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United States10148 Posts
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a four islands map?! thats interesting
not all of the maps had descriptions attached to them
this is probably the first batch and we'll see some more maps to come
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(2) Litmus
![[image loading]](https://i.ibb.co/0RWRK5gX/2-Litmus-0-72.jpg)
+ Show Spoiler + Second gas in the main has 1500 gas
48 mineral patch blocking back path
neutral buildings are stacked: - 6 x Stasis Cell - 2 x Protoss Temple
(2)울돌목 0.72 -> sth like "Screaming Sea"
![[image loading]](https://i.ibb.co/v6ytDM1m/2-0-72.jpg)
+ Show Spoiler + Resource values are kinda all over the place
Main/Nat: 1500minerals // 5000 gas low ground exp: 1000minerals // 2000 gas high ground exp: 1000minerals // 3000 gas
top left island: 1000minerals // 3000 gas bottom right, all 3 islands: 1500minerals // 5000 gas
Top left is the only island blocked by mineral patch
(4) Attitude
![[image loading]](https://i.ibb.co/Mx3rtYgJ/4-Attitude-0-70.jpg)
(4) Knockout
![[image loading]](https://i.ibb.co/6cBDS98v/4-Knock-Out0-70.png)
+ Show Spoiler + ▣ KnockOut 0.70
▶ Type: Hill-type macro-focused map ▶ Size: 128 × 128 ▶ Players: 4 players (Positions at 1, 5, 7, and 11 o’clock) ▶ Tileset: Space Platform ▶ Creator: Kim Eung-seo (Earthattack) ▶ Release Date: 2025-06-13
▶ Concept
KnockOut is a reinterpretation of the former pro-league official map Circuit Breaker, aiming to improve upon its weaknesses and adapt it to the current meta.
▶ Features
The main base is on the 3rd level, and the natural expansion is on the 2nd level. In front of the natural is a basin on the 1st level (2 tiles wide). This design allows defensive structures at the natural entrance to have a 50% chance of evading attacks from early units like Hydralisks, Dragoons, and Marines, offering more stability in the early to mid-game.
There are two bridges in front of the natural, shorter in length than those on Circuit Breaker.
The mineral-only expansions are placed on hills to make them easier to defend.
From the mineral-only expansion to the edge of the map, vision-blocking terrain surrounds the main base, simulating the effect of a 4-level-high wall, thereby making air attacks more viable.
▶ Additional Details
The main base entrance is 4 tiles wide but is narrowed to 2 tiles by placing 0-value minerals on both sides.
The main base entrance can be fully blocked with 1 Barracks and 2 Supply Depots.
The natural expansion is 8 tiles wide.
The gas expansion’s entrance can be blocked with 3 Pylons.
The center of the map, except for the very middle, does not allow buildings to be placed.
▶ Rush Distance (Worker Unit Standard):
Horizontal: 35 seconds
Vertical: 28 seconds
Diagonal: 39 seconds
Between main base entrances
▶ Resource Amounts
Main Base: 9 Mineral Patches + 1 Gas Geyser (4 locations)
Natural: 7 Mineral Patches + 1 Gas Geyser (4 locations)
Gas Expansion: 7 Mineral Patches + 1 Gas Geyser (4 locations)
Mineral-Only: 6 Mineral Patches (4 locations)
(4) Pole Star 1.1
![[image loading]](https://i.ibb.co/1GDzjk9b/4-Pole-Star-1-1.jpg)
+ Show Spoiler + [Pole Star] Version 1.1
▶ Player Count: 4 players ▶ Size: 128 × 128 ▶ Tileset: Space Platform ▶ Creator: Jaemin Kim (KM-) ▶ Map Style: Control Point Domination / Power Struggle ▶ Rush Distance (Main Entrance ↔ Entrance, worker travel time): Horizontal/Vertical – 29s, Diagonal – 39s
▶ Last Update: 2025/06/15 (Version 1.1) Resources
Main Base: 9M 1G × 4 locations
Natural Expansion: 7M 1G × 4 locations
Expansions:
7M (1500) 1G (3000) × 4 locations
7M (1500) 1G (3000) × 4 locations
Center: 2 mineral patches (571 and 428 each)
Concept
Designed as a power struggle map with multiple rush paths, focusing on army movement rotating around the central area.
Although all additional expansions are located on the outskirts, they are connected to the center. Controlling the basin terrain in front of the natural expansion and utilizing tactical unit movement are key.
Other Features
The main base entrance is narrowed using a mineral patch (value 16), similar to the "Metropolis" map, allowing a worker to block enemy worker access.
Each side of the natural expansion entrance has one helper egg for sim-city, allowing a building layout of 7 tiles high by 8 tiles wide. However, the egg positions are adjusted to prevent full wall-offs (complete blockades).
The area from the natural entrance marked by a special terrain border (Level 1 zone) does not allow building construction inside the boundary.
The 2nd-floor gas expansion (same elevation as main) can be sim-city walled using 3 pylons at both the ramp and flat entrances.
The 3rd-floor gas expansions (at 3, 6, 9, and 12 o'clock) can be walled using 4 pylons at the hill entrance.
Changes from 1.0 to 1.1
Changed the main entrance narrowing method from using eggs to a mineral patch.
Slightly expanded the buildable area on the main attack route.
Adjusted some terrain related to unit movement and made general terrain refinements.
Fixed a bug where larva would die in specific placements when adding an extra hatchery at the 11 o'clock ground gas expansion.
