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ASL 22 Proposed Map Pool

Forum Index > BW General
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GTR
Profile Blog Joined September 2004
51673 Posts
Last Edited: 2026-07-15 20:13:19
June 24 2026 08:07 GMT
#1
Final Map Pool
(2) Odyssey RE 2.0
(2) Colorless Fate 1.1
(3) Aiolos 1.0
(4) KnockOut 1.4
(4) Backrooms 1.0
(4) Attitude SE 2.0
(4) Octagon SE 2.0


(2) Odyssey RE 2.0
[image loading]

+ Show Spoiler [Map Details] +
▶ Type: Highland Chaos Map

▶ Size: 112 × 128

▶ Players: 2

▶ Tileset: Jungle

▶ Creator: Ju Hyun-seo (LatiAs)

▶ Rush Distance: 33 seconds

▶ Resource Amounts

- Main Base: 8M (1700) + 1G

- Expansion: 7M (1M: 500) + 1G

- Gas Multi (x1): 8M + 1G

- Gas Multi (x3): 7M + 1G

▶ Features & Other Details

- Reworked the existing Odyssey map with a completely new concept

- Removed the back base, where only workers could move, and changed it to a standard gas multi

- Changed main base resource placement to a fast-infinite style (resource amount is finite)

- Since main base resources can be mined with maximum efficiency even with fewer workers, expect unique early-mid game builds and optimizations, as well as new gameplay dynamics, compared to standard maps

- The hallucinatory minerals in the expansion are Disappeared at 56 seconds

▶ 1.0 → 1.90(RE)

- Map Rework

▶ 1.90 → 1.91b

- Added Hallucination Minerals to prevent early game forward rushes

- Main base minerals reduced by 1 (10M → 9M)

- Fixed an error where main base gas resources were incorrectly set to 4000

- Adjusted main base resource locations

▶ 1.91 → 1.92

- Main base minerals reduced by 1 (8 patches)

- Main base resources increased by 1500 → 1700 (Total resources maintained)

▶ 1.92 → 1.93

- Added neutral scan to main base

▶ 1.93 → 1.95

- Changed 3 and 9 o'clock expansions to hill terrain

- Changed 6 and 12 o'clock expansion entrances to face the main base and reduced their size

- Changed the entire open space in front of the expansion and the large hill to be buildable
- Main base mineral resource amount reduced from 1700 to 1500

- Expansion mineral resource amount reduced from 1 chunk to 500

- 3 o'clock and 9 o'clock expansions / 4 o'clock and 10 o'clock hill expansions added one chunk of minerals (7M → 8M)

- Expansion hallucination mineral location changed to center hill & bridge
- Main base neutral scan location changed

▶ 1.95 → 1.96

- Main base mineral resource amount rolled back from 1500 to 1700

- 4 o'clock and 10 o'clock expansion minerals rolled back from 8 chunks to 7 chunks

- Expansion mineral placement changed

- Resource gathering rate adjusted

▶ 1.96 → 2.0

- Center area changed to unbuildable except for the area below the large hill entrance

- Adjusted some resource gathering rates


(2) Colorless Fate 1.1
[image loading]

+ Show Spoiler [Map Details] +
▶ Type: Passage-type Melee Map

▶ Size: 128×96

▶ Players: 2 (2, 8 o'clock)

▶ Tileset: Ice

▶ Creator: Yang Chang-mok (Waldstein)

▶ Concept

- A melee-type map composed of a winding main path and several side paths connecting them.

▶ Features

- There are two entrances to the expansion base; however, one entrance (the narrow entrance) is narrowed by an Egg, making it easy to defend. However, the Egg can be easily destroyed after the early game, and since the narrow entrance leads to the shortest path, timing rushes pose a significant threat. The shortest path can also be used for surprise attacks after the mid-game.

- Most expansions are located in basins, making defense difficult, so aggressive play is crucial. Additionally, some expansions serve as detours to the enemy base.

- The map consists entirely of passages without any open spaces, making the deployment of small to medium-sized units essential. - This map allows for a variety of game dynamics, ranging from early timing rushes to mid-to-late game skirmishes.

▶ Other Notes

- The main base entrance can be blocked with one Barracks and two Supply Depots.

- There are two entrances to the expansion base. The wide entrance is 7 tiles wide (8 tiles if the minerals are removed), including the minerals (worth 24), and can be completely blocked by buildings. The narrow entrance is blocked by three eggs, and only basic attack units (Marines, Medics, Zerglings, Zealots) can pass through until the eggs are destroyed. Workers can enter by clicking on the minerals outside the narrow entrance to aid in base building, but they cannot exit immediately. (This is to suppress early game gas rushes, etc.) If the eggs are not destroyed, units will move through the gap closer to the wide entrance. Additionally, a Cannon Rush is possible behind the expansion base minerals.

- The gas reserves for the 5 o'clock/11 o'clock expansions and the center expansion are 3,500.

- The entrances to the 5 o'clock and 11 o'clock expansions can be blocked with 2 Pylons, while the entrances to the 1 o'clock and 7 o'clock expansions can be blocked with 3 Pylons. For the 6 o'clock and 12 o'clock expansions, 6 Pylons are required to block all entrances.

- Except for the basin near the wide entrance of the main base, there are no major restrictions on building construction throughout the map. However, 4x3 buildings (such as Barracks) cannot be built in the basin near the narrow entrance of the main base.

▶ Rush Distance: 34 seconds (between main base entrances, based on workers)

- This is based on the shortest path when all eggs at the narrow entrance have been destroyed.

- When the eggs are not destroyed, the approximate scouting route should be set as follows: 2 o'clock main base → near 5 o'clock → Center → 8 o'clock main base narrow entrance (pass through by clicking on minerals) → 8 o'clock main base. Traveling along this path takes approximately 50 seconds based on workers.

▶ Resource Amounts

- Main Base: 9M + 1G (2)

- Expansion: 7M + 1G (2)

- 5 o'clock/11 o'clock: 7M + 1G (2, 3500 Gas)

- 6 o'clock/12 o'clock: 8M + 1G (2)

- 1 o'clock/7 o'clock: 7M + 1G (2)

- Center Expansion: 6M + 1G (2, 3500 Gas)

※ The minerals at the wide entrance of the expansion, intended for SimCity support, are 24-mineral.

** ▶ 0.81 → 0.82 Modifications

- Fixed an issue where workers moved strangely when sent from the 2 o'clock main base to the lower minerals.

▶ 0.82 → 0.90 Modifications

- Increased the narrow entrance of the expansion by one tile (based on when all eggs are destroyed) and changed the number of eggs blocking the entrance from 2 x 3 rows to 3 x 2 rows.

- Modified so that the narrow entrance of the expansion cannot be completely blocked by a small number of buildings from all directions.

- Modified so that some turrets can be built in the basin near the narrow entrance of the expansion (maximum 2).

▶ 0.90 → 0.95 Modifications

- Modified so that most buildings can be built in the basin near the narrow entrance of the expansion.

- Reduced the number of eggs blocking the narrow entrance of the expansion from 2 rows to 1 row.

- Replaced the minerals used for SimCity support at the wide entrance of the expansion with Lurker eggs and moved their location towards the narrow entrance (improved unit movement).

- Improved the hill for the Oversearch at the expansion.

- Slightly widened the shortest path.

▶ 0.95 → 1.0 Modifications

- Re-adjusted building construction range in the basin near the narrow entrance of the expansion - 4x3 buildings (Barracks, etc.) cannot be built

- Removed Lurker Eggs that narrowed the wide entrance of the expansion

- Increased gas at the center expansion from 2000 to 2500

- Fixed other terrain and bugs

▶ 1.0 → 1.05 Modifications

- Re-added the small mineral patch (value 24) that narrowed the wide entrance of the expansion - Also serves the purpose of allowing workers to click and enter from outside the narrow entrance

- Created a space for Cannon Rush behind the expansion minerals

▶ 1.05 → 1.1 Modifications

- Decreased gas at the 5 o'clock/11 o'clock expansions from 5000 to 3500

- Increased gas at the center expansion from 2500 to 3500

- Increased gas at the 6 o'clock/12 o'clock expansions from 3500 to 5000

- Minor terrain fixes


(3) Aiolos 1.0
[image loading]

+ Show Spoiler [Map Details] +
▶ Type: Hilly Capture Map

▶ Size: 128 × 128

▶ Players: 3

▶ Tileset: Jungle

▶ Creator: Ju Hyun-seