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United States10332 Posts
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United States10332 Posts
Looks like the only change to Sylphid was reducing the extra patch in the natural from 720 to 360. Neo Sylphid had a huge issue with TvZ, looking to see if anything else will be done to change that.
Jane Doe looks interesting, its a Crossing Field variant but I'm worried about all the buildable Terrain. Rush distance looks short, PvT is gonna be a nightmare.
Hellbound feels like a 2009/2010 map with no real easy 3rd. Could be a push back to 2 base style gameplay. The outer ring concept with a small hill to secure the center seems interesting, but the map is extremely chokey with no real large area to assist with flanks.
Attitude is quite literally just Polypoid without the high ground mineral only.
Octagon seems similar again to Polypoid, but curiously has the entrance to the 3/6/9/12 right next to the natural, making those bases a little easier to take, but also brings in issues of rotational imbalance from spawns. Also curious that they've gone away from the mineral patch at the main ramp and instead are using a chrysalis.
Overall, map pool seems a little bland, and it's curious we aren't reusing the Knock Out ditch on any of these maps. Feels like it would be easy enough to add to Hellbound at the very least.
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Hellbound seems kinda cool with the center thing. Pseudo reminiscent of 76 with potential shenanigans. But could use a bit of cowbell. Also looks like someone sat on a frog.
Attitude needs more attitude.
Not sure what I'm lookin at with Octagon. Looks like one of those things at the doctor's office that determines if you're a serial killer. Is the middle open?
A little bland indeed but I need to watch someone go through it and partially adopt their opinion as my own. Also need a snow map to piss everyone off. Perhaps even an entire season of snow maps. Maybe next time.
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United States10332 Posts
On January 14 2026 04:14 RogerChillingworth wrote: Hellbound seems kinda cool with the center thing. Pseudo reminiscent of 76 with potential shenanigans. But could use a bit of cowbell. Also looks like someone sat on a frog.
Attitude needs more attitude.
Not sure what I'm lookin at with Octagon. Looks like one of those things at the doctor's office that determines if you're a serial killer. Is the middle open?
A little bland indeed but I need to watch someone go through it and partially adopt their opinion as my own. Also need a snow map to piss everyone off. Perhaps even an entire season of snow maps. Maybe next time. It's big ramps into the center, sort of like Empire of the Sun. And yes it's completely open.
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51553 Posts
am i the only one finding these maps pretty uninspiring? seems like the direction this season was to appease the players so there's nothing wacky like what we had with death valley or roaring currents last year which is such a shame.
one of the big reasons of me watching these days is to see how players adapt to new conditions/maps and if the pool is as dry as this one, i might pass on watching the season for the first time in a long time.
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Overall nothing innovative. They are not even good maps to watch . I can tell Hellbound is not making it from that list already. Why bring sylphid to make 1 mineral patch change ? This mp also spoils that Roaring Currents is most likely coming back next season. Since they usually use 2 2 players map and litmus is not coming back next season.
From the look of it Attitude making a comeback from the last season candidates is good since is one of the maps that you can see most of work was put into it. But for the rest we will have to see.
Jane doe also look like a really good substitute for Litmus.
Octagon looks big and boring. overall is a really mediocre MP that doesnt bring anything fresh and still make me miss the times of Old OSLs with more interesting designs.
It seems the trend for ASLs Mp has been set to go worse each season. Hoping for next season to Go full on classics and try something different if Map makers cant really bring something fresh.
After watching queen vs Snow on Octagon i have to said a ton of work has been put into this map too. But it doesnt change my opinion that is a boring map.
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I really hope Jane Doe and Hellbound get in. Jane Doe looks super fun and Hellbound looks pretty boring but I miss that tile set so much that I'd love to see it nevertheless.
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On January 14 2026 07:21 G5 wrote: I really hope Jane Doe and Hellbound get in. Jane Doe looks super fun and Hellbound looks pretty boring but I miss that tile set so much that I'd love to see it nevertheless. Same.
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Probably the most boring potential set of new maps.. ever, actually.
Bummer.
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On January 14 2026 05:59 [sc1f]eonzerg wrote: Overall nothing innovative. They are not even good maps to watch . I can tell Hellbound is not making it from that list already. Why bring sylphid to make 1 mineral patch change ? This mp also spoils that Roaring Currents is most likely coming back next season. Since they usually use 2 2 players map and litmus is not coming back next season.
Why is Litmus not coming back but Roaring Currents is?
On January 14 2026 07:21 G5 wrote: I really hope Jane Doe and Hellbound get in. Jane Doe looks super fun and Hellbound looks pretty boring but I miss that tile set so much that I'd love to see it nevertheless.
Same.
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On January 14 2026 03:42 FlaShFTW wrote: Looks like the only change to Sylphid was reducing the extra patch in the natural from 720 to 360. Neo Sylphid had a huge issue with TvZ, looking to see if anything else will be done to change that.
Jane Doe looks interesting, its a Crossing Field variant but I'm worried about all the buildable Terrain. Rush distance looks short, PvT is gonna be a nightmare.
Hellbound feels like a 2009/2010 map with no real easy 3rd. Could be a push back to 2 base style gameplay. The outer ring concept with a small hill to secure the center seems interesting, but the map is extremely chokey with no real large area to assist with flanks.
Attitude is quite literally just Polypoid without the high ground mineral only.
Octagon seems similar again to Polypoid, but curiously has the entrance to the 3/6/9/12 right next to the natural, making those bases a little easier to take, but also brings in issues of rotational imbalance from spawns. Also curious that they've gone away from the mineral patch at the main ramp and instead are using a chrysalis.
Overall, map pool seems a little bland, and it's curious we aren't reusing the Knock Out ditch on any of these maps. Feels like it would be easy enough to add to Hellbound at the very least. Looks like a map pool to ensure T advantage in TvP (on top of the current advantage), paving the way for Flash's return.
The new 4p maps all have a 3rd base that tanks can shoot from main, narrow paths to help engagement, then on top of that the 4th and 5th are just right next to the 2nd/3rd and easy to defend.
The 2p map, which normally is bad for TvP, is compensated by a backdoor base to ensure a free 3rd, then on top of that, tanks from main can also shoot to the 4th, which is on a high ground. It's almost like Terran doesn't have to break a sweat to secure 4 bases here.
The 3p map also has a close 3rd gas and no good area for engagement for P. At best it's 50/50 here.
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I actually jope Litmus is staying in the pool. I love Neo Sylphid being brougth back in. Hope we don't lose Dominator though, but given we'll have two 3 spawn maps if both Hellbound and Neo Sylphid make it in, Dominator is likely out. but if Hellbound doesn't make it in, I can see Dominator remaining in the pool. Attitude looks great. Always loved Polypoid games.
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Hellbound looks freaking awesome IMO. Looks like an aggressive map.
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ALLEYCAT BLUES50638 Posts
octogon looks like if Beltway crash landed on empire of the sun and left a crater.
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On January 14 2026 08:33 Miragee wrote:Show nested quote +On January 14 2026 05:59 [sc1f]eonzerg wrote: Overall nothing innovative. They are not even good maps to watch . I can tell Hellbound is not making it from that list already. Why bring sylphid to make 1 mineral patch change ? This mp also spoils that Roaring Currents is most likely coming back next season. Since they usually use 2 2 players map and litmus is not coming back next season.
Why is Litmus not coming back but Roaring Currents is? Show nested quote +On January 14 2026 07:21 G5 wrote: I really hope Jane Doe and Hellbound get in. Jane Doe looks super fun and Hellbound looks pretty boring but I miss that tile set so much that I'd love to see it nevertheless. Same.
Well from all the new maps there is not crazy map proposed. So there is a chance Roaring currents is coming back. Specially when Litmus and Jane Doe are in the same line.
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Netherlands5227 Posts
My first thought is skip, but I will watch Mini, YSC and Shine, possible classics and Ro8 onwards just to get my fix. Attitude looks boring all match ups. Octagon ugly, Neo Sylphid meh.
I would have liked to see another map with islands and/or ditches instead of defaulting back to standard and remain in status quo.
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On January 14 2026 11:36 RJBTVYOUTUBE wrote: I actually jope Litmus is staying in the pool. I love Neo Sylphid being brougth back in. Hope we don't lose Dominator though, but given we'll have two 3 spawn maps if both Hellbound and Neo Sylphid make it in, Dominator is likely out. but if Hellbound doesn't make it in, I can see Dominator remaining in the pool. Attitude looks great. Always loved Polypoid games. Changing Dominator for Hellbound is an insane downgrade.. At the same time Dominator building placement for terran top and bottom has been hell. So idk Im actually curious What maps are coming back from Metropolis/ Pole Star / knock Out / Radeon. Well is yet to see if Octagon is making it aswell. I have the feeling the most safe bet is alttitude to be included in the MP.
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Netherlands5227 Posts
Imo you need at least one map with a new concept (or not seen in a long time), then another map that takes a previous new concept map, preferably from last season, that didn't do terrible and develop it further. Then the rest can be fillers. This way you can keep innovating and keep BW fresh for both the players and viewers.
