▶ 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)
▶ 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.
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.
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
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
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
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.
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.
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
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
Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?).
I long for the days when we had more tileset variety, btw.
Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season
On June 15 2025 23:34 M3t4PhYzX wrote: Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?).
I long for the days when we had more tileset variety, btw.
Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season
Tileset variety is hard, they can’t use snow tileset because it blinds the players. Ashen is also rarely used too. Desert not as utilized. I do think Ashen and Desert can be used a bit more but I think the ramps aren’t as great to use as the Twilight, Jungle, and Platform
ash world has only two elevation levels and overall lacks visual variety, so it's hard to make maps diverse and appealing
snow world is underused imo. the problems with snow being too bright date back to CRT monitors era and aren't as relevant today. it's also possible to completely skip it (eg tau cross)
desert is very nice and could see more use imo. we only had death valley, apocalypse and butter recently. there were some very pretty desert maps submitted by foreign map makers this season + Show Spoiler +
badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
wonder if those land separation distances are long enough on screaming sea for zerg to actually win air i always found it weird that zerg sucks on island maps considering devourers beat everything in pure air-to-air battles and it's not even close
울돌목(Weeping Stone Bay) = 명량해협(鳴梁海峽) . "Battle of Myeongnyang"is a part of "Imjin War" (임진왜란/壬辰倭亂/万历朝鲜战争 1592-1598). That was the Japan invasion of Korea, and China helped Korea win the war.
On June 15 2025 23:34 M3t4PhYzX wrote: Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?).
I long for the days when we had more tileset variety, btw.
Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season
Tileset variety is hard, they can’t use snow tileset because it blinds the players. Ashen is also rarely used too. Desert not as utilized. I do think Ashen and Desert can be used a bit more but I think the ramps aren’t as great to use as the Twilight, Jungle, and Platform
The point about ramps used to be true, at least to a degree, before 1.22. With the new ramps released there's a lot more raw tile material to work with now – though the new ramps are consistently so badly bugged (mostly with cliff vision due to complete disregard for proper terrain level flags on the unwalkable subtiles, but many are also too narrow to allow proper unit pathing for single-width ramps) that they aren't actually the simple "plug-in-and-play" solution they were meant to be… The fact that these exact bugs aren't fixed in most of these maps speaks to a point, that's probably more important: That many map makers aren't actually that skilled on the technical level, or at least unwilling to spend the necessary time on their maps to properly design and debug their terrain – which explains perfectly well, why Ash and Ice are the most under-used terrain types: Both have very specific downsides and requirements, to design well for to avoid these issues, which makes bringing a map to a playable state, within acceptable aesthetic constraints, more work-intensive as well as requiring some very specific knowledge about certain custom terrain blends, than any other tileset.
On June 16 2025 03:07 Kraekkling wrote: jungle/space/twilight see a lot of use
ash world has only two elevation levels and overall lacks visual variety, so it's hard to make maps diverse and appealing
snow world is underused imo. the problems with snow being too bright date back to CRT monitors era and aren't as relevant today. it's also possible to completely skip it (eg tau cross)
desert is very nice and could see more use imo. we only had death valley, apocalypse and butter recently. there were some very pretty desert maps submitted by foreign map makers this season + Show Spoiler +
badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back
Ash maps looking like a barren wasteland can be an aesthtic choice of its own, though. It's not like most of these maps have sophisticated decorative concepts, or terrain mechanics constrictions, that would necessarily require any certain tileset to be used.
It should also be noted, that tileset choices for Korean competitive maps have become a lot more varied since 1.22 came out:
Most notably, Badlands has become one of the most-used tilesets, due to the appeal of having contrasting Dirt/Grass vs. Asphalt/Structure terrains (as exemplified by *Eclipse*, for example)
Space Platform has become more popular, particularly in relation to Twilight, for three-level map designs, for obvious reasons
Conversely, Jungle has moved from the goto-terrain choice, whenever in doubt, to actually be less common than either of the previously mentioned.
On June 16 2025 08:37 smilevideo wrote: wonder if those land separation distances are long enough on screaming sea for zerg to actually win air i always found it weird that zerg sucks on island maps considering devourers beat everything in pure air-to-air battles and it's not even close
It's the long, expensive tech path to the late game comp that Zerg too easily falls behind on, so games rarely reach that state without the Zerg already being in a losing position, economically. So the bare minimum is to give players initial access to at least three gas bases. But that still puts Zerg only on even base count with the other races, which is still a losing position, at least against Protoss. So some special mechanics also need to be applied to limit or at least delay Protoss' development (e.g. access-restricted Geysers, neutral units or Creep blocking expansions for Nexus, but not Hatcheries…), or to give Zerg specific race.specific mechanics to play around with (e.g. neutral Creep sources, neutral CCs to infest…). Needless to say, none of this is done on *Roaring Straight*, so I don's see how it is gonna be balanced at all. It is definitely possible to balance an island(ish) map for any specific match-up, and thus, theoretically, find a sweet spot where it actually works well for any match-up:
Island maps with significant connected land parts and/or lots of droppable cliffs tend to favour Terran due to allowing for decent mech mobility and ability of Tanks to deal economic damage (e.g. *Hall of Valhalla* or esert Fox*).
Likewise, some ground mobility and the ability to turn the game into a multi-font ground assault in the mid-game can give Zerg a significant edge over Protoss (e.g. *Arkanoid*)
TvZ is bit harder to gauge, due to the very dynamic nature of build choices in that match-up, but Terran definitely needs initial access to a second gas to tech to air and whither the initial Mutalisk onslaught.
Again, I don't see how *Crying Sea* succeeds in achieving any of this, except for easy access to additional (ground) bases, but that only makes it a *very* linear and constricted land map that will then turn into island play in the later stages. So then the question is, will all races be on equal-enough footing after evenly splitting the four land bases between them to then exploit the island part with all necesary tech ready? Protoss can still easily get an advantage, taking early island bases by just dropping off a Probe, though.
I like the map pool overall. The island map will probably turn out broken in some way but it would be interesting to see in what way exactly, so I hope it will pass play testing.
Litmus is somewhat of a wildcard to me. It looks like army movement could become rather restrained after like ~10 minutes and there's a lot of gas on the map. So either games could become somewhat stale after a while (think Neo Dark Origin) or we might see the best games ever with long and methodical battles where players compete for the central expansions.
scarlett if you're reading this please make sure blizzard removes eclipse
please just no more eclipse
i will be personally undertaking a Terminator 2: Judgement Day-style crusade to see that every single surviving copy of Eclipse is incinerated in a volcano
On June 15 2025 23:34 M3t4PhYzX wrote: Knockout looks very interesting, love narrow that low ground idea. "Screaming Sea" will be hated. Litmus should provide for some interesting games. Attitude is thoroughly boring (maybe there's an intended irony in the name?).
I long for the days when we had more tileset variety, btw.
Anyway - can't wait to see some high level games on these. My favourite part of any new ASL season
Tileset variety is hard, they can’t use snow tileset because it blinds the players. Ashen is also rarely used too. Desert not as utilized. I do think Ashen and Desert can be used a bit more but I think the ramps aren’t as great to use as the Twilight, Jungle, and Platform
The point about ramps used to be true, at least to a degree, before 1.22. With the new ramps released there's a lot more raw tile material to work with now – though the new ramps are consistently so badly bugged (mostly with cliff vision due to complete disregard for proper terrain level flags on the unwalkable subtiles, but many are also too narrow to allow proper unit pathing for single-width ramps) that they aren't actually the simple "plug-in-and-play" solution they were meant to be… The fact that these exact bugs aren't fixed in most of these maps speaks to a point, that's probably more important: That many map makers aren't actually that skilled on the technical level, or at least unwilling to spend the necessary time on their maps to properly design and debug their terrain – which explains perfectly well, why Ash and Ice are the most under-used terrain types: Both have very specific downsides and requirements, to design well for to avoid these issues, which makes bringing a map to a playable state, within acceptable aesthetic constraints, more work-intensive as well as requiring some very specific knowledge about certain custom terrain blends, than any other tileset.
On June 16 2025 03:07 Kraekkling wrote: jungle/space/twilight see a lot of use
ash world has only two elevation levels and overall lacks visual variety, so it's hard to make maps diverse and appealing
snow world is underused imo. the problems with snow being too bright date back to CRT monitors era and aren't as relevant today. it's also possible to completely skip it (eg tau cross)
desert is very nice and could see more use imo. we only had death valley, apocalypse and butter recently. there were some very pretty desert maps submitted by foreign map makers this season + Show Spoiler +
badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back
Ash maps looking like a barren wasteland can be an aesthtic choice of its own, though. It's not like most of these maps have sophisticated decorative concepts, or terrain mechanics constrictions, that would necessarily require any certain tileset to be used.
It should also be noted, that tileset choices for Korean competitive maps have become a lot more varied since 1.22 came out:
Most notably, Badlands has become one of the most-used tilesets, due to the appeal of having contrasting Dirt/Grass vs. Asphalt/Structure terrains (as exemplified by *Eclipse*, for example)
Space Platform has become more popular, particularly in relation to Twilight, for three-level map designs, for obvious reasons
Conversely, Jungle has moved from *the* goto-terrain choice, whenever in doubt, to actually be less common than either of the previously mentioned.
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 +
i agree, circuit breaker is a classic map, and this little innovation will hopefully balance out the anticlimactic parts of tvz and zvp. but on the other hand, it might cause some other issues; lurker contains spaced so that goons have to shoot from low ground will be terrible to play against. only time will tell as pros develop strategies on the map
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Has any game happen on the new maps ? The usual pros i follow they are runing proleagues and Bo3 sponsored games in the last season maps still. Im fairly curious about the new Circuit Breaker. I just watched Artosis review about the map. And he said how hard it was to hold top bottom and mid bottom and im confident that wasnt the case at all for terran. In fact CB was one of the first maps to allow terran to do a 4 bases setup. Idk i feel like Terran is going to have it harder in this new version but we will see. And obviously the island map will be interesting too but i have my little idea how zerg will aproach this matchup with the amount of ground bases that there is still without the need of drops.
On June 19 2025 07:04 [sc1f]eonzerg wrote: Has any game happen on the new maps ? The usual pros i follow they are runing proleagues and Bo3 sponsored games in the last season maps still. Im fairly curious about the new Circuit Breaker. I just watched Artosis review about the map. And he said how hard it was to hold top bottom and mid bottom and im confident that wasnt the case at all for terran. In fact CB was one of the first maps to allow terran to do a 4 bases setup. Idk i feel like Terran is going to have it harder in this new version but we will see. And obviously the island map will be interesting too but i have my little idea how zerg will aproach this matchup with the amount of ground bases that there is still without the need of drops.
I doubt the pros are really practicing on the maps yet with them being in pretty early stages, probably they'll start adding them to the proleague rotation when they hit 0.8 and definitely when they are in 0.9 stages.
I agree, the Terran 4 base setup will be much harder on this map with another alley to defend, makes flanks much more likely and minimizes ability to completely wall with depots. The advantage is the 3rd mineral only is on high ground now instead of on low ground with the ramp right above.
On June 19 2025 07:04 [sc1f]eonzerg wrote: Has any game happen on the new maps ? The usual pros i follow they are runing proleagues and Bo3 sponsored games in the last season maps still. Im fairly curious about the new Circuit Breaker. I just watched Artosis review about the map. And he said how hard it was to hold top bottom and mid bottom and im confident that wasnt the case at all for terran. In fact CB was one of the first maps to allow terran to do a 4 bases setup. Idk i feel like Terran is going to have it harder in this new version but we will see. And obviously the island map will be interesting too but i have my little idea how zerg will aproach this matchup with the amount of ground bases that there is still without the need of drops.
ive been monitoring the VODs for several days
so far no games, except sSak who played Pole Star 1.1
I think the anti [insert name] is mostly bullshit narrative. Sometimes you just have 1 or 2 maps that look difficult for the champion of the last season, and people lean into that thought.
ASL19 map pool is probably less "anti Soulkey" than ASL18. Shouldn't it be more "anti Soulkey" instead?
When Terrans won 3 seasons in a row before Soulkey, we didn't see the maps getting progressively harder for them either, and the season Soulkey broke that Terran winning streak, the maps were good for TvZ too.
And they probably always start creating those maps before knowing the champion of the previous season anyway.
On June 20 2025 09:08 TMNT wrote: I think the anti [insert name] is mostly bullshit narrative. Sometimes you just have 1 or 2 maps that look difficult for the champion of the last season, and people lean into that thought.
Yet you look at ASL5 and see that the map pool was indeed created to hard counter flash and prevent his fourpeat. Look what happened. There was precedent, and I won't be surprised if it happens again in this map pool vs soulkey. Surprised it took them until this season and SK winning four in a row to actually start nerfing the dude.
On June 20 2025 09:08 TMNT wrote: I think the anti [insert name] is mostly bullshit narrative. Sometimes you just have 1 or 2 maps that look difficult for the champion of the last season, and people lean into that thought.
Yet you look at ASL5 and see that the map pool was indeed created to hard counter flash and prevent his fourpeat. Look what happened. There was precedent, and I won't be surprised if it happens again in this map pool vs soulkey. Surprised it took them until this season and SK winning four in a row to actually start nerfing the dude.
The way i see it is not only about preventing a a fourpeat but also the level he was showing was just above everyone. You could truly expect FlaSH to win any series before the games starting. I think the sentiment with Soulkey is that he is beatable. Specially online. SK doesnt dominate like FLaSh was doing at all. I remember when those Ultimate battle bo9 first started. They literally had to change the players cuz FlaSh just kept winning every series lol. Now the question is. Will you put anti ''Soulkey'' maps if FlaSh was competing in the tournament ? I usually dont agree one bit with TMNT but if you compare ASL19 pool to the ones before. You could see that by any means is harder than ASL17 or ASL18. Im just guessing and speculating but i think ASL was counting on FlaSh coming back. But Surgery happen. Anyway thats imo the reason we are not seeing extreme takes to the MP. Soulkey while winning ASLs back to back is still not as dominant outside this competition like FlaSh was.
On June 20 2025 09:08 TMNT wrote: I think the anti [insert name] is mostly bullshit narrative. Sometimes you just have 1 or 2 maps that look difficult for the champion of the last season, and people lean into that thought.
Yet you look at ASL5 and see that the map pool was indeed created to hard counter flash and prevent his fourpeat. Look what happened. There was precedent, and I won't be surprised if it happens again in this map pool vs soulkey. Surprised it took them until this season and SK winning four in a row to actually start nerfing the dude.
The way i see it is not only about preventing a a fourpeat but also the level he was showing was just above everyone. You could truly expect FlaSH to win any series before the games starting. I think the sentiment with Soulkey is that he is beatable. Specially online. SK doesnt dominate like FLaSh was doing at all. I remember when those Ultimate battle bo9 first started. They literally had to change the players cuz FlaSh just kept winning every series lol. Now the question is. Will you put anti ''Soulkey'' maps if FlaSh was competing in the tournament ? I usually dont agree one bit with TMNT but if you compare ASL19 pool to the ones before. You could see that by any means is harder than ASL17 or ASL18. Im just guessing and speculating but i think ASL was counting on FlaSh coming back. But Surgery happen. Anyway thats imo the reason we are not seeing extreme takes to the MP. Soulkey while winning ASLs back to back is still not as dominant outside this competition like FlaSh was.
Funny thing is SnOw basically took flash's spot in online dominance. SnOw and Light specifically have been blocking Soulkey's online dominance from happening.
That aside the Map pool looks decent for zerg. Specifically the island map looks good.
On June 20 2025 09:08 TMNT wrote: I think the anti [insert name] is mostly bullshit narrative. Sometimes you just have 1 or 2 maps that look difficult for the champion of the last season, and people lean into that thought.
Yet you look at ASL5 and see that the map pool was indeed created to hard counter flash and prevent his fourpeat. Look what happened. There was precedent, and I won't be surprised if it happens again in this map pool vs soulkey. Surprised it took them until this season and SK winning four in a row to actually start nerfing the dude.
The way i see it is not only about preventing a a fourpeat but also the level he was showing was just above everyone. You could truly expect FlaSH to win any series before the games starting. I think the sentiment with Soulkey is that he is beatable. Specially online. SK doesnt dominate like FLaSh was doing at all. I remember when those Ultimate battle bo9 first started. They literally had to change the players cuz FlaSh just kept winning every series lol. Now the question is. Will you put anti ''Soulkey'' maps if FlaSh was competing in the tournament ? I usually dont agree one bit with TMNT but if you compare ASL19 pool to the ones before. You could see that by any means is harder than ASL17 or ASL18. Im just guessing and speculating but i think ASL was counting on FlaSh coming back. But Surgery happen. Anyway thats imo the reason we are not seeing extreme takes to the MP. Soulkey while winning ASLs back to back is still not as dominant outside this competition like FlaSh was.
Funny thing is SnOw basically took flash's spot in online dominance. SnOw and Light specifically have been blocking Soulkey's online dominance from happening.
That aside the Map pool looks decent for zerg. Specifically the island map looks good.
I have to clarify something here. While i said the map doesnt look harder for zerg compared to previous seasons it is still a MP that has been using maps that are actually difficult to play in and that so far Soulkey and Hero has been consistent to play in.
ASL20 is actually a harder mappool aiming specifically at Soulkey And that means zerg so is not really a decent MP for zerg at all lol common now. Now from a zerg POV the island mas specifically is going to be hard but is giving zerg the chance to no be behind from the get go. Idk if that will be enough. So we will see how progamers figure this out. Or they just ban the map entirely like they did with Death Valley.
On June 20 2025 22:50 FlaShFTW wrote: Island maps without some form of compensation to zerg are historically bad for Zerg. Not sure how someone says it's good for Z.
but its not an island map? its a easy 4 base for Z with literally ONE choke to defend. No way to sneak around map with T, no way to push any other path other than one bridge with P
I like Screaming Sea and Litmus. I watched Artie's breakdown which was nice.
Pretty stoked for this season. Wondering about the dates. If it lines up, I might be able to attend a few days live which would be super cool and a bucket item checked off.
Many people don't know the way to take down Soulkey. Basically, SK can't lose to Protoss and Terran, because of 2 reasons he plays Zerg and he is SK who is smarter than other Zerg.
If organizer actually wants to beat SK, they should allow 4 Zerg (include SK) go to semi-finals. Look at the map pool, ASL really did that.
Screaming Sea saves Protoss, it doesn't save Zerg. When Terran is eliminated super soon, maybe before quarter-finals. ASL 20 just remain P and Z, then Z and Z, finally we need a bit luck for failure of SK.
I feel that Screaming Sea is going to be a disaster for Zerg. Terran will only go mech and defend bridge until Zerg die off from starvation. The level of turtling is going to be maximum.
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Ok then why are you listing the ASL win-rates? U rly think they dont use the 4 ASL wins in a row from Soulkey (even lower sample size than last 10 season TvZ balance) when making the new maps?
This is insane to me. Flash won 3 in a row and we got the most insane map pool of all time, completely tanking terran performance. Now Soulkey is dominating even harder than Flash was and we get this? Sure some of it is anti zerg. But they are going nowhere near as hard. Like it's not that hard to make maps that eliminate all the Zergs. Do a real island map with 1-2 geysers on the starting island. Do a map with no gas at the main or the natural. Plus with their new veto rules any tricky map is just gonna get vetoed to hell till the Ro8 anyway as seen with Death Valley last season. Maybe if he does 5 or 6 in a row we'll get a real anti zerg pool?
On June 21 2025 19:08 iFU.pauline wrote: I feel that Screaming Sea is going to be a disaster for Zerg. Terran will only go mech and defend bridge until Zerg die off from starvation. The level of turtling is going to be maximum.
it is a terrible map. It will maybe be morr hated than Troy lol.
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Ok then why are you listing the ASL win-rates? U rly think they dont use the 4 ASL wins in a row from Soulkey (even lower sample size than last 10 season TvZ balance) when making the new maps?
If they made maps to hurt Soulkey after 4 straight wins, why didn't they do that for last season when he had won it 3 straight times and in fact gave him new maps like Metropolis and Death Valley?
SK is a leg up from his fellow Zerg pack. It's almost impossible to make a map pool that targets SK, because if SK suffers, other Zergs would suffer even more, and there would probably be no Zergs in ro8. That's clearly not good for viewership.
On June 25 2025 07:15 bochs wrote: SK is a leg up from his fellow Zerg pack. It's almost impossible to make a map pool that targets SK, because if SK suffers, other Zergs would suffer even more, and there would probably be no Zergs in ro8. That's clearly not good for viewership.
Yeah Soulkey is a lone exception. When Flash was dominating there were a couple other terrans who also did fairly well. Last, and Light for example. HerO does semi-well, and so did queen again after a few down years, and I expext SoMa to do well now that he is coming back on the 25th or 27th.
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Ok then why are you listing the ASL win-rates? U rly think they dont use the 4 ASL wins in a row from Soulkey (even lower sample size than last 10 season TvZ balance) when making the new maps?
If they made maps to hurt Soulkey after 4 straight wins, why didn't they do that for last season when he had won it 3 straight times and in fact gave him new maps like Metropolis and Death Valley?
Lets not get off-topic. You said they were making the maps better for ZvT because "terrans overwhelmingly have huge advantages over zerg in general", which is, in your words, a "very dumb argument", as zerg hasnt struggled in ASL for many, many years (avg 3 zergs in ro8 over the last 5 years). But w/e man, keep baiting the race wars.
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Ok then why are you listing the ASL win-rates? U rly think they dont use the 4 ASL wins in a row from Soulkey (even lower sample size than last 10 season TvZ balance) when making the new maps?
If they made maps to hurt Soulkey after 4 straight wins, why didn't they do that for last season when he had won it 3 straight times and in fact gave him new maps like Metropolis and Death Valley?
Lets not get off-topic. You said they were making the maps better for ZvT because "terrans overwhelmingly have huge advantages over zerg in general", which is, in your words, a "very dumb argument", as zerg hasnt struggled in ASL for many, many years (avg 3 zergs in ro8 over the last 5 years). But w/e man, keep baiting the race wars.
Zerg struggle against Terran. That's undisputed fact. If you want to keep using tiny sample sizes from ASL where Zergs get by because 1) soulkey is an auto qualifier, and 2) because they play protosses who are getting crushed by zerg as well, then sure, you be my guest to make those arguments. You're wrong, but you can make them.
i think Screaming Sea is gonna end up being a better version of 3rd world for P (shuttleman/carrier in PvT, sair reav PvZ into gate mass)
the 2 clearest ones for me is Litmus looks like T map (3rd is far but u have double gas in main anyways, overall layout favors T), Screaming Sea looks like P map, no idea how Knockout is gonna play out
feels like Z is gonna get destroyed vs T on Litmus and Screaming Sea, dunno why they're not adding neutral min patches on Screaming Sea so T can't just land CCs on islands vs Z
i think the issue in TvZ on Screaming Sea is cus there's only 1 reliable 3rd for Z to take (12 or 9 and they're double ramp), Z opens muta so they won't be able to control the islands (with drops) and have no ground bases to take, so they're pigeonholed into playing a certain way every game
if T opens standard SK terran with dropship play (into BCs later) how is Z supposed to play beyond 3 bases? if Z opens muta then they can't go into drop play to control the island, that style either synergizes with crazy zerg or hydra/lurk/defiler followup (on this map, mass hydra/plague style allows them to fight vs bio/vessel/drops/bc and defend the islands more cost efficiently later) but it's a very slow/heavy 3 base style
being forced to play a style due to map layout isn't good map design, Z would basically be playing for a map control or bust style cus they can't go into lategame comfortably off mutas
can Z open lurk drop style (or lurk into fast hive and drops later) on this map and defend vs drop play/vessels while T mass exps and starts adding tanks? or could they defend vs bio tank timings? dunno but i doubt it
TLDR: basically Z is either forced to open muta into ultra and semi allin bust T, or they open muta into 3 base hydra/defiler/lurk so they can fight vs T and take their lowground 4th while slowly getting drops to fight for the islands (hard and slow style tho)
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.
Does TvZ need a buffed natural sunken line? It feels like the Terran only has a very small window to even bust the Zerg and struggles winning before Defilers are out and it's a huge disadvantage from there.
Terrans overwhelmingly have huge advantages over Zerg in general. On most normal maps, Terrans have a 55-58% win rate. It's very difficult for Zerg in the matchup. Soulkey is the only Zerg right now who's making ZvT look easy, but it's not.
Second gas in the main is interesting... means Zerg gets more options in ZvT with 3 gas and taking a 3rd base means 4 gas now for a short period of time before the 2nd geyser is exhausted, so gives them timing windows. Triple gas in PvZ means more gas intensiive army comps like heavier templar/goon concepts which will be interesting. Not entirely sure how it'll impact TvP that much yet... More tanks for Terran I guess?
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK). These maps are worse for zerg, not better bro.
I think these maps look really cool, can't wait to try them out.
Using ASL stats which are low sample size compared to the hundreds of games the pros play on for daily proleague and sponmatches is a very dumb argument. Eloboard clearly lays out that by and large, Zergs struggle against Terran. There are some maps where Zerg will have better times against Terran like 2p maps or Metropolis, Radeon, but they get wrecked on maps like Citadel, Retro, Vermeer, Pole Star.
TvZ winrates by ASL: ASL19: 14-16. Without Soulkey: 12-9 SSL: 14-15. Without Soulkey: 11-4 ASL17: 11-15. Without Soulkey: 11-14 ASL16: 18-18. Without Soulkey: 13-11
Ok then why are you listing the ASL win-rates? U rly think they dont use the 4 ASL wins in a row from Soulkey (even lower sample size than last 10 season TvZ balance) when making the new maps?
If they made maps to hurt Soulkey after 4 straight wins, why didn't they do that for last season when he had won it 3 straight times and in fact gave him new maps like Metropolis and Death Valley?
Lets not get off-topic. You said they were making the maps better for ZvT because "terrans overwhelmingly have huge advantages over zerg in general", which is, in your words, a "very dumb argument", as zerg hasnt struggled in ASL for many, many years (avg 3 zergs in ro8 over the last 5 years). But w/e man, keep baiting the race wars.
Zerg struggle against Terran. That's undisputed fact. If you want to keep using tiny sample sizes from ASL where Zergs get by because 1) soulkey is an auto qualifier, and 2) because they play protosses who are getting crushed by zerg as well, then sure, you be my guest to make those arguments. You're wrong, but you can make them.
Yeah bro, zerg crushes protoss and terran crushes zerg, its all just based on what match-up you get!!! This game sucks and needs to be fixed!!! 😅
On June 28 2025 03:59 A.Alm wrote: Yeah bro, zerg crushes protoss and terran crushes zerg, its all just based on what match-up you get!!! This game sucks and needs to be fixed!!! 😅
I don't want to dive into the can of worm that is balance talk, but it is true that your argument is not very logical (or in FlashFTW's word, dumb, which imo is unnecessarily harsh).
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK).
In fact this is a very common line of thought among BW fans: "race X has Y players in Ro8/4 in this or that ASL, why are they talking about balance" - as if there is a causative relationship betwwen the two.
With the cup format of ASL, the win rate or race distribution will always converge towards 50% and 33/33/33. Because even if there are balance issues, tier 1 players will still overcome the disadvantage in the weak matchup of their race to beat tier 2 players and enter the next round. Say you have something like this in the earlier rounds: - Hero > sSak , Queen > Mong , Soulkey > Barrack - Light > Action , Rush > JD , Royal > Killer There you have exactly 50% win rate but it tells you nothing about balance of the matchup.
And the reason for the 33/33/33 distribution could very well be about Zerg beating Protoss to enter Ro8 (which if you check recent ASLs, have happenned quite abundantly), so once again it says nothing about the balance of TvZ.
My arbitrary guess is all the gimmicks of this map (i.e. all the islands) will become pointless because games will end, deliberately by the players or not, before they reach the stage when those bases are needed.
It will be boycotted in daily proleague after a week, banned by all players in Ro24/16 of ASL. When forced to play in Ro8 onwards, the player of the disadvantageous race will cheese or do some wacky build to end the game/get it out of the way asap.
The kicker with Screaming Sea is that the first part of the game has to be a regular game in PvZ so P doesn't have a tech advantage from mid-point on. Considering the distance to the third, might actually be a tricky map.
It has a lot of potential for some pretty wild skirmish-based games. Bring it on.
The problem with weird maps is they break the balance of the game. It's good for neutral viewers and only for a few games just for entertainment, but it's not fun for the players.
There's no fun for Protoss players playing PvZ on Neo Arkanoid (~ 99% lose with close spawn Hydra bust) or Monty Hall (~ 20% win rate no matter what strategy they try). There's no fun for Terran players playing TvP on 76 or Troy (insane demand on mechanics for 30+ minutes each game, only to earn a 35-40% win rate). There's no fun for Zerg players playing any matchup on any one-base isolated island map. It's not shaking up the meta when one race just beats the other repeatedly on those maps.
The most fun map in recent memory is still 76 imo, because it brings out long games with unique strategies and rarely used units (DA, BC, Ghost, Devourers). TvZ is somewhat balanced on that map (52.7%), but PvZ is 41.7% and TvP is 36.2%. Monty Hall is also kind of acceptable for TvP (53%) and TvZ (54%) but unplayable for PvZ (22%).
To have the best of both world, the solution is, once again, to have matchup specific maps. Such simple solution but for whatever reasons the leading figures of the BW scene have been deliberately obtuse to it for decades. Let's just play Monty Hall in TvP and TvZ, and 76 only in TvZ. How hard is it to do that, seriously?
On June 30 2025 19:11 TMNT wrote: The problem with weird maps is they break the balance of the game. It's good for neutral viewers and only for a few games just for entertainment, but it's not fun for the players.
There's no fun for Protoss players playing PvZ on Neo Arkanoid (~ 99% lose with close spawn Hydra bust) or Monty Hall (~ 20% win rate no matter what strategy they try). There's no fun for Terran players playing TvP on 76 or Troy (insane demand on mechanics for 30+ minutes each game, only to earn a 35-40% win rate). There's no fun for Zerg players playing any matchup on any one-base isolated island map. It's not shaking up the meta when one race just beats the other repeatedly on those maps.
The most fun map in recent memory is still 76 imo, because it brings out long games with unique strategies and rarely used units (DA, BC, Ghost, Devourers). TvZ is somewhat balanced on that map (52.7%), but PvZ is 41.7% and TvP is 36.2%. Monty Hall is also kind of acceptable for TvP (53%) and TvZ (54%) but unplayable for PvZ (22%).
To have the best of both world, the solution is, once again, to have matchup specific maps. Such simple solution but for whatever reasons the leading figures of the BW scene have been deliberately obtuse to it for decades. Let's just play Monty Hall in TvP and TvZ, and 76 only in TvZ. How hard is it to do that, seriously?
I actually think that Screaming Sea is good for zerg. Bridge section is ultimate Lurker hold heaven vs protoss and terran. I think the map screw protoss the most.
Very interested in seeing how Knockout plays out. Hopefully the low-ground prevents so many hydra all-ins. If it works properly I could see it possibly even becoming standard on future maps. PvZ has gotten so stale the last couple years since 973... feels like 80% of PvZs involve some sort of hydra bust or fake bust.
No playtest whatsoever from pros so far. Is a bit let down. But i remember this happening before cuz of the univeristy league. I wonder when we will see actual games lol.
On June 30 2025 19:11 TMNT wrote: The problem with weird maps is they break the balance of the game. It's good for neutral viewers and only for a few games just for entertainment, but it's not fun for the players.
There's no fun for Protoss players playing PvZ on Neo Arkanoid (~ 99% lose with close spawn Hydra bust) or Monty Hall (~ 20% win rate no matter what strategy they try). There's no fun for Terran players playing TvP on 76 or Troy (insane demand on mechanics for 30+ minutes each game, only to earn a 35-40% win rate). There's no fun for Zerg players playing any matchup on any one-base isolated island map. It's not shaking up the meta when one race just beats the other repeatedly on those maps.
The most fun map in recent memory is still 76 imo, because it brings out long games with unique strategies and rarely used units (DA, BC, Ghost, Devourers). TvZ is somewhat balanced on that map (52.7%), but PvZ is 41.7% and TvP is 36.2%. Monty Hall is also kind of acceptable for TvP (53%) and TvZ (54%) but unplayable for PvZ (22%).
To have the best of both world, the solution is, once again, to have matchup specific maps. Such simple solution but for whatever reasons the leading figures of the BW scene have been deliberately obtuse to it for decades. Let's just play Monty Hall in TvP and TvZ, and 76 only in TvZ. How hard is it to do that, seriously?
I actually think that Screaming Sea is good for zerg. Bridge section is ultimate Lurker hold heaven vs protoss and terran. I think the map screw protoss the most.
Yeah I said island maps where Zerg is trapped on one starting base is hard for them. Semi island maps where they can still fast expand to a 2nd and 3rd base normally are arguably better for them actually.
Re Screaming Sea it's hard to tell until we see the pros play. One thing I haven't seen much mentioning is the rush distance. It's even longer than cross spawn rush distance on 4p maps. I can definitely see 12 Nexus as the default opening for Protoss here against both T and Z, so that gives them a huge advantage. Well... at least until T and Z see it and go CC first and 3 Hatch before Pool themselves.
I think pros are maybe avoiding it for proleague matches and sponmatches because the maps are not in their finalized form. They might be playing it casually on the side for now but likely because the maps are still only in 0.8, they don't want to be putting their earnings on the line to play unfinished maps.
I'm really excited though. The new maps have some good unique features about them that will hopefully continue to push the meta game in a healthy, positive direction. All eyes are on Knock Out to see if the new adjustments and changes are what will shape map making for the next few years.
Mini vs Light on Screaming Sea. As expected, it's Nexus first vs CC first, although both players send a scout very early (both scout at 6 supplies lol), probably to proxy/find the other's proxy lol.
Light has 4 cloaked Wraiths at 7 minutes lol and kills Mini's Shuttle en route. I didn't realize that the naturals of this map are on high ground, that combined with the long distance rush will ensure greed + unorthodox harass play instead of any kinds of regular timing push. Light's fleet of cloaked Wraiths kills Mini's 3rd easily (by killing the Observer).
From Light's pov, he builds a bunker after he builds 2 Starport and only has 4 marines as fighting units the whole time. That's how greedy his build is and how he's able to mass Wraiths that early.
Mini goes for early Carrier play, understandable as it looks like no one wants to cross the bridge. Light counters by mass Wraiths mass Dropships + Tank Goliath play. Apparently Tanks dropped at the island behind the natural can hit the mineral line from there (Protoss probably will demand fixing).
Based on this game my initial thought is this map will favor Terran in TvP actually. The early Starport play allows Light to completely shut down threats from Shuttle and take an early 3rd island base himself. Coupled with the economic boost from CC first, he's able to kill Mini before Carriers even get out on the map. And why is it different to traditional island or semi-island maps where Protoss tend to destroy Terran? Because of the rush distance and high ground nat. On maps like 76 or Troy, Terran can't get his nat up that quickly but here he just needs to make sure there's no proxy .
I was thinking the same thing today where both races are heavily incentivized to go for cc/nex first with how long the rush distance is and the high ground nats. It might even be interesting to see if Protoss might even try to skip shuttles and go super fast carrier.
On June 28 2025 03:59 A.Alm wrote: Yeah bro, zerg crushes protoss and terran crushes zerg, its all just based on what match-up you get!!! This game sucks and needs to be fixed!!! 😅
I don't want to dive into the can of worm that is balance talk, but it is true that your argument is not very logical (or in FlashFTW's word, dumb, which imo is unnecessarily harsh).
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK).
In fact this is a very common line of thought among BW fans: "race X has Y players in Ro8/4 in this or that ASL, why are they talking about balance" - as if there is a causative relationship betwwen the two.
With the cup format of ASL, the win rate or race distribution will always converge towards 50% and 33/33/33. Because even if there are balance issues, tier 1 players will still overcome the disadvantage in the weak matchup of their race to beat tier 2 players and enter the next round. Say you have something like this in the earlier rounds: - Hero > sSak , Queen > Mong , Soulkey > Barrack - Light > Action , Rush > JD , Royal > Killer There you have exactly 50% win rate but it tells you nothing about balance of the matchup.
And the reason for the 33/33/33 distribution could very well be about Zerg beating Protoss to enter Ro8 (which if you check recent ASLs, have happenned quite abundantly), so once again it says nothing about the balance of TvZ.
I don't think ASL will always have a 50%~ MU win-rate and a 33/33/33 race distribution regardless of map pool, but rather that they get that from a well balanced map pool (typically only one crazy none-balanced map that no one plays until the ro8 anyways).
But let's just agree to disagree. I think that ASL cares about the race distribution and MU win-rate from their previous tournaments (among other things, of course) when creating a new map pool, and i think that's why ASL 5 had bad terran maps (they went a bit overboard lol) after Flash won ASL 2 (TvT finals even), 3 and 4. I also think Queens 4 ASL victories in a row makes them create worse zerg maps for this season. And if Queen was the only zerg doing well (which issn't the case), then they'd prob keep that in mind too.
Anyways, how likely is it Blizzard updates their ladder map pools when the final maps are released?
On July 01 2025 20:26 TMNT wrote: New maps being played today.
Mini vs Light on Screaming Sea. As expected, it's Nexus first vs CC first, although both players send a scout very early (both scout at 6 supplies lol), probably to proxy/find the other's proxy lol.
Light has 4 cloaked Wraiths at 7 minutes lol and kills Mini's Shuttle en route. I didn't realize that the naturals of this map are on high ground, that combined with the long distance rush will ensure greed + unorthodox harass play instead of any kinds of regular timing push. Light's fleet of cloaked Wraiths kills Mini's 3rd easily (by killing the Observer).
From Light's pov, he builds a bunker after he builds 2 Starport and only has 4 marines as fighting units the whole time. That's how greedy his build is and how he's able to mass Wraiths that early.
Mini goes for early Carrier play, understandable as it looks like no one wants to cross the bridge. Light counters by mass Wraiths mass Dropships + Tank Goliath play. Apparently Tanks dropped at the island behind the natural can hit the mineral line from there (Protoss probably will demand fixing).
Based on this game my initial thought is this map will favor Terran in TvP actually. The early Starport play allows Light to completely shut down threats from Shuttle and take an early 3rd island base himself. Coupled with the economic boost from CC first, he's able to kill Mini before Carriers even get out on the map. And why is it different to traditional island or semi-island maps where Protoss tend to destroy Terran? Because of the rush distance and high ground nat. On maps like 76 or Troy, Terran can't get his nat up that quickly but here he just needs to make sure there's no proxy .
Do we have vods for the new maps played ? Kinda excited to watch it
Nevermind Kraekkling posted the vods. Cant wait for the casted version
On June 28 2025 03:59 A.Alm wrote: Yeah bro, zerg crushes protoss and terran crushes zerg, its all just based on what match-up you get!!! This game sucks and needs to be fixed!!! 😅
I don't want to dive into the can of worm that is balance talk, but it is true that your argument is not very logical (or in FlashFTW's word, dumb, which imo is unnecessarily harsh).
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK).
In fact this is a very common line of thought among BW fans: "race X has Y players in Ro8/4 in this or that ASL, why are they talking about balance" - as if there is a causative relationship betwwen the two.
With the cup format of ASL, the win rate or race distribution will always converge towards 50% and 33/33/33. Because even if there are balance issues, tier 1 players will still overcome the disadvantage in the weak matchup of their race to beat tier 2 players and enter the next round. Say you have something like this in the earlier rounds: - Hero > sSak , Queen > Mong , Soulkey > Barrack - Light > Action , Rush > JD , Royal > Killer There you have exactly 50% win rate but it tells you nothing about balance of the matchup.
And the reason for the 33/33/33 distribution could very well be about Zerg beating Protoss to enter Ro8 (which if you check recent ASLs, have happenned quite abundantly), so once again it says nothing about the balance of TvZ.
I don't think ASL will always have a 50%~ MU win-rate and a 33/33/33 race distribution regardless of map pool, but rather that they get that from a well balanced map pool (typically only one crazy none-balanced map that no one plays until the ro8 anyways).
But let's just agree to disagree. I think that ASL cares about the race distribution and MU win-rate from their previous tournaments (among other things, of course) when creating a new map pool, and i think that's why ASL 5 had bad terran maps (they went a bit overboard lol) after Flash won ASL 2 (TvT finals even), 3 and 4. I also think Queens 4 ASL victories in a row makes them create worse zerg maps for this season. And if Queen was the only zerg doing well (which issn't the case), then they'd prob keep that in mind too.
Anyways, how likely is it Blizzard updates their ladder map pools when the final maps are released?
Queen only won 2 in a row.. not 4. Did you mean Soulkey?
On June 28 2025 03:59 A.Alm wrote: Yeah bro, zerg crushes protoss and terran crushes zerg, its all just based on what match-up you get!!! This game sucks and needs to be fixed!!! 😅
I don't want to dive into the can of worm that is balance talk, but it is true that your argument is not very logical (or in FlashFTW's word, dumb, which imo is unnecessarily harsh).
