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ASL20 Preliminary Maps

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FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
Last Edited: 2025-06-18 00:49:01
June 14 2025 16:22 GMT
#1
https://910map.tistory.com/225

+ Show Spoiler [Radeon 1.1] +
[image loading]


+ Show Spoiler [Pole Star 1.1] +
[image loading]


+ Show Spoiler [Screaming Sea] +
[image loading]


+ Show Spoiler [Litmus] +
[image loading]


+ Show Spoiler [Knock Out] +
[image loading]
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Kraekkling
Profile Blog Joined June 2007
409 Posts
Last Edited: 2025-06-14 21:06:50
June 14 2025 19:28 GMT
#2
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
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
409 Posts
Last Edited: 2025-06-15 18:44:09
June 14 2025 19:34 GMT
#3
(2) Litmus
[image loading]

+ 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]

+ 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]

(4) Knockout
[image loading]


+ 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]

+ 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]


+ 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.
(*^^)(^*)
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 14 2025 19:54 GMT
#4
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?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Kraekkling
Profile Blog Joined June 2007
409 Posts
Last Edited: 2025-06-14 21:07:10
June 14 2025 20:34 GMT
#5
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 +

[image loading]
(*^^)(^*)
maybenexttime
Profile Blog Joined November 2006
Poland5536 Posts
June 14 2025 20:43 GMT
#6
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.
TT1
Profile Blog Joined December 2008
Canada10000 Posts
June 14 2025 21:00 GMT
#7
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
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
maybenexttime
Profile Blog Joined November 2006
Poland5536 Posts
June 14 2025 21:04 GMT
#8
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.
TT1
Profile Blog Joined December 2008
Canada10000 Posts
Last Edited: 2025-06-14 21:18:08
June 14 2025 21:12 GMT
#9
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
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
prosatan
Profile Joined September 2009
Romania7954 Posts
June 14 2025 21:46 GMT
#10
GO GO GO all maps
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania7954 Posts
June 14 2025 21:46 GMT
#11
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
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
llIH
Profile Joined June 2011
Norway2143 Posts
June 14 2025 21:47 GMT
#12
Please tell me FlaSh is competing this time!
GTR
Profile Blog Joined September 2004
51430 Posts
June 14 2025 22:43 GMT
#13
closest translation for 울돌목 would be "Screaming Sea"
Commentator
TT1
Profile Blog Joined December 2008
Canada10000 Posts
June 15 2025 00:20 GMT
#14
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
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Trogdor87
Profile Joined August 2024
5 Posts
June 15 2025 01:36 GMT
#15
hyped on attitude
SCRVN
Profile Joined June 2024
65 Posts
Last Edited: 2025-06-15 02:18:57
June 15 2025 02:11 GMT
#16
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.
His children must be proud of him on what he did on Twitch
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 15 2025 03:43 GMT
#17
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 +

[image loading]

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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 15 2025 03:46 GMT
#18
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
prosatan
Profile Joined September 2009
Romania7954 Posts
June 15 2025 04:22 GMT
#19
On June 15 2025 09:20 TT1 wrote:
Show nested quote +
On June 15 2025 06:46 prosatan wrote:
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

Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Toshinou-Kyouko
Profile Joined November 2024
Philippines139 Posts
June 15 2025 06:37 GMT
#20
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
Yuru Yuri best anime
M3t4PhYzX
Profile Joined March 2019
Poland4173 Posts
Last Edited: 2025-06-15 14:40:32
June 15 2025 14:34 GMT
#21
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
odi profanum vulgus et arceo
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6547 Posts
June 15 2025 16:38 GMT
#22
Mapmakers got so tired of complains that they said fck it. Dark origin remake. Polypoid remake. Circuit Breakers 3 and 4 LOL.
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 15 2025 16:49 GMT
#23
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
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
Last Edited: 2025-06-15 17:49:58
June 15 2025 17:48 GMT
#24
Not gonna lie. Knockout and Screaming Sea look dope.

As for snow... I thought they could use the no snow ground a la tau cross to get around the blinding factor.
So wait? I'm bad? =(
Kraekkling
Profile Blog Joined June 2007
409 Posts
Last Edited: 2025-06-15 18:30:55
June 15 2025 18:07 GMT
#25
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 +
[image loading]

[image loading]

[image loading]



badlands is really versatile and has seen a lot of use recently: metropolis, eclipse, retro, kick back
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
409 Posts
Last Edited: 2025-06-15 18:47:05
June 15 2025 18:46 GMT
#26
Radeon 1.1 is now showcased as well
(*^^)(^*)
ScoutWBF
Profile Joined April 2005
Germany599 Posts
June 15 2025 20:15 GMT
#27
On June 15 2025 12:43 FlaShFTW wrote:
Show nested quote +
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 +

[image loading]

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.
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
June 15 2025 20:33 GMT
#28
Sad to see the 2nd path to the main concept back with Litmus. Protoss just autoloses to zerg.
Fuck KeSPA.
Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
Last Edited: 2025-06-15 23:20:02
June 15 2025 23:19 GMT
#29
On June 16 2025 05:33 oshibori_probe wrote:
Sad to see the 2nd path to the main concept back with Litmus. Protoss just autoloses to zerg.


ORRRRRRR (Recalls Destination memories)

Easy DT Sneak into Zerg Main WIN ??? =p (works vs terran too!)
So wait? I'm bad? =(
smilevideo
Profile Joined August 2015
5 Posts
Last Edited: 2025-06-15 23:37:10
June 15 2025 23:37 GMT
#30
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
Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
June 16 2025 01:15 GMT
#31
I think it has to do with Protoss and Terran getting faster access to their best flyers, and corresponding upgrades, before Zerg can.
So wait? I'm bad? =(
tankgirl
Profile Blog Joined May 2016
387 Posts
June 16 2025 03:58 GMT
#32
earthattack is a genius
Larva appears to have gone for a 3 hatch spire into lurker into hive before muta, into defiler guardian...off 2 base...
TL+ Member
namkraft
Profile Blog Joined December 2021
444 Posts
June 16 2025 05:36 GMT
#33
Looks fun. Let's have LAN party!
Btw the original link seems dead.
new one: https://910map.tistory.com/225
Broodwar Forever
Rovant1c
Profile Joined October 2014
China71 Posts
Last Edited: 2025-06-16 07:40:33
June 16 2025 07:19 GMT
#34
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.

https://ko.wikipedia.org/wiki/명량해협
https://room4data.tistory.com/864

Here are some maps and pictures:

https://baike.baidu.com/item/鸣梁海战/3191002
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6547 Posts
Last Edited: 2025-06-16 07:40:35
June 16 2025 07:35 GMT
#35
Looks like Attitude is out of the mix.

(2)울돌목 0.72
+ Show Spoiler +
[image loading]


(2)Litmus 0.72
+ Show Spoiler +
[image loading]


(4)KnockOut0.70
+ Show Spoiler +
[image loading]


*기존 맵 수정*

(4)Pole Star 1.1
+ Show Spoiler +
[image loading]


(4)Radeon 1.1
+ Show Spoiler +
[image loading]

(4)Metropolis 1.0 ==> 1.1 수정 예정 Some changes are coming to Metropòlis but no details yet.
+ Show Spoiler +
[image loading]

*기존 맵*

(3)Dominator SE 2.0
+ Show Spoiler +
[image loading]
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands803 Posts
June 16 2025 10:19 GMT
#36
Hope the Island map does not get includes into the map pool.
JDON MY SOUL!
Toshinou-Kyouko
Profile Joined November 2024
Philippines139 Posts
June 16 2025 10:40 GMT
#37
On June 16 2025 19:19 RJBTVYOUTUBE wrote:
Hope the Island map does not get includes into the map pool.


Naw we gotta stop soulkey somehow
Yuru Yuri best anime
Freakling
Profile Joined October 2012
Germany1529 Posts
June 16 2025 12:36 GMT
#38
On June 16 2025 01:49 FlaShFTW wrote:
Show nested quote +
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.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2025-06-16 17:44:30
June 16 2025 12:50 GMT
#39
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 +
[image loading]

[image loading]

[image loading]



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.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2025-06-16 13:20:43
June 16 2025 12:52 GMT
#40
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.
Kraekkling
Profile Blog Joined June 2007
409 Posts
June 16 2025 13:57 GMT
#41
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.
(*^^)(^*)
tankgirl
Profile Blog Joined May 2016
387 Posts
June 16 2025 15:50 GMT
#42
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
Larva appears to have gone for a 3 hatch spire into lurker into hive before muta, into defiler guardian...off 2 base...
TL+ Member
M3t4PhYzX
Profile Joined March 2019
Poland4173 Posts
Last Edited: 2025-06-16 17:18:01
June 16 2025 17:17 GMT
#43
On June 16 2025 21:36 Freakling wrote:
Show nested quote +
On June 16 2025 01:49 FlaShFTW wrote:
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.

Well.. that is indeed, a bummer.

Thank You very much for explaining it so well.

odi profanum vulgus et arceo
M3t4PhYzX
Profile Joined March 2019
Poland4173 Posts
Last Edited: 2025-06-16 17:20:55
June 16 2025 17:19 GMT
#44
On June 16 2025 21:50 Freakling wrote:
Show nested quote +
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 +
[image loading]

[image loading]

[image loading]



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.