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On January 14 2026 19:50 Peeano wrote: Imo you need at least one map with a new concept (or not seen in a long time), then another map that takes a previous new concept map, preferably from last season, that didn't do terrible and develop it further. Then the rest can be fillers. This way you can keep innovating and keep BW fresh for both the players and viewers.
I completely agree, and there is no reason to not do it this way. If it's players pushing back then it's like actors telling a director what to do on a movie set. If it's not the players but Afreeca, or the map makers, then I truly wonder what the thinking is. If anyone knows what the deal is, I'd love to be enlightened.
What we really need is a snow map. Just a giant plain of snow with no pathing or ramps or anything. With polar bears roaming around that maul your ass and random spots where you fall into an ice lake. And then every few minutes someone at the studio shakes your chair violently and screams and like covers your eyes and calls you terrible, maybe even unplugs your keyboard. Propose this knowing that the compromise is more interesting maps. It might be the only way.
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On Jane Doe there's a neutral medic and a marine on the ramp leading from the main base to the outer natural expansion
you need to kill one of them before leaving your base or scouting your opponents main
it seems like someone is absolutely convinced that gas steal in PvT on 2-player maps is big enough of a problem to warrant this type of artificial balance patch lol
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Jane Doe looks interesting but others look pretty boring. Perhaps the ZvP issues with Roaring Currents have put them off pushing the limits this season, which is a shame but kinda understandable.
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also octagon has a citadel style ramp?
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On January 14 2026 18:14 [sc1f]eonzerg wrote:Show nested quote +On January 14 2026 08:33 Miragee wrote:On January 14 2026 05:59 [sc1f]eonzerg wrote: Overall nothing innovative. They are not even good maps to watch . I can tell Hellbound is not making it from that list already. Why bring sylphid to make 1 mineral patch change ? This mp also spoils that Roaring Currents is most likely coming back next season. Since they usually use 2 2 players map and litmus is not coming back next season.
Why is Litmus not coming back but Roaring Currents is? On January 14 2026 07:21 G5 wrote: I really hope Jane Doe and Hellbound get in. Jane Doe looks super fun and Hellbound looks pretty boring but I miss that tile set so much that I'd love to see it nevertheless. Same. Well from all the new maps there is not crazy map proposed. So there is a chance Roaring currents is coming back. Specially when Litmus and Jane Doe are in the same line.
Hm ok, maybe in my mind Litmus was more crazy than it actually was. :D Anyways, you have to consider this is the first patch of maps, meaning there are more to come!? There could still be a new crazy map, which could be anything from 2-4 players.
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On January 14 2026 20:11 RogerChillingworth wrote:Show nested quote +On January 14 2026 19:50 Peeano wrote: Imo you need at least one map with a new concept (or not seen in a long time), then another map that takes a previous new concept map, preferably from last season, that didn't do terrible and develop it further. Then the rest can be fillers. This way you can keep innovating and keep BW fresh for both the players and viewers. I completely agree, and there is no reason to not do it this way. If it's players pushing back then it's like actors telling a director what to do on a movie set. If it's not the players but Afreeca, or the map makers, then I truly wonder what the thinking is. If anyone knows what the deal is, I'd love to be enlightened. What we really need is a snow map. Just a giant plain of snow with no pathing or ramps or anything. With polar bears roaming around that maul your ass and random spots where you fall into an ice lake. And then every few minutes someone at the studio shakes your chair violently and screams and like covers your eyes and calls you terrible, maybe even unplugs your keyboard. Propose this knowing that the compromise is more interesting maps. It might be the only way.
These maps are a continuation of map making boredom in bw.
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The gameplay on Octagon will be quite good imo, I just feel like the map could have looked better on a different tile set, in particular those handmade temple ramps are pretty rough...
I would have liked if Roaring Currents was used for another season but that seems unlikely, since it also got dropped from the current daily pro league map pool.
Knock Out is probably the most likely candidate to return next season?
Attitude being used again as candidate feels kinda lazy? Like, the players decided last season already that it's boring or too similar to other maps... why would it be different this time
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Apparently the idea for the Mappool is this : source 910 stream.
So that means that in fact roaring etc are not returning. Only pole star and Knock out are coming back.Kinda shocking since they always have stick to atleast 1 meme map each season.
Is an extremely heavy Terran mappool as of now.
I cant help but thinking that hellbound is such a weak 3 players when you compare it to the likes of Ascension. Apocalypse. Dominator. I get that sylphid is coming back i think Apocalypse is Superior.
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On January 14 2026 20:19 Kraekkling wrote: On Jane Doe there's a neutral medic and a marine on the ramp leading from the main base to the outer natural expansion
you need to kill one of them before leaving your base or scouting your opponents main
it seems like someone is absolutely convinced that gas steal in PvT on 2-player maps is big enough of a problem to warrant this type of artificial balance patch lol Is this actually part of the map ? cuz i have seen them blocking spawns before to avoid AI leaving their mains. I think it happened famously in some Stork game LMAO. ANyway if this is the case then is actually interesting to see a map maker openly doing this. Artosis gonna be so happy LOL
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On January 15 2026 01:24 [sc1f]eonzerg wrote:Apparently the idea for the Mappool is this : source 910 stream. So that means that in fact roaring etc are not returning. Only pole star and Knock out are coming back.Kinda shocking since they always have stick to atleast 1 meme map each season. Is an extremely heavy Terran mappool as of now. I cant help but thinking that hellbound is such a weak 3 players when you compare it to the likes of Ascension. Apocalypse. Dominator. I get that sylphid is coming back i think Apocalypse is Superior.
Seems like Radeon and Metropolis are retired. Were you a fan of those two maps?
How would rank LatiAs 3-player maps? Sylphid 1.x, Sylphid 2.0, Sylphid 3.x, Apocalypse, Dominator...
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Metropolis yes. Radeon no so much. I think Apocalypse in terms of design is the best overall. Sylphid 1 is proly the best version of them all.
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On January 15 2026 01:30 [sc1f]eonzerg wrote:Show nested quote +On January 14 2026 20:19 Kraekkling wrote: On Jane Doe there's a neutral medic and a marine on the ramp leading from the main base to the outer natural expansion
you need to kill one of them before leaving your base or scouting your opponents main
it seems like someone is absolutely convinced that gas steal in PvT on 2-player maps is big enough of a problem to warrant this type of artificial balance patch lol Is this actually part of the map ? cuz i have seen them blocking spawns before to avoid AI leaving their mains. I think it happened famously in some Stork game LMAO. ANyway if this is the case then is actually interesting to see a map maker openly doing this. Artosis gonna be so happy LOL
Wouldn't this be super horrible for PvZ? P wouldn't even be able to get a probe into the zerg base so the first scout would be corsair...
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United States10332 Posts
On January 15 2026 02:15 Miragee wrote:Show nested quote +On January 15 2026 01:30 [sc1f]eonzerg wrote:On January 14 2026 20:19 Kraekkling wrote: On Jane Doe there's a neutral medic and a marine on the ramp leading from the main base to the outer natural expansion
you need to kill one of them before leaving your base or scouting your opponents main
it seems like someone is absolutely convinced that gas steal in PvT on 2-player maps is big enough of a problem to warrant this type of artificial balance patch lol Is this actually part of the map ? cuz i have seen them blocking spawns before to avoid AI leaving their mains. I think it happened famously in some Stork game LMAO. ANyway if this is the case then is actually interesting to see a map maker openly doing this. Artosis gonna be so happy LOL Wouldn't this be super horrible for PvZ? P wouldn't even be able to get a probe into the zerg base so the first scout would be corsair... It removes the threat of hydra bust if you take the backdoor and defend from the ramp. But I agree, it was super weird when I first played the map not knowing the marine and medic wall was there lol. It's curious, but doesn't totally rule out early aggression builds from either player because the marine is very quick to die (the medic doesn't heal the marine). So for example a backdoor 13cc is not totally safe against early pool builds. Still, I think we'll see lots of mech on this map in TvZ due to the fast 3 gas setup.
Yeah, this basically all but stops gas steal in PvT, and also gives Terran free 3 base setup. Not sure this is the direction the map makers really wanted to take with this avenue but here we are. I guess the threat of carriers late game is justified in neutering Protoss early game in the matchup.
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there was another rejected candidate 2-player-map two (?) seasons ago which had a neutral tank blocking the main entrance ramp in a similar way, so I'd assume it's the same concept
I wonder if we'll see some unforseen consequences
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regarding Hellbound, I think it will turn out either more interesting than people expect, or it's gonna be broken
it looks to me like a very low resource map because the center expoes are too vulnerable in many cases
so there's only 9 viable expansions in several matchups - we don't ever have maps with that few expansions
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United States10332 Posts
Hellbound makes me think about Merry Go Round from SC2
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On January 15 2026 07:51 Kraekkling wrote: regarding Hellbound, I think it will turn out either more interesting than people expect, or it's gonna be broken
it looks to me like a very low resource map because the center expoes are too vulnerable in many cases
so there's only 9 viable expansions in several matchups - we don't ever have maps with that few expansions
Feels like a map that enforces race advantages more than any other ever did. ZvP contain seems tougher to break. TvP seems difficult for Terran in early to mid, but looks like it will flip hard in late game because the hill and narrow paths just rock for terran, unless toss gets carriers which will fk terrans hard.
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On January 16 2026 02:11 FlaShFTW wrote: Hellbound makes me think about Merry Go Round from SC2
Speaking of SC2, are 3-player maps played over there at all?
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On January 15 2026 01:24 [sc1f]eonzerg wrote:Apparently the idea for the Mappool is this : source 910 stream. So that means that in fact roaring etc are not returning. Only pole star and Knock out are coming back.Kinda shocking since they always have stick to atleast 1 meme map each season. Is an extremely heavy Terran mappool as of now. I cant help but thinking that hellbound is such a weak 3 players when you compare it to the likes of Ascension. Apocalypse. Dominator. I get that sylphid is coming back i think Apocalypse is Superior.
This is the worst line-up in recent history. All boring maps with nothing new. Bring back Roaring Currents
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Jane Doe looks like Crossing Field with that free expac at the back of each main. Also is that a Zenless Zone Zero reference?
Also fuck yeah Neo Sylphid is back. One of my favorite maps.
The rest look meh.
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On January 16 2026 11:32 Kanzzer wrote:Show nested quote +On January 16 2026 02:11 FlaShFTW wrote: Hellbound makes me think about Merry Go Round from SC2 Speaking of SC2, are 3-player maps played over there at all?
I thought SC2 only does 2-player maps for some reason, but maybe I'm wrong and just didnt pay much attention lol
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Hard to believe Hellbound will make it to the tournament without some changes.
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On January 17 2026 01:12 Ideas wrote:Show nested quote +On January 16 2026 11:32 Kanzzer wrote:On January 16 2026 02:11 FlaShFTW wrote: Hellbound makes me think about Merry Go Round from SC2 Speaking of SC2, are 3-player maps played over there at all? I thought SC2 only does 2-player maps for some reason, but maybe I'm wrong and just didnt pay much attention lol
I thought the main thing for SC2 maps was to be super crammed and have 2 seconds run time between expansions.
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Ironically im jealous how powerful the sc2 map editor is and how much you can do over there and those guys are playing 2 players map LOL and basically using the sames layout over and over and putting different names.Im pretty sure if BW map makers had such tool we would see some maps on steroids. In the mean time we have here octagone ugly ass and hell bound that looks so unfinished that i cant understand how the hell it was even picked for pre candidates. Hell Minerals had some good ass maps compared to what they putting this season.
Btw the maps we are seeing are not even the best maps posted on the website where do you submit the maps. So i wonder how the picking selection works. I wil show you some recent maps added and is unreal none of these were considered.
Do they have issues ? for sure. But i feel like they were pushing design more than any of the maps we were provided this season. With some polish i could see any of these coming really good idk..
Well in some cases is true that some of them are also for example doing Aztec and white out as 4 players. But that was done with Dominator / Gladiator and it worked really well.
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Eon's maps look super fun honestly
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Is Polypoid -> Attitude intended to help P in PvZ by removing the minerals around the middle bases?
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United States10332 Posts
On January 16 2026 11:32 Kanzzer wrote:Show nested quote +On January 16 2026 02:11 FlaShFTW wrote: Hellbound makes me think about Merry Go Round from SC2 Speaking of SC2, are 3-player maps played over there at all? No. Only 2p maps now. Not sure why the change was made personally, I like the idea of variance and the potential for players to figure out imbalanced spawn positions but alas, here we are.
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I love Brood War and think more creative maps are necessary, but it's all quite limited by the very spatially basic nature of the economy: a command center next to a c-shape of minerals with a gas next to it. It's familiar and even comforting, but there's only so much you can do with it. Relative to how economy could function in RTS, all StarCraft maps inevitably feel like some variation of Sylphid.
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On January 17 2026 14:35 RogerChillingworth wrote: I love Brood War and think more creative maps are necessary, but it's all quite limited by the very spatially basic nature of the economy: a command center next to a c-shape of minerals with a gas next to it. It's familiar and even comforting, but there's only so much you can do with it. Relative to how economy could function in RTS, all StarCraft maps inevitably feel like some variation of Sylphid.
You had that map with hallucinated minerals, I don't mind trying a map with 4 stacks of minerals next to spawn location so you don't have to split and you can get the game going faster
I didn't like the part where you had to split all your workers when those minerals disappeared, so maybe limit it to the initial 4 workers so you only need to split 4 when you have time (after you hotkey everything and build your workers)
You could try just 8 minerals per stack to give you a tiny boost and let you split at your own pace
Another thing you could try is to increase the gas counts in the geysers to help Protoss vs. Zerg and Zerg vs. Terran
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I'd really like to see someone from ASL try to justify this map pool. More circle jerking and a refusal to work with the foreign parts of the remaining mapping community for no good reason, and worse maps and thus games as a result.
We need the people in charge of these leagues to start giving a fuck or we're going to lose what little we have left.
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On January 18 2026 03:10 Excalibur wrote: I'd really like to see someone from ASL try to justify this map pool. More circle jerking and a refusal to work with the foreign parts of the remaining mapping community for no good reason, and worse maps and thus games as a result.
We need the people in charge of these leagues to start giving a fuck or we're going to lose what little we have left.
I think it has been very well documented - by even the Korean mappers on this very forums no less - that the friction with the map pool usually comes from the pros themselves, not the tournament organizers. snOw sort of implied it on jinjin's translated video where a fan asked for opinion on Uldomok - where PvZ record was 0-5.
You can even see it in the foreign community too. Remember that one time on BSL Discord back in 2021, there was a huge "debate" between the BSL players - lead by Jaeyun, vs. the coalition of mappers - lead by Freakling. The subject was this very exact issue: "Should tournament map pools take more risks?"
Let me tell you, the "debate" turned ugly real fast. Strawmen, ad hominems and even insults were thrown around. The saddest part is, these are all talented people that I respect, so it was like watching your own parents arguing. I believe since then, Freakling had no longer participated in the BSL Discord anymore.
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On January 18 2026 03:10 Excalibur wrote:
We need the people in charge of these leagues to start giving a fuck or we're going to lose what little we have left.
It's a bit off topic but, in general, I think losing the little we have is not the worst thing. I love these games and can always get excited about them, but there is a staleness and desire for something fresh and modern (and not a pile of pandering trash) that is super apparent in the RTS community. We cling onto the oldies, the good shit, because it's all we have, but most people would jump at something else, or just move on entirely. While it's here I'll enjoy what it is. I'm not going to march on Washington, as it were, in protest of a map pool. Game could have died in 2003. My bigger hope is that the people who are still engaged in RTS can enjoy a third act of the genre, in the form of something truly new, instead of it all going out in a whimper and people slowly walking away depressed. Not really a comment on Brood War but all of this stuff makes me think about it I'm always thinking about it
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We had at least 1 experimental map per season for the last 15 years or so.
I never see public lobbys for Neo Arkanoid or Optimizer or Death Valley or Minstrel or Troy or Nemesis or Metaverse or Lemon or Plasma or 76 or HItch Hiker or Inner Coven or ...
Why does noone on bnet play those?
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On January 19 2026 04:32 Kraekkling wrote: We had at least 1 experimental map per season for the last 15 years or so.
I never see public lobbys for Neo Arkanoid or Optimizer or Death Valley or Minstrel or Troy or Nemesis or Metaverse or Lemon or Plasma or 76 or HItch Hiker or Inner Coven or ...
Why does noone on bnet play those?
Watching and playing are very different. People tend to like to play what they are comfortable with but like to watch something new.
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910 Posted some updates to the maps.
(2) Jane Doe 0.70 → 0.80
- Improved resource gathering rates in the main base and front/backyards - Improved front yard SimCity - Minor terrain modifications
(3) Hellbound 0.92 → 0.93
- Improved resource collection rates in the main base and front yard - Added a 499 mineral to the main base - Improved gas multi terrain in the center
(4) Attitude 0.70 → 0.80
- Added a wall between the main base and the mineral multi. - Added a wall between the additional gas multi and the hill in front of the front yard. - Deleted the center multi.
So hellbound with 10 patches starting. But limited to 499 minerals the extra patch. I guess to help Protoss in the early game ? im not sure.
Attitude removing the mid minerals. Maybe they feel like the map has enough resources already. Or maybe it has to do with terran already benefiting from a 5 bases setup. Ir it could be just simple explained as the mid was causing issues. I wonder if an overlord is now safe from being killed with this modification.
@Kraekkling Apart from ZZZero playing Sparkle on his free time i have never seen a human playing such maps ''for fun''. Starting that when do u play customs is to have the less competitive experience you can get. As so you pick games like only noobs. 3v3 hunters for noobs. Or just UMS i highly doubt anyone after coming back home from Work will enjoy playing Some Arkanoid or 76 on customs LOL.
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On January 19 2026 06:31 [sc1f]eonzerg wrote: Ir it could be just simple explained as the mid was causing issues. I wonder if an overlord is now safe from being killed with this modification.
The high ground in the center doesn't block vision and I don't think it's far enough away to not get shot at by Marines.
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On January 19 2026 04:32 Kraekkling wrote: We had at least 1 experimental map per season for the last 15 years or so.
I never see public lobbys for Neo Arkanoid or Optimizer or Death Valley or Minstrel or Troy or Nemesis or Metaverse or Lemon or Plasma or 76 or HItch Hiker or Inner Coven or ...
Why does noone on bnet play those?
I loved optimizer, minstrel and nemesis. minstrel in particular was one of the most fun and creative maps I think ever to show up in ASL.
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3 pages, no one knows that Hellbound and Octagon are the most playable maps.
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Where island map ? I really thought it was a good idea to mix odd maps every time to expand meta
Being back to normal maps suck for competition and spectators
there are quirks like infested terran maps or the hellhound map but honestly pretty stale
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United States10332 Posts
Interesting that Octagon and Hellbound both have 8 mineral patches in the natural compared to the default 7. Maybe to start trying to aid Protoss a bit with their economy. Same with 10 patches in the main on Hellbound as well, so really pushing better mineral rates.
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On January 20 2026 03:42 FlaShFTW wrote: Interesting that Octagon and Hellbound both have 8 mineral patches in the natural compared to the default 7. Maybe to start trying to aid Protoss a bit with their economy. Same with 10 patches in the main on Hellbound as well, so really pushing better mineral rates.
Yeah it mostly means that P does terrible vs Z on those maps.
I did some napkin math on this some time ago and it's completely negligible imo - it's sth like 350 extra minerals (per additional patch) over the course of an average length game of 12 minutes.
But the problem with the maps is usually that P is either to easily contained, or that they have trouble taking and holding additional bases.
3 extra zealots does exactly nothing to address such problems
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United States10332 Posts
On January 20 2026 04:39 Kraekkling wrote:Show nested quote +On January 20 2026 03:42 FlaShFTW wrote: Interesting that Octagon and Hellbound both have 8 mineral patches in the natural compared to the default 7. Maybe to start trying to aid Protoss a bit with their economy. Same with 10 patches in the main on Hellbound as well, so really pushing better mineral rates. Yeah it mostly means that P does terrible vs Z on those maps. I did some napkin math on this some time ago and it's completely negligible imo - it's sth like 350 extra minerals (per additional patch) over the course of an average length game of 12 minutes. But the problem with the maps is usually that P is either to easily contained, or that they have trouble taking and holding additional bases. 3 extra zealots does exactly nothing to address such problems What do you think would be better then for addressing balance concerns without completely altering standard map design? What about more gas, as it seems like Zerg is the one who wants more gas duration in ZvT, same with Protoss in PvZ. What about bumping main and natural gas up to 6k?
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On January 20 2026 04:53 FlaShFTW wrote:Show nested quote +On January 20 2026 04:39 Kraekkling wrote:On January 20 2026 03:42 FlaShFTW wrote: Interesting that Octagon and Hellbound both have 8 mineral patches in the natural compared to the default 7. Maybe to start trying to aid Protoss a bit with their economy. Same with 10 patches in the main on Hellbound as well, so really pushing better mineral rates. Yeah it mostly means that P does terrible vs Z on those maps. I did some napkin math on this some time ago and it's completely negligible imo - it's sth like 350 extra minerals (per additional patch) over the course of an average length game of 12 minutes. But the problem with the maps is usually that P is either to easily contained, or that they have trouble taking and holding additional bases. 3 extra zealots does exactly nothing to address such problems What do you think would be better then for addressing balance concerns without completely altering standard map design? What about more gas, as it seems like Zerg is the one who wants more gas duration in ZvT, same with Protoss in PvZ. What about bumping main and natural gas up to 6k?
idk and I don't think anyone knows
you can give Protoss a few % win rate by making cannon rush strong or make some obnoxious zealot spots
Maybe use some ways to nerf hydra bust builds, like on Knock Out. There are also some other ways to do this which we haven't seen on official maps yet.
But generally if the problems are due to map layout, it can't be fixed without changing the layout... one can only buff Protoss in other places.
edit: I think I might have misread your question, I was specifically referring to maps where P struggles, which I assume is the reason they added more mineral patches on the candidate maps. I think P does fine on standard maps like FS, Radeon, etc. Or rather, on such standard maps it's sufficient to wiggle around small details to get PvZ to 50% WR.
Increasing gas values could work as you describe, it's a good idea to try imo.
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lol they were playing on the new maps today and there is a bug on the ash map where one spawn gets 4 eggs instead of 2
it was relevant to the game because the resulting choke is much smaller
the bug is something which can happen quite easily in the map editor. when you place the eggs it's very easy to accidently place more than one at a time, and they remain stacked in the editor.
it only becomes apparent in-game, because they spawn unstacked. but this also means that no one bothered to check the map in-game before it got uploaded?? super lazy wtf
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Hey guys anybody know the dimensions of the maps?
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Jane Doe is 128x96, everything else is 128x128
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United States10332 Posts
On January 20 2026 08:49 Kraekkling wrote:lol they were playing on the new maps today and there is a bug on the ash map where one spawn gets 4 eggs instead of 2 it was relevant to the game because the resulting choke is much smaller the bug is something which can happen quite easily in the map editor. when you place the eggs it's very easy to accidently place more than one at a time, and they remain stacked in the editor. it only becomes apparent in-game, because they spawn unstacked. but this also means that no one bothered to check the map in-game before it got uploaded?? super lazy wtf I recall polestar having this issue too lmao, a player also accidentally used one of the flawed map versions at a LAN too lol
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did polestar have the egg issue ? I don't remember
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petition to ban the chrysalis object: the animation is freaky af. there must be something else they could block the octogon ramps with.
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ALLEYCAT BLUES50638 Posts
+ Show Spoiler +
it do be freaky like that, weird throbbing potato. But honestly I'd rather they delete the map as a whole.
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On January 21 2026 11:59 seRapH wrote: petition to ban the chrysalis object: the animation is freaky af. there must be something else they could block the octogon ramps with.
On January 21 2026 15:29 BLinD-RawR wrote:+ Show Spoiler +it do be freaky like that, weird throbbing potato.
Y'all don't like to watch Kerrigan sleeping?
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Listen, if an infested kerrigan popped out of them after ten minutes, I'd be all for it.
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hey guys sorry for a little off-topic, any preliminary information when ASL21 starts?
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On January 22 2026 17:34 fLyiNgDroNe wrote: hey guys sorry for a little off-topic, any preliminary information when ASL21 starts?
I dont know if theres been an official announcement yet but prelims usually happen in late Feb or early March IIRC
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On January 21 2026 20:18 Kanzzer wrote:Show nested quote +On January 21 2026 11:59 seRapH wrote: petition to ban the chrysalis object: the animation is freaky af. there must be something else they could block the octogon ramps with. Y'all don't like to watch Kerrigan sleeping?
why does it move like that if she's just sleeping
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On January 23 2026 06:00 Ideas wrote:Show nested quote +On January 22 2026 17:34 fLyiNgDroNe wrote: hey guys sorry for a little off-topic, any preliminary information when ASL21 starts? I dont know if theres been an official announcement yet but prelims usually happen in late Feb or early March IIRC Usually qualifiers are start of February or last weekend of January, except for last year because ASL got delayed for unknown reasons. ACS is this weekend.
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actually can't find anything on ACS. might be later than usual.
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On January 23 2026 07:42 Kraekkling wrote:Show nested quote +On January 21 2026 20:18 Kanzzer wrote:On January 21 2026 11:59 seRapH wrote: petition to ban the chrysalis object: the animation is freaky af. there must be something else they could block the octogon ramps with. On January 21 2026 15:29 BLinD-RawR wrote:+ Show Spoiler +it do be freaky like that, weird throbbing potato. Y'all don't like to watch Kerrigan sleeping? why does it move like that if she's just sleeping
She's an active sleeper.
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Match Point got added, Hellbound seems to be out of the map testing pool.
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Huh. I've never liked *playing* match point but the map has had some crazy matches in history.
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On January 24 2026 09:49 RJBTVYOUTUBE wrote: Match Point got added, Hellbound seems to be out of the map testing pool.
Koreans really love Match Point don't they. They tried to add Match Point to ASL19 too but got replaced by Eclipse instead.
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51553 Posts
wish they'd just take classic maps and remaster them for the modern day - i would love to see something like peaks of baekdu or ride of valkyries reimagined for modern play.
edit: a lot of concepts that were submitted in the new worlds map contest a few years ago would be perfect.
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The reason give to use match point is that there was already 2 3 players map. And that Match point is one of the most balanced 2 players map. Is that real ? Dark origin has been the most balanced map i have seen by stats. But MP is actually zvt hell lol.
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yay Match Point!!
back then I used to have a Terran training buddy so we would meet up on bnet at a fixed time to "train like the koreans"
so we would play like 30 games of ZvT, same map, same build order every time, 3h muta vs 1rax FE into 3rax
good times
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On January 24 2026 19:02 [sc1f]eonzerg wrote: The reason give to use match point is that there was already 2 3 players map. And that Match point is one of the most balanced 2 players map. Is that real ? Dark origin has been the most balanced map i have seen by stats. But MP is actually zvt hell lol. They are throwing some minor fixes in. They got until February 9 to make suggestions for minor changes to the maps.
Neo Dark Origin was the most balanced 2 player map based on winrates. Apocalypse the most balanced 3 player map, and radeon most balanced 4 player map.
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another thing about Match Point is that it's from a time when we didn't have all of the possible upwards facing ramps lol
there's a lot of positional variance because of that + Show Spoiler +
I also really like that Match Point has only 10 expansions. For several matchups, when both players are about to max out at 200/200, most of the map is taken and it feels like we are heading towards a climax. Its like the very last stage of the game, where resources are scarce and often one of the players is on a clock.
This is in contrast to 16 expansion maps, where it takes like 10 more minutes to reach that stage of the game after both players approach max supply. feels kinda awkward
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On January 24 2026 20:54 Kraekkling wrote:I also really like that Match Point has only 10 expansions. For several matchups, when both players are about to max out at 200/200, most of the map is taken and it feels like we are heading towards a climax. Its like the very last stage of the game, where resources are scarce and often one of the players is on a clock.
This is in contrast to 16 expansion maps, where it takes like 10 more minutes to reach that stage of the game after both players approach max supply. feels kinda awkward But a low expansion count combined with a general layout that is rather trivially split in half means that non-mirror match-ups will quickly devolve into a state where no more growth is possible and the race that needs more bases is at a disadvantage.
As Eon said, it's basically a nightmare ZvT. You may not even be able to take the low ground bases, certainly not the one next to the T's main. I even remember games where Nukes were used to deny those.
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consider that
- it's only about 20% of TvZ games that are long enough for these split map scenarios to matter
- ZvT balance mostly depends on rush distance and on how much Z can achieve with muta. The cliff layout between main and nat is rly good for muta
I'd expect Z to do better on Match Point than on e.g. Pole Star, Poly or Vermeer.
edit:
this is more of a personal preference, but I don't think it's actually that bad if the TvZ matchup gets another turnaround late in the game, at least on some maps.
As in, usually Z is supposed to dominate once they get swarm and enough gas bases, but if they fail to turn this window around 16-20 minutes into a win, Terrans get to come back and win via split map and resource exhaustion. I wouldn't mind at all if the win condition for Terran is "split map and deny expansions with nukes"
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United States10332 Posts
I do love the idea of remastering all these old maps, especially classics that people really loved. And maybe some altered adjustments to help get the maps suited for modern play as well. Would be interesting to see what happens if people put some time and effort into them.
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Told you guys this multiple times. And will repeat it again:
The guy that picks the maps is a MASSIVE Terran fanboy. Almost Artosis' level, without the drama. Any chance he has in selecting, trimming off and correcting the map-pool he will go back to to insanely unbalanced maps in favor of Terran.
Matchpoint is another example.
After that last ASL where Protoss looked probably at its worst we get AGAIN a map that demolishes both P and Z in the most important match-ups.
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On January 25 2026 21:03 oxKnu wrote: Told you guys this multiple times. And will repeat it again:
The guy that picks the maps is a MASSIVE Terran fanboy. Almost Artosis' level, without the drama. Any chance he has in selecting, trimming off and correcting the map-pool he will go back to to insanely unbalanced maps in favor of Terran.
Matchpoint is another example.
After that last ASL where Protoss looked probably at its worst we get AGAIN a map that demolishes both P and Z in the most important match-ups. The guy who picks the maps retired after asl 20 if I recall correctly. someone else does it now.
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Yes, that's what I mean. The current guy. Look at the old ASLs, they were never as bad as this season after season.
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He is a Terran player for sure. But not sure how biased he was when picking those map pools.
But either way, it's hard to avoid Terran maps because most standard maps are intrinsically Terran favored in both matchups anyway. It would require the Koreans to completely change their mindset to achieve real map balance.
I also feel like the balance between how hard a map is for a race to play and the outcome of the matchup for that race is not struck properly. And that's how we ended up with this template for standard maps.
Take Eclipse for example. We know it's a nightmare for Terran to get a 3rd on this map in TvP. TvP on Eclipse is hard, yes. But at the same time, the win rate is still about 50% for them. So, maybe, in order to achieve balance from an outcome point of view, it is supposed to be hard for Terran here in TvP. But the Terran players, they don't feel comfortable playing this map, so it's considered unbalanced from an effort point of view. So they want map designs that give them an easier 3rd, a more comfortable time to play (Vermeer, Polestar....). So, balance in effort is restored. But this also boosts the outcome for Terran too much, giving them +55% win rate against Protoss, and win rate balance is no longer achieved.
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On January 24 2026 16:10 GTR wrote: wish they'd just take classic maps and remaster them for the modern day
you mean like having Sylphid and Match Point in the map pool? Or like having Knock Out which is a circuit breaker remake? Or Attitude which is budget poly
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all 4p maps are remasters of lost temple
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Bring back Apocalypse, the one map that achieved true balance!
The maps most balanced are: Apocalypse, Eclipse, Neo Dark Origins, Litmus, Tempest, Invader, Radeon, Dominator.
This is according to just winrates 2 player maps most balanced? Even Butter had kind of a small variance in winrates.
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On January 26 2026 09:09 seRapH wrote:all 4p maps are remasters of lost temple 
I miss my high ground cliff naturals as a Terran. 
Regarding 2 player map balance: Wouldn't be surprised if it's a matter of scouting luck being removed. If you scout someone last on a 4 player map, you're at a disadvantage. And you guys know how much Protoss complains about scouting in PvZ for example. Also on 2 player maps your build orders and building placement can always be the same. So less variance needed.
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United States10332 Posts
On January 26 2026 11:38 RJBTVYOUTUBE wrote: Bring back Apocalypse, the one map that achieved true balance!
The maps most balanced are: Apocalypse, Eclipse, Neo Dark Origins, Litmus, Tempest, Invader, Radeon, Dominator.
This is according to just winrates 2 player maps most balanced? Even Butter had kind of a small variance in winrates. I've been saying this for a while now, good 2p and good 3p maps are the most balanced. It's hard to get 4p maps to be truly balanced. Radeon achieved the near impossible by keeping the WR 50%+/-3%. This is why I advocate for 2 2p, 2 3p, and 2 4p map pool, with Radeon being a default inclusion until we get another version/improvement on Radeon.
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The "experimental" maps tend to be 2p or 3p maps, don't they? Wonder if them being easier to balance is why that is or if its just that 4p maps are just too locked into the same frameworks.
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On January 27 2026 13:40 seRapH wrote: The "experimental" maps tend to be 2p or 3p maps, don't they? Wonder if them being easier to balance is why that is or if its just that 4p maps are just too locked into the same frameworks.
Experimental 2 player maps tend to have the worst winrate distributions. Less experimental 2p maps tend to be most balanced because "guessing what your opp is doing because your scout was too late" does not apply, like it does on 4p maps. on 4p you will way more often see games played with a lack of information.
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United States10332 Posts
Some updates, maps were updated to 0.9 for Jane Doe and Attitude. Jane Doe saw the front yard egg removed and ramps changed to north-south ramps rather than diagonal.
Attitude just some natural mineral changes and mining optimizations.
Still waiting on them to fix Match Point so the map is entirely symmetrical. As it stands I don't think keeping the ramps as they are qualifies this as a tournament level map by today's standards.
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On January 28 2026 03:10 FlaShFTW wrote: Some updates, maps were updated to 0.9 for Jane Doe and Attitude. Jane Doe saw the front yard egg removed and ramps changed to north-south ramps rather than diagonal.
Attitude just some natural mineral changes and mining optimizations.
Still waiting on them to fix Match Point so the map is entirely symmetrical. As it stands I don't think keeping the ramps as they are qualifies this as a tournament level map by today's standards.
That Jane doe ramp change was specifically because you could make the scouting worker clip into the marine by sending it back to your own minerals and immediately canceling the command IF you had placed your worker on the far side of the marine on the ramp relative to your own base. This would make it "mineral" walk into the marine, and if canceled, the game would force BOTH units to move. This effectively made the marine+medic block completely useless.
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On January 28 2026 03:10 FlaShFTW wrote: Some updates, maps were updated to 0.9 for Jane Doe and Attitude. Jane Doe saw the front yard egg removed and ramps changed to north-south ramps rather than diagonal.
Attitude just some natural mineral changes and mining optimizations.
Still waiting on them to fix Match Point so the map is entirely symmetrical. As it stands I don't think keeping the ramps as they are qualifies this as a tournament level map by today's standards.
What part of match point isn't symmetrical?
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The map is mostly symmetrical across a diagonal from top-left to bottom-right. But look at the ramps going into low ground; those are not symmetrical due ramp technology not being quite there yet.
I don't actually mind maps not being symmetrical as long as both spawns are even though, think sometimes its even kinda neat but this isn't really the case for match point as the whole purpose is for it to be as balanced as possible.
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This MP is so terran that im expecting minimum 3 terrans in ASL semis.
And this is me without seeing FlaSh playing lol.
You can see Royal/ Rush / Barracks are so buffed.