"terrans overwhelmingly have huge advantages over zerg in general" - yet the last 5 years of ASL tournaments (10 seasons) have a TvZ winrate of 50~%. The last 5 ASL's also always had atleast 2 (avg 3~) zergs in the ro8 (so not only SK).
In fact this is a very common line of thought among BW fans: "race X has Y players in Ro8/4 in this or that ASL, why are they talking about balance" - as if there is a causative relationship betwwen the two.
With the cup format of ASL, the win rate or race distribution will always converge towards 50% and 33/33/33. Because even if there are balance issues, tier 1 players will still overcome the disadvantage in the weak matchup of their race to beat tier 2 players and enter the next round. Say you have something like this in the earlier rounds: - Hero > sSak , Queen > Mong , Soulkey > Barrack - Light > Action , Rush > JD , Royal > Killer There you have exactly 50% win rate but it tells you nothing about balance of the matchup.
And the reason for the 33/33/33 distribution could very well be about Zerg beating Protoss to enter Ro8 (which if you check recent ASLs, have happenned quite abundantly), so once again it says nothing about the balance of TvZ.
I don't think ASL will always have a 50%~ MU win-rate and a 33/33/33 race distribution regardless of map pool, but rather that they get that from a well balanced map pool (typically only one crazy none-balanced map that no one plays until the ro8 anyways).
But let's just agree to disagree. I think that ASL cares about the race distribution and MU win-rate from their previous tournaments (among other things, of course) when creating a new map pool, and i think that's why ASL 5 had bad terran maps (they went a bit overboard lol) after Flash won ASL 2 (TvT finals even), 3 and 4. I also think Queens 4 ASL victories in a row makes them create worse zerg maps for this season. And if Queen was the only zerg doing well (which issn't the case), then they'd prob keep that in mind too.
Anyways, how likely is it Blizzard updates their ladder map pools when the final maps are released?
Queen only won 2 in a row.. not 4. Did you mean Soulkey?
Im the only one that expected to see this shuttle playstyle that is pretty popular in pvt these days being more dominant in the island maps ? I dont gonna lie i was expecting Mini to be freaking insane on this one with his multitasking but so far we kinda sticking to the old ways of playing island maps.
and zerg vs protoss is going to be mass corsairs into reaver / carriers. So if you missed that playstyle you are getting it again. Personally i find that an ass to play against. So this gonna be auto ban if it ever make to the ladder pool. And you can tell Soulkey is not even used to play with mass devourers lol.
On July 08 2025 23:19 [sc1f]eonzerg wrote: Im the only one that expected to see this shuttle playstyle that is pretty popular in pvt these days being more dominant in the island maps ? I dont gonna lie i was expecting Mini to be freaking insane on this one with his multitasking but so far we kinda sticking to the old ways of playing island maps.
and zerg vs protoss is going to be mass corsairs into reaver / carriers. So if you missed that playstyle you are getting it again. Personally i find that an ass to play against. So this gonna be auto ban if it ever make to the ladder pool. And you can tell Soulkey is not even used to play with mass devourers lol.
Shuttle style will have both pros and cons on the map. Definitely pros because of the islands and the need to control them, but con because it's harder to get a good spread against Terran with how linear the map plays out via ground play. There's really only one part of the map where Protoss can think of flanking Terran and getting a decent arc.
On July 08 2025 23:19 [sc1f]eonzerg wrote: Im the only one that expected to see this shuttle playstyle that is pretty popular in pvt these days being more dominant in the island maps ? I dont gonna lie i was expecting Mini to be freaking insane on this one with his multitasking but so far we kinda sticking to the old ways of playing island maps.
and zerg vs protoss is going to be mass corsairs into reaver / carriers. So if you missed that playstyle you are getting it again. Personally i find that an ass to play against. So this gonna be auto ban if it ever make to the ladder pool. And you can tell Soulkey is not even used to play with mass devourers lol.
Shuttle style will have both pros and cons on the map. Definitely pros because of the islands and the need to control them, but con because it's harder to get a good spread against Terran with how linear the map plays out via ground play. There's really only one part of the map where Protoss can think of flanking Terran and getting a decent arc.
Replaced part of the wall surrounding the main base with walls that provide vision.
Moved the resources at the 4 o’clock / 5 o’clock island expansions closer to the harassable cliff – now units like Lurkers or Dragoons can harass from the cliff (the natural expansion can still only be harassed by Siege Tanks).
Added one mineral patch to the 11 o’clock island expansion.
Feels like the changes to Litmus and Knock Out actually help Terran. Litmus especially with that center base only really Terran is getting to benefit for central bases, the other races have a much more dififcult time taking those expansions.
Now that the university girl thing is done expect to see real testing coming to proleagues and spons. The number of games we have seen so far is really small to really figure out these maps.
On July 17 2025 05:34 Kraekkling wrote: I rly wonder why tf they added that center expo on litmus
Apart from helping terran i cant really see why. I guess giving a purpose to controlling that highground could be also a reason. Wonder if mapmakers think terran needed some help cuz of the double gaz at the main.
On July 17 2025 05:34 Kraekkling wrote: I rly wonder why tf they added that center expo on litmus
Apart from helping terran i cant really see why. I guess giving a purpose to controlling that highground could be also a reason. Wonder if mapmakers think terran needed some help cuz of the double gaz at the main.
yea probably sth like that
and about that double gas, since both geysirs were changed to 3000 it became hard to predict how this will play out imo
ZvT -> Zerg takes first gas at 2 minutes -> that geysir is depleted at ~12:30 already
this feels pretty early, basically shortly after defilers are out in a regular game.
in some of the games I saw Zerg opt for muta into ultra instead, similar to Optimizer, and Terran responded with a quick mech transition to drag out the game
Roaring Currents is supposed to be the official english name.
Somewhat unfortunate but probably expected that it was not included in the daily PL map pool. But at least we're gonna see some games in ASL where players will prepare some spicy builds for it like we saw with Death Valley last season.