That's interesting. Appreciate the information.
odi profanum vulgus et arceo
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines528 Posts
June 17 2025 03:04 GMT
#45
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 +

[image loading]


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
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Urth
Profile Blog Joined November 2007
United States1249 Posts
June 17 2025 04:58 GMT
#46
I foresee litmus and screaming sea having big balance issues. Maybe litmus can surprise me, but I'm not optimistic.
BY.HERO FIGHTING!!!!
GTR
Profile Blog Joined September 2004
51430 Posts
June 17 2025 05:44 GMT
#47
i only just realised litmus has a second gas in the main lmao
Commentator
prosatan
Profile Joined September 2009
Romania7954 Posts
June 17 2025 10:44 GMT
#48
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao

Yeap, one with 1500 gas and one normal one , with 5000 gas !
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Ideas
Profile Blog Joined April 2008
United States8085 Posts
June 17 2025 12:54 GMT
#49
No retro map this time? Been waiting forever for them to bring back Triathlon
Free Palestine
goody153
Profile Blog Joined April 2013
44099 Posts
June 17 2025 13:30 GMT
#50
Screaming Sea looks so fun lmao

Cant wait for pros to play games on them
this is a quote
Toshinou-Kyouko
Profile Joined November 2024
Philippines139 Posts
June 17 2025 13:36 GMT
#51
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao


possible buff for protoss? will we see more DT/Dark Archon plays?
Yuru Yuri best anime
goody153
Profile Blog Joined April 2013
44099 Posts
Last Edited: 2025-06-17 15:35:22
June 17 2025 15:31 GMT
#52
On June 17 2025 14:44 GTR wrote:
i only just realised litmus has a second gas in the main lmao

Oh wow. The new season feels even more fun.

I dont remember proscene getting 2 gas
this is a quote
prosatan
Profile Joined September 2009
Romania7954 Posts
June 17 2025 19:09 GMT
#53
ARTOSHISUUU analyzes the maps

Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Kraekkling
Profile Blog Joined June 2007
409 Posts
June 17 2025 19:37 GMT
#54
I just randomly found out that Radeon 12/6 expos have 3500 gas?! and its been like this forever...

what the heck, I feel deceived

did everyone else know?
(*^^)(^*)
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
Last Edited: 2025-06-18 00:54:21
June 18 2025 00:52 GMT
#55
On June 16 2025 05:15 ScoutWBF wrote:
Show nested quote +
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ThunderJunk
Profile Joined December 2015
United States675 Posts
June 18 2025 01:41 GMT
#56
Screaming Sea and Litmus look amazing. I like the tweaks to Radeon and such also.

About time we got some anti-zerg bias in the map pool
I am free because I know that I alone am morally responsible for everything I do.
A.Alm
Profile Joined September 2012
Sweden512 Posts
June 18 2025 09:43 GMT
#57
On June 18 2025 09:52 FlaShFTW wrote:
Show nested quote +
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.

FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
Last Edited: 2025-06-18 14:58:15
June 18 2025 14:53 GMT
#58
On June 18 2025 18:43 A.Alm wrote:
Show nested quote +
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Lazyer
Profile Joined August 2011
United States342 Posts
June 18 2025 20:11 GMT
#59
I really want to see more pro level island maps, I think the big air battles look so cool in Starcraft.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6547 Posts
June 18 2025 22:04 GMT
#60
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.
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 19 2025 01:30 GMT
#61
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
tankgirl
Profile Blog Joined May 2016
387 Posts
June 19 2025 16:42 GMT
#62
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
Larva appears to have gone for a 3 hatch spire into lurker into hive before muta, into defiler guardian...off 2 base...
TL+ Member
ShowTheLights
Profile Blog Joined June 2012
Korea (South)1678 Posts
Last Edited: 2025-06-19 21:52:43
June 19 2025 21:50 GMT
#63
Everything is screaming anti-soulkey

but Litmus = hell to establish 3rd base for protoss + very hydra bustable at nat

Screaming Sea = how the heck does P or T push a Z ? Z controls ONE chokepoint near bridge and there is NO way to attack Z?