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On January 28 2026 10:18 RJBTVYOUTUBE wrote:Show nested quote +On January 28 2026 03:10 FlaShFTW wrote: Some updates, maps were updated to 0.9 for Jane Doe and Attitude. Jane Doe saw the front yard egg removed and ramps changed to north-south ramps rather than diagonal.
Attitude just some natural mineral changes and mining optimizations.
Still waiting on them to fix Match Point so the map is entirely symmetrical. As it stands I don't think keeping the ramps as they are qualifies this as a tournament level map by today's standards. That Jane doe ramp change was specifically because you could make the scouting worker clip into the marine by sending it back to your own minerals and immediately canceling the command IF you had placed your worker on the far side of the marine on the ramp relative to your own base. This would make it "mineral" walk into the marine, and if canceled, the game would force BOTH units to move. This effectively made the marine+medic block completely useless.
I love this game, lol.
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On January 29 2026 00:54 [sc1f]eonzerg wrote: This MP is so terran that im expecting minimum 3 terrans in ASL semis.
And this is me without seeing FlaSh playing lol.
You can see Royal/ Rush / Barracks are so buffed. actually funny as fuck, its like Terrans are someones favourite child and if they have to live one more season without winning ASL they're going to commit mass suicide
just look at the map WRs LOL
Neo Sylphid overall: (54.8%) TvZ: 892 wins, 619 losses (59.0%) TvP: 907 wins, 862 losses (51.3%)
Pole Star overall: (59.1%) TvZ: 636 wins, 418 losses (60.3%) TvP: 443 wins, 329 losses (57.4%)
Knock Out overall: (55.1%) TvZ: 259 wins, 212 losses (55.0%) TvP: 182 wins, 147 losses (55.3%)
and really it's not like ANY of the newly added maps look bad for Terran
if there was a single season of maps which were anywhere close to being this Zerg favoured, we'd see multiple progamers stop playing
+ Show Spoiler +*muffled Protoss noises somewhere in the distance*
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On January 29 2026 02:04 Kraekkling wrote:Show nested quote +On January 29 2026 00:54 [sc1f]eonzerg wrote: This MP is so terran that im expecting minimum 3 terrans in ASL semis.
And this is me without seeing FlaSh playing lol.
You can see Royal/ Rush / Barracks are so buffed. actually funny as fuck, its like Terrans are someones favourite child and if they have to live one more season without winning ASL they're going to commit mass suicide just look at the map WRs LOL Neo Sylphid overall: (54.8%) TvZ: 892 wins, 619 losses (59.0%) TvP: 907 wins, 862 losses (51.3%) Pole Star overall: (59.1%) TvZ: 636 wins, 418 losses (60.3%) TvP: 443 wins, 329 losses (57.4%) Knock Out overall: (55.1%) TvZ: 259 wins, 212 losses (55.0%) TvP: 182 wins, 147 losses (55.3%) and really it's not like ANY of the newly added maps look bad for Terran if there was a single season of maps which were anywhere close to being this Zerg favoured, we'd see multiple progamers stop playing + Show Spoiler +*muffled Protoss noises somewhere in the distance*
The maps are balanced, it's just that terrans are more talented.
+ Show Spoiler +
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Pole Star overall: (59.1%) TvZ: 636 wins, 418 losses (60.3%) TvP: 443 wins, 329 losses (57.4%)
man I can't get over this
its literally one of the most imbalanced maps of all time, you have to scroll down to fucking Monty Hall on eloboard to find something comparable
it had these stats since ASL 19 it was picked again for ASL 20 it was picked again for ASL 21
edit: nvm Citadel was just as T favoured, but at least it was kept for one season only.
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On January 24 2026 16:10 GTR wrote: wish they'd just take classic maps and remaster them for the modern day - i would love to see something like peaks of baekdu or ride of valkyries reimagined for modern play.
edit: a lot of concepts that were submitted in the new worlds map contest a few years ago would be perfect.
My humble suggestion:
Arkanoid, Hitchhiker, Longinus 2, Reverse Temple
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United States10332 Posts
On January 28 2026 23:35 Ideas wrote:Show nested quote +On January 28 2026 03:10 FlaShFTW wrote: Some updates, maps were updated to 0.9 for Jane Doe and Attitude. Jane Doe saw the front yard egg removed and ramps changed to north-south ramps rather than diagonal.
Attitude just some natural mineral changes and mining optimizations.
Still waiting on them to fix Match Point so the map is entirely symmetrical. As it stands I don't think keeping the ramps as they are qualifies this as a tournament level map by today's standards. What part of match point isn't symmetrical? The ramps are the biggest issue. Most of them are not inverted properly.
Also, its interesting because yes, the maps are Terran favored by statistics, but Terrans are still struggling. ASL18 was the one time Terran had more than 2 players in bracket stage. Funny enough ASL15 had 5 zergs in bracket and it turned into a TvT final. Protoss is really the lone race out (obviously) with a failure to capture ASL titles consistently, but they usually get 3 players into the bracket along with Zerg getting 3 players too. Be interesting to see the true breakdown in stats for bracket stage by round by race.
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To me it looks like a pro-Flash map pool.
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Kind of funny that Terran is continuously pampered with the ASL map-pools and eventually what ends up happening is we get some PvZ matchup in the later rounds on some important map that the Z can win almost playing blind-folded and it ends up tarnishing the whole watching experience anyway.
Ridiculous.
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On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS?
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Saw some recent TvP's on Attitude lately.
To say this is a FS-style Protoss meat-grinder is an understatement.
Wow.
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United States10332 Posts
On February 03 2026 22:36 Kanzzer wrote:What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg.
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On February 04 2026 03:19 FlaShFTW wrote:Show nested quote +On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg.
Would you say its TvP is also an improvement over Retro or FS?
Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered).
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United States10332 Posts
On February 04 2026 04:35 Kanzzer wrote:Show nested quote +On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses.
Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start.
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Gotta be by far the most boring ASL map pool we've ever had. I'll probably be skipping this edition, honestly. It's a shame,
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On February 04 2026 05:38 FlaShFTW wrote:Show nested quote +On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses. Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start.
No, just put overlord posts everywhere. It doesn't affect ZvP because Protoss gets corsair anyway so they don't really run around with dragoons sniping overlords. Why Radeon is relatively balanced is because there are places to put your overlords to get good map vision.
You can even put the divot against hydra busts in front of the natural, it wouldn't hurt the balance.
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On February 04 2026 23:44 iopq wrote:Show nested quote +On February 04 2026 05:38 FlaShFTW wrote:On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses. Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start. No, just put overlord posts everywhere.
I believe both Retro & Metropolis have sufficient amount of Overlord spots.
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On February 04 2026 23:31 M3t4PhYzX wrote: Gotta be by far the most boring ASL map pool we've ever had. I'll probably be skipping this edition, honestly. It's a shame,
Sad but true. I may not be skipping it entirely, but I'm also not excited like I usually am.
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On February 05 2026 01:40 ahwala wrote:Show nested quote +On February 04 2026 23:31 M3t4PhYzX wrote: Gotta be by far the most boring ASL map pool we've ever had. I'll probably be skipping this edition, honestly. It's a shame, Sad but true. I may not be skipping it entirely, but I'm also not excited like I usually am.
And it's getting worse with time.
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On February 04 2026 23:44 iopq wrote:Show nested quote +On February 04 2026 05:38 FlaShFTW wrote:On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses. Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start. No, just put overlord posts everywhere. It doesn't affect ZvP because Protoss gets corsair anyway so they don't really run around with dragoons sniping overlords. Why Radeon is relatively balanced is because there are places to put your overlords to get good map vision. You can even put the divot against hydra busts in front of the natural, it wouldn't hurt the balance. Overlord spots are important, but not inherently the reason for poor ZT winrates. Knockout quite literally has 0 overlord spots in the center but has 45% ZT winrate (could be in part of the ditch). Conversely, maps like Pole Star and Vermeer have a decent number of Overlord spots comparatively to Metropolis and Retro, but have atrocious ZT winrates.
I do think they should be included in every map and it's strange when they aren't like on Knockout or Sylphid, but again, not the end all to addressing the poor ZT winrates.
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On February 04 2026 05:38 FlaShFTW wrote:Show nested quote +On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses.
I am always slightly cautious of eloboard general map statistics due to their tendency towards safe-macro-plays (they should have a separate map stats for Daily Proleagues tbh), so I went to check out the individual pros' performance on Metropolis just to make sure.
And you weren't kidding. As of right now the only top Protosses who have positive TvP winrates on Metropolis are Rain (9-3), Best (43-31) and SnOw (34-15) - all batshit dominant records too. Every other Protoss struggles there in TvP, including Bisu (10-19) and Mini (28-40).
