changes were made that hopefully will help get the map into a bit more of a balanced state and reduce Terran’s stranglehold on the map. First, higher walls were added near the mineral only expansions to prevent Terrans from freely sieging into the mains with tanks. Now, it’ll require a building or air unit to allow them to shell a main. In essence, it’s asking Terrans to actually push forward rather than taking an overly safe position while still posing as a threat, reducing the low risk, high reward strategies that Terrans can abuse. Second, Terran can no longer full wall at 3 or 7 spawns. This was a big concern for Zergs in the matchup, and this new change will make it so that Terrans can’t feel overly comfortable with CC-first against Zerg (though FlaSh has started showing some modified walls with CC at the wall instead of on location). Finally, the front yard to the natural was modified to add a little bit more building area to defend your natural’s pizza slice as Terran. Overall, these three changes will greatly reduce Terran’s dominance in both matchups, though it doesn’t exactly do much to help the ZvP matchup, which will likely still be Zerg favored.
If Dominator was a Terran map, then Deja Vu’s first iteration was criminal. Terran boasted over 55% in both matchups, making it a very solid Terran map. But once again, changes were made to help curtail Terrans and hopefully make the map more playable for the other two races. First, the dreaded buildable terrain on the donut high ground was removed entirely. No more free turrets and depots for Terrans to comfortably sit with tanks to siege a helpless Protoss. This change is similar to Dominator in a way where it’s asking Terran to have to commit and take more risk rather than sitting comfortably from a low risk-high reward position. This change will also hopefully reduce how much stalemate can occur on this map in TvT, where turret building on the donut encourages more defensive posturing rather than actively seeking to gain territory on the map. Finally, the center was opened up more compared to the first iteration of the map, so that there’s more freedom to move rather than having such a constrained middle.Once again, this should help against Terrans who like to turtle by taking the center base, making attacks into the center more viable and less costly for a Protoss. At the very least, hopefully Protoss can have some more reprieve on this map compared to the previous version.
An Elon Musk-inspired map and


I’d say that Metropolis was a new attempt to get a different design to 4p standard maps. Metropolis offers a very large main, similar to


Radeon has had no changes and has been a staple in the pro scene for some time now. Statistically, it is the most balanced standard 4p map, and one of the most balanced maps in history (though Protoss probably wishes there were some small changes to help their 47% winrate on the map). Overall, because the map is the most frequently used today, not much can be said, I’m excited for this map to feature in the tournament again.
Summary
Based on the map pool and looking at the statistics of each, Zergs are finally getting some reprieve from the ZvT nightmare, while Protoss players are still floundering a bit with sub-50% winrates across pretty much all maps. Here’s hoping that the modifications to Deja Vu and Dominator will be enough to balance out some of their weaknesses, but with the PvZ metagame still being incredibly difficult, it feels like this will be a Zerg and Terran favored tournament.

Favorite:

It’s hard to pick anyone else here to be the pre-tournament favorite. While Soulkey has struggled sometimes in proleague (mostly to





Darkhorse:

I think a lot of people are on the Speed train after his pretty solid performance last ASL, while yes, Speed didn’t even make it to the bracket, many feel like he’s been improving at a very rapid pace and is going to follow in the footsteps of various other Terrans who have made that push to winning an ASL, like



Likely to underperform:

It’s sort of easy to pick on Queen constantly, who lost to BCM in qualifiers two ASLs ago (BCM actually beat


Notable missing players:



FlaSh is out for a hand/wrist surgery. JyJ had the unfortunate run of losing to both


Writers: FlashFTW, Hawk
Graphics: v1
Editors: BLinD-RawR
Graphics: v1
Editors: BLinD-RawR