(4) Radeon 1.1
![[image loading]](https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fblog.kakaocdn.net%2Fdn%2FbRK2tD%2FbtsOCNcHjoN%2FSKxJtfD9nVL8lSoTqrPUA1%2Fimg.jpg)
+ Show Spoiler + no real changes; mostly bug and positional balance fixes
1.0 to 1.1 Amendments - Fixed an issue where juggling could not enter to attack the Photon Cannon when the canon rushed in the front yard at 11pm/5pm - Juggling can now enter both directions in the direction of the Photon Cannon in all front yards - Create a little more space to build turret on the battlefield - Show Sim City Guide - Fixed the problem of turning around when sending workers from the main camp to the front yard in some startups - Other bug fixes, etc.
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United States10148 Posts
A lot of old map reinterpretations: Polypoid -> Attitude and CB -> Knock Out.
The 2p looks very interesting, so many different attack paths everywhere.
Island map is so weird to me. Also how does Zerg play this map without some creep for nydus on some of the islands?
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i really like (4) Knockout so far
the thingy in front of the naturals is a small area of low ground
this will affect stuff like hydra busts in pvz and sunken busts in tvz + Show Spoiler +
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On June 15 2025 04:54 FlaShFTW wrote: A lot of old map reinterpretations: Polypoid -> Attitude and CB -> Knock Out.
The 2p looks very interesting, so many different attack paths everywhere.
Island map is so weird to me. Also how does Zerg play this map without some creep for nydus on some of the islands? Litmus looks like a crossover of Butter and Ride of Valkyries.
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On June 15 2025 05:43 maybenexttime wrote:Show nested quote +On June 15 2025 04:54 FlaShFTW wrote: A lot of old map reinterpretations: Polypoid -> Attitude and CB -> Knock Out.
The 2p looks very interesting, so many different attack paths everywhere.
Island map is so weird to me. Also how does Zerg play this map without some creep for nydus on some of the islands? Litmus looks like a crossover of Butter and Ride of Valkyries.
butter and neo dark origin
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On June 15 2025 06:00 TT1 wrote:Show nested quote +On June 15 2025 05:43 maybenexttime wrote:On June 15 2025 04:54 FlaShFTW wrote: A lot of old map reinterpretations: Polypoid -> Attitude and CB -> Knock Out.
The 2p looks very interesting, so many different attack paths everywhere.
Island map is so weird to me. Also how does Zerg play this map without some creep for nydus on some of the islands? Litmus looks like a crossover of Butter and Ride of Valkyries. butter and neo dark origin You're right. Looks quite interesting.
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the nat to nat distance on litmus looks really short, it just looks like a very t favored map cus all the expos on the right side are forward (short rush distance for t to push and reinforce), tvz in particular z doesn't even have a "regular" expo with 1 ramp, there's only that regular 3rd expo on the right side but the ramp is wide and it's super forward
attitude looks interesting but pretty standard map xd
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GO GO GO all maps
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On June 15 2025 06:12 TT1 wrote: the nat to nat distance on litmus looks really short, it just looks like a very t favored map cus all the expos on the right side are forward (short rush distance for t to push and reinforce), tvz in particular z doesn't even have a "regular" expo with 1 ramp, there's only that regular 3rd expo on the right side but the ramp is wide and it's super forward
attitude looks interesting but pretty standard map xd TT1 9999 posts
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Please tell me FlaSh is competing this time!
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51436 Posts
closest translation for 울돌목 would be "Screaming Sea"
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On June 15 2025 06:46 prosatan wrote:Show nested quote +On June 15 2025 06:12 TT1 wrote: the nat to nat distance on litmus looks really short, it just looks like a very t favored map cus all the expos on the right side are forward (short rush distance for t to push and reinforce), tvz in particular z doesn't even have a "regular" expo with 1 ramp, there's only that regular 3rd expo on the right side but the ramp is wide and it's super forward
attitude looks interesting but pretty standard map xd TT1 9999 posts 
10k thx prosatan
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I think Screaming Sea is one of the best maps in history of StarCraft. I love it so much!
When I was a child, I thought a map which has only one path to move on ground and air/sea will be around the path. And now my dream came true.
I know 99% amateur + pro players don't like Screaming Sea, unless they get pay to play on this best map.
I know 99.99% Screaming Sea won't be picked for ASL 20, ASL 200, ASL 2000.
I will spend so much my time to play on Screaming Sea with computer.
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United States10148 Posts
On June 15 2025 05:34 Kraekkling wrote:i really like (4) Knockout so far the thingy in front of the naturals is a small area of low ground this will affect stuff like hydra busts in pvz and sunken busts in tvz + Show Spoiler + oh shit is this the way to fix TvZ and ZvP??? this is really interesting to solve these early game issues for both matchups. Perhaps this pushes Terran to going harder into fast ebay builds.
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United States10148 Posts
On June 15 2025 06:12 TT1 wrote: the nat to nat distance on litmus looks really short, it just looks like a very t favored map cus all the expos on the right side are forward (short rush distance for t to push and reinforce), tvz in particular z doesn't even have a "regular" expo with 1 ramp, there's only that regular 3rd expo on the right side but the ramp is wide and it's super forward
attitude looks interesting but pretty standard map xd I think they should add eggs or somehing to narrow the right side third to help zerg take a 3rd. The only nice thing is that the 12/6 thirds, while double choke, it would take forever for Terran to go through the middle, then see lurkers defending toward the center, to go all the way around the edge of the map (though a 2nd group of marines could come from that side).
Looks very interesting, I think it'll be a pretty cool map.
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screaming sea looks like a very wacky map. gonna force players to go to the skies more often, though zerg might not be happy with that. rest is standard fare. when will we get more wacky maps
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