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On February 04 2026 05:38 FlaShFTW wrote:Show nested quote +On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start. I compared top Zergs' ZvT performance between Retro & Metropolis.
soma 81W-67L on Retro 57W-32L on Metropolis
effort 40W-30L on Retro 32W-21L on Metropolis
JD 112W-115L on Retro 29W-40L on Metropolis
Queen 88W-91L on Retro 89W-68L on Metropolis
Action 96W-105L on Retro 43W-29L on Metropolis
Larva 11W-19L on Retro 26W-56L on Metropolis
SoulKey 58W-51L on Retro 16W-10L on Metropolis
herO 95W-90L on Retro 52W-51L on Metropolis
Two things I can deduce from this: 1. soma, effort, Queen, Action and SoulKey have better ZvT winrates on Metropolis, especially when Queen & Action both had losing records on Retrom 2. However, Jaedong & Larva both have worse ZvT winrates on Metropolis. Whereas herO's ZvT performances on both maps look identical. 3. Despite the 43% total ZvT winrate on the aggregate spon records, it seems none of the top Zergs straight up die in ZvT on Retro except for Larva. JD, Action & Queen were all only a handful of wins away from tying up their TvZ records. This is supported by the 3 ASL seasons too, where Zergs lead Terran 10-8, and out of 11 times Retro was up for vetoes in ZvT, Zerg only vetoed it twice.
So all in all, I would say Retro is a challenging map for ZvT, but still within reasonable fairness. Certainly not as tough as PvT in Metropolis, where only the absolute best of the best PvT gods can win.
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On February 05 2026 01:55 Rainalcar wrote:Show nested quote +On February 05 2026 01:40 ahwala wrote:On February 04 2026 23:31 M3t4PhYzX wrote: Gotta be by far the most boring ASL map pool we've ever had. I'll probably be skipping this edition, honestly. It's a shame, Sad but true. I may not be skipping it entirely, but I'm also not excited like I usually am. And it's getting worse with time. Seems like it, yeah.
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So no crazy map this season ?
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Jane Doe isn't traditional, but I suppose you can't exactly call it crazy either.
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On February 05 2026 04:02 Kanzzer wrote:Show nested quote +On February 04 2026 05:38 FlaShFTW wrote:On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start. I compared top Zergs' ZvT performance between Retro & Metropolis. soma81W-67L on Retro 57W-32L on Metropolis effort40W-30L on Retro 32W-21L on Metropolis JD112W-115L on Retro 29W-40L on Metropolis Queen88W-91L on Retro 89W-68L on Metropolis Action96W-105L on Retro 43W-29L on Metropolis Larva11W-19L on Retro 26W-56L on Metropolis SoulKey58W-51L on Retro 16W-10L on Metropolis herO95W-90L on Retro 52W-51L on Metropolis Two things I can deduce from this: 1. soma, effort, Queen, Action and SoulKey have better ZvT winrates on Metropolis, especially when Queen & Action both had losing records on Retrom 2. However, Jaedong & Larva both have worse ZvT winrates on Metropolis. Whereas herO's ZvT performances on both maps look identical. 3. Despite the 43% total ZvT winrate on the aggregate spon records, it seems none of the top Zergs straight up die in ZvT on Retro except for Larva. JD, Action & Queen were all only a handful of wins away from tying up their TvZ records. This is supported by the 3 ASL seasons too, where Zergs lead Terran 10-8, and out of 11 times Retro was up for vetoes in ZvT, Zerg only vetoed it twice. So all in all, I would say Retro is a challenging map for ZvT, but still within reasonable fairness. Certainly not as tough as PvT in Metropolis, where only the absolute best of the best PvT gods can win.
An important note on EffOrt and Action specifically. They tend to spon and proleague vs generally weaker opponents than HerO, SoMa, Queen, Jaedong and Soulkey. When the player pool is this small, who a person plays against also strongly affects the winrate. It is the pitfall of small data sets where everyone is of a different skill level.
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On February 05 2026 01:23 Kanzzer wrote:Show nested quote +On February 04 2026 23:44 iopq wrote:On February 04 2026 05:38 FlaShFTW wrote:On February 04 2026 04:35 Kanzzer wrote:On February 04 2026 03:19 FlaShFTW wrote:On February 03 2026 22:36 Kanzzer wrote:On January 15 2026 01:55 [sc1f]eonzerg wrote: Metropolis yes. What does Metropolis do better than Retro in your opinion? Does it surpass FS? Metropolis is far better than Retro in the sense that the main/nat layouts give a lot more play to mutalisks, as well as right outside the natural. Metropolis's center also feels more dynamic than Retros which gives more flanking and counter play to Zerg. Would you say its TvP is also an improvement over Retro or FS? Protoss vetoed FS in TvP 3 out of 4 times in ASL11 and vetoed Metropolis in TvP all 3 times it was offered in group stages (though Protoss leads 2-1 in all PvT mandatory Metropolis matches). P never vetoed Retro in all 3 seasons it was used against T though (T vetoed twice out of total 11 times Retro was offered). Metropolis is just a dogshit map for Protoss at top levels. 45% PZ and 41% PT. Not entirely sure the reason for such a bad PZ matchup, my guess is that 1-1 pushes are super strong because of the chokes. PT is bad because Terran takes the center as a 4th base and once they set up tanks there, Protoss can't move around the edges because of how the map layout is without taking significant losses. Retro is actually a super balanced map outside of ZvT. All the other matchups are within 2.5%. It's possible if we ever get a 2.0, we could look to make the mineral lines more vulnerable at the naturals for muta harass. Not sure what else the map needs after that but that would be a good place to start. No, just put overlord posts everywhere. I believe both Retro & Metropolis have sufficient amount of Overlord spots.
I would prefer if you couldn't kill them with marines
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If Protoss uses mind control on the medic on Jane Doe they get it with restoration and optical flare upgrades, right?
probably not useful in any realistic scenario but fun to think about use cases
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They unfortunately do not.
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dang
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(2)JaneDoe 0.95 -> 1.0 - Finely adjusted the position of minerals at the 8 o'clock main base. - Adjusted the position of the main base entrance to prevent Marine/Medic walls from receiving the high-ground advantage. - Increased the gas at the back expansion from 2000 to 3000. - Removed one neutral building blocking the back path of the natural expansion (from 6 layers to 5 layers) and reduced mineral amounts from 48 to 40. - Increased the gas amount at the 5 o'clock and 11 o'clock expansions from 3000 to 3500. - Fixed other bugs and miscellaneous issues.
(2)MatchPoint 1.35 -> 1.4 - Partially adjusted the terrain to fit the Remastered version - Improved resource gathering rates - Modified the terrain so that the entrances to the 11 o'clock and 5 o'clock expansions can be blocked with 3 Pylons
(4)Attitude 0.9 -> 1.0 - Fixed an issue where workers moving from the main base to the natural expansion at the 11 o'clock position would path awkwardly near the bone decorations by the main entrance. - Fixed other bugs and miscellaneous issues.
(4)KnockOut 1.2 -> 1.3 - Finely adjusted resource gathering rates at the 11 o'clock and 7 o'clock main bases (to match Dominator's 7 o'clock rates). - Modified the terrain at the 6 o'clock expansion to allow 3 Hatcheries to be built adjacent to each other.
(4)Octagon 0.91 -> 1.0 - No changes.
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Hm they didn't change the lower ramps on match point. Would have thought they would if adjustments were going to be made.
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Jane Doe has been producing some really fun games so far. I think it's going to be the standout map of this season.
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United States10332 Posts
Extremely disappointed in them not changing the MP ramps. It's not like it a massive change and while the pros are all familiar with the map in its original state, I don't think in the modern day that a 2p/4p map should not be perfectly symmetrical.
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On February 06 2026 04:48 RouaF wrote: So no crazy map this season ? apparently not
kinda sad we dont have at least one island or semi-island map. ngl like meta was developing into people starting to experiment with air units regularly
And now we back to the usual
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On February 10 2026 22:03 goody153 wrote:apparently not kinda sad we dont have at least one island or semi-island map. ngl like meta was developing into people starting to experiment with air units regularly And now we back to the usual
I am actually happy we dont have an odd map. Jane Doe is the perfect amount of odd and standard.
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On January 20 2026 08:49 Kraekkling wrote:lol they were playing on the new maps today and there is a bug on the ash map where one spawn gets 4 eggs instead of 2 it was relevant to the game because the resulting choke is much smaller the bug is something which can happen quite easily in the map editor. when you place the eggs it's very easy to accidently place more than one at a time, and they remain stacked in the editor. it only becomes apparent in-game, because they spawn unstacked. but this also means that no one bothered to check the map in-game before it got uploaded?? super lazy wtf
I created a local lobby with MatchPoint 1.4 and I saw 3 spawn locations instead of 2 (for a 2 players map). IDK if this is a bug similar to the egg spawn lol. Very new to this problem. I even wondered if I did something wrong creating the lobby (which didn't happen before).
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On February 10 2026 23:39 seRapH wrote:Did you download the sandbox version(s)? https://910map.tistory.com/238 is right link to download the 1v1 and obs, 239 are the sandbox versions.
Oh LoL that's the reason. I mean the link of OP is a broken link so I downloaded the first one I saw. I didn't notice that was the sandbox verison. Thanks a lot!
p/s: Seems like the map "Match Point" is good for some cheesy strats like proxy or gas steal?
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Gas steals aren't cheesy in PvT anymore, they're pretty common. Doing it just forces terran to rax fe.
Early game proxy in 2p maps are surprisingly less common than on 4p in pro play, since opponent can scout you right away. Back in the day I've definitely put two gateways behind the min-only but you'll basically never see that nowadays lol.
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On February 10 2026 23:51 IceWall wrote:Oh LoL that's the reason. I mean the link of OP is a broken link so I downloaded the first one I saw. I didn't notice that was the sandbox verison. Thanks a lot! p/s: Seems like the map "Match Point" is good for some cheesy strats like proxy or gas steal? 2p gas steal is common enough where it's no longer considered cheese, but just a natural part of the game that Terrans have to deal with at this point. Jane Doe removes this problem with the ramp block funny enough.
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On Jane Doe in PvZ, Protoss tend to go for 3 super quick nexuses quite often. Like, at 7 minutes they make their 3rd nexus. I don't think we've seen quicker third bases by Protoss in this matchup on any other map.
Why didn't we see this on Kick Back? I remember thinking that P will surely go for three quick nexuses there, but it pretty much never happened. That map seemed like it was suited even better for this.
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On February 11 2026 07:45 Kraekkling wrote: On Jane Doe in PvZ, Protoss tend to go for 3 super quick nexuses quite often. Like, at 7 minutes they make their 3rd nexus. I don't think we've seen quicker third bases by Protoss in this matchup on any other map.
Why didn't we see this on Kick Flip? I remember thinking that P will surely go for three quick nexuses there, but it pretty much never happened. That map seemed like it was suited even better for this. Not the same type of map. Remember Protoss can expand freely on Jade doe compared to Kick Back ? If you watch games from Loki II . Central Plains Crossing field then you will see this playstyle with a very fast eco from Protoss and Terran specially. This type of map always tends to hard punish zerg.
If you want to have a similar experience for Kick Back do you need to watch games on Arcadia i guess. But Obviously the resources management is insanely different and map layout is way more interesting for Arcadia.
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But why is it different? Kick Back has 3 bases guarded by a single choke, same as Jane Doe.
Not the same type of map.
how would you classify Kick Back and Jane Doe?
kick back: + Show Spoiler +
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Jane Doe looks like a better version of Crossing Field, also it feels a bit like HBR too cus of the backdoor min patch that opens up the top/bottom exps
also 3 top and 3 bottom expos like on HBR, cool map
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On February 11 2026 11:14 Kraekkling wrote:But why is it different? Kick Back has 3 bases guarded by a single choke, same as Jane Doe. how would you classify Kick Back and Jane Doe? kick back: + Show Spoiler +
Do you have a ramp to hold and dont need defense instantly compared to kick back that is just a flat entry. Press attention how fast Protoss sair is out vs zerg.
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On February 10 2026 22:25 IceWall wrote:Show nested quote +On January 20 2026 08:49 Kraekkling wrote:lol they were playing on the new maps today and there is a bug on the ash map where one spawn gets 4 eggs instead of 2 it was relevant to the game because the resulting choke is much smaller the bug is something which can happen quite easily in the map editor. when you place the eggs it's very easy to accidently place more than one at a time, and they remain stacked in the editor. it only becomes apparent in-game, because they spawn unstacked. but this also means that no one bothered to check the map in-game before it got uploaded?? super lazy wtf I created a local lobby with MatchPoint 1.4 and I saw 3 spawn locations instead of 2 (for a 2 players map). IDK if this is a bug similar to the egg spawn lol. Very new to this problem. I even wondered if I did something wrong creating the lobby (which didn't happen before).
Third spawn is for observers in UMS mode, to add additional observer spots.
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On February 11 2026 07:45 Kraekkling wrote: On Jane Doe in PvZ, Protoss tend to go for 3 super quick nexuses quite often. Like, at 7 minutes they make their 3rd nexus. I don't think we've seen quicker third bases by Protoss in this matchup on any other map.
Why didn't we see this on Kick Back? I remember thinking that P will surely go for three quick nexuses there, but it pretty much never happened. That map seemed like it was suited even better for this. Are they immediately going down the ramp with forge FE or are they going gate first and holding the top of their initial ramp? That would be the difference.
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I'm aware of the differences, I'm just surprised to see that these differences are enough to shift the meta from "never happens" to "happens almost every game" in regards to super fast 3rd by Protoss.
In both cases (Jane Doe, Kick Back), the 3rd is taken after Corsair is out, so 973 is ruled out.
It seems like P was safe to take his 3rd on Kick Back once they confirmed Z build - but they never did. Is it simply due to the fact that 973 is basically not viable on Jane Doe, so P can be greedy and cut corners, which they can't on Kick Back?
On Jane Doe there was a game where Bisu cut every single corner and made the 3rd nexus around 6:00. Without as much greed, it goes up around 7:00.
Even if everything is slower on Kick Back and the 3rd would be delayed to like 7:30, its still a much faster third, compared to regular games where it happened after ~10 minutes.
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On February 12 2026 03:16 Kraekkling wrote: I'm aware of the differences, I'm just surprised to see that these differences are enough to shift the meta from "never happens" to "happens almost every game" in regards to super fast 3rd by Protoss.
In both cases (Jane Doe, Kick Back), the 3rd is taken after Corsair is out, so 973 is ruled out.
It seems like P was safe to take his 3rd on Kick Back once they confirmed Z build - but they never did. Is it simply due to the fact that 973 is basically not viable on Jane Doe, so P can be greedy and cut corners, which they can't on Kick Back?
On Jane Doe there was a game where Bisu cut every single corner and made the 3rd nexus around 6:00. Without as much greed, it goes up around 7:00.
Even if everything is slower on Kick Back and the 3rd would be delayed to like 7:30, its still a much faster third, compared to regular games where it happened after ~10 minutes. I would identify the sair timings between Jane Doe and Kick Back. Kick Back is much more standard in the sense that you still forge FE/wall then go for sairs afterwards. I haven't seen enough games on Jane Doe yet but you don't need forge and cannons to defend the top of your ramp, which pushes gas and sair timing forward. So you can identify zerg's build much faster and react based upon it.
Can you link some of the games that are being played?
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lol why do they have a neutral marine and medic blocking the ramp on jane doe? BeInG CrEaAtIVe?
that's so gimmicky, it serves no purpose other than making the map more defensive when you already have an inbase expo
also the idea of this backdoor ramp + the corridor from the 3rd to the 4th is a fun idea but the layout isn't the best, first of all the ramp is small and it's behind the 3rds gas/mins so units are gonna bug out a ton trying to go up (they should move the 3rds closer to the main so there's more space around the backdoor ramp for unit movement imo)
i guess it's fine if the goal is just to let you transfer workers/move small units to your 4th.. but that area could also be insanely annoying to deal with vs mass drops/moving big units from that path to your 4th etc.
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When is the new seasons' qualifiers supposed to begin?
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it's to prevent pvt gas steal!!! op strat!! poor terran boys need all help they can get!!!
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On Octagon, the temple ramps which lead to the big center work in a somewhat confusing way imo
I was wondering about this when I first saw the map but then forgot about it, now after watching Artosis recent video on the ASL maps I was reminded to check it
so basically on the top side, everything works as expected and the stripe of grey temple area is high ground
however on the bottom side, most of the high ground is actually on the long side of the stairs, and most of the grey temple area is NOT high ground
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yeah i was screwing around with octagon myself, and where i gained/lost vision was very unintuitive.
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On February 12 2026 07:31 Kraekkling wrote:In somewhat chronological order, starting with most recent. the two most recent ones are probably the most educational ones because + Show Spoiler +both players mostly sit back and power up until protoss moves out at 12 minutes and wrecks face. goon/temp from 3 gas is pretty good bisu vs soma (todays PL) + Show Spoiler +https://youtu.be/d493Yg7JpGY?t=3911 hero vs bisu (6 minute 3rd) + Show Spoiler +https://youtu.be/6rg_CEkLlTs?t=8368 best vs jd, best plays it like a regular map and takes front expansion with forge opening first + Show Spoiler +https://youtu.be/Iahd_Hu4xv4?t=19921 soma vs bisu + Show Spoiler +https://youtu.be/y7lkeAtyc8Y?t=25990 mini effort (reaver first) + Show Spoiler +https://youtu.be/wwtsfsSmCZo?t=5045 bisu jd (reaver first) + Show Spoiler +https://youtu.be/a-gEcyLjCaQ?t=4477 jd mini (reaver first) + Show Spoiler +https://youtu.be/I5CYEpzaSpw?t=9724 Hmm, the Best game is interesting to me because of how fast he took the 3rd. That would be the game where I would expect the closest similarily to Kick back since he opened with the front wall instead of in base gate.
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Even Artosis says the maps this season help Terran lol.
Normally he'd say a Terran favored map as balanced. If he says a map is Terran favored it'd probably mean it's unplayable for other races.
They're trying so hard to hand a win to Flash this season.
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On February 21 2026 03:31 TMNT wrote: Even Artosis says the maps this season help Terran lol.
Normally he'd say a Terran favored map as balanced. If he says a map is Terran favored it'd probably mean it's unplayable for other races.
They're trying so hard to hand a win to Flash this season. We still don't know if FlaSh is going to participate. I think mostly its because Zergs keep winning, and we know that Protoss isn't going to beat Zerg in the finals so they're trying to help the other Terrans knock out the Zergs.
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