New circuit breaker map looks awesome but mineral only 3rd hurts Protosses when facing Z

I fail to see how this map pool is in any way anti-Soulkey
•••Acer.MMA••• <> KT_Puzzle <> JinAir•GreenWings_CoCa <> CJ_herO <> Axiom CranK & Ryung <> IM_Seed <> IM_Squirtle <> le' ToD <> Innovation <> ROOT_CatZ <> inuh! <> Chobra <> SKT1_Fantasy
TMNT
Profile Joined January 2021
2638 Posts
June 20 2025 00:08 GMT
#64
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.
Toshinou-Kyouko
Profile Joined November 2024
Philippines139 Posts
June 20 2025 03:02 GMT
#65
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.
Yuru Yuri best anime
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6547 Posts
June 20 2025 09:38 GMT
#66
On June 20 2025 12:02 Toshinou-Kyouko wrote:
Show nested quote +
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.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands803 Posts
June 20 2025 09:46 GMT
#67
On June 20 2025 18:38 [sc1f]eonzerg wrote:
Show nested quote +
On June 20 2025 12:02 Toshinou-Kyouko wrote:
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.
JDON MY SOUL!
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 20 2025 13:50 GMT
#68
Island maps without some form of compensation to zerg are historically bad for Zerg. Not sure how someone says it's good for Z.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6547 Posts
June 20 2025 14:22 GMT
#69
On June 20 2025 18:46 RJBTVYOUTUBE wrote:
Show nested quote +
On June 20 2025 18:38 [sc1f]eonzerg wrote:
On June 20 2025 12:02 Toshinou-Kyouko wrote:
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.
ShowTheLights
Profile Blog Joined June 2012
Korea (South)1678 Posts
June 21 2025 02:42 GMT
#70
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
•••Acer.MMA••• <> KT_Puzzle <> JinAir•GreenWings_CoCa <> CJ_herO <> Axiom CranK & Ryung <> IM_Seed <> IM_Squirtle <> le' ToD <> Innovation <> ROOT_CatZ <> inuh! <> Chobra <> SKT1_Fantasy
RogerChillingworth
Profile Joined March 2010
2831 Posts
June 21 2025 03:00 GMT
#71
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.
aka wilted_kale
SCRVN
Profile Joined June 2024
65 Posts
June 21 2025 09:37 GMT
#72
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.
His children must be proud of him on what he did on Twitch
iFU.pauline
Profile Joined September 2009
France1541 Posts
Last Edited: 2025-06-21 10:14:31
June 21 2025 10:08 GMT
#73
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.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
A.Alm
Profile Joined September 2012
Sweden512 Posts
Last Edited: 2025-06-21 19:32:06
June 21 2025 17:04 GMT
#74
On June 18 2025 23:53 FlaShFTW wrote:
Show nested quote +
On June 18 2025 18:43 A.Alm wrote:
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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?
Kraekkling
Profile Blog Joined June 2007
409 Posts
June 24 2025 13:37 GMT
#75
still no games??
(*^^)(^*)
Lorch
Profile Joined June 2011
Germany3677 Posts
Last Edited: 2025-06-24 14:10:34
June 24 2025 14:06 GMT
#76
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?
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands803 Posts
June 24 2025 16:08 GMT
#77
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.
JDON MY SOUL!
FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
June 24 2025 20:05 GMT
#78
On June 22 2025 02:04 A.Alm wrote:
Show nested quote +
On June 18 2025 23:53 FlaShFTW wrote:
On June 18 2025 18:43 A.Alm wrote:
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
bochs
Profile Joined February 2022
United States105 Posts
June 24 2025 22:15 GMT
#79
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.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands803 Posts
June 24 2025 23:07 GMT
#80
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.
JDON MY SOUL!
TMNT
Profile Joined January 2021
2638 Posts
18 hours ago
#81
Soma just beat Snow 4-2 today. Two Hydra busts and two Ling busts I think (lol).

Suddenly Zerg looks amazing again. Soulkey being Soulkey. Hero and Queen regaining their form. Soma and Effort back.
GTR
Profile Blog Joined September 2004
51430 Posts
18 hours ago
#82
shouldn't be shocked with soma. he was laddering like a madman during his public service lol
Commentator
A.Alm
Profile Joined September 2012
Sweden512 Posts
Last Edited: 2025-06-26 10:21:14
8 hours ago
#83
On June 25 2025 05:05 FlaShFTW wrote:
Show nested quote +
On June 22 2025 02:04 A.Alm wrote:
On June 18 2025 23:53 FlaShFTW wrote:
On June 18 2025 18:43 A.Alm wrote:
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.

FlaShFTW
Profile Blog Joined February 2010
United States10130 Posts
2 minutes ago
#84
On June 26 2025 17:36 A.Alm wrote:
Show nested quote +
On June 25 2025 05:05 FlaShFTW wrote:
On June 22 2025 02:04 A.Alm wrote:
On June 18 2025 23:53 FlaShFTW wrote:
On June 18 2025 18:43 A.Alm wrote:
On June 18 2025 09:52 FlaShFTW wrote:
On June 16 2025 05:15 ScoutWBF wrote:
On June 15 2025 12:43 FlaShFTW wrote:
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 +

[image loading]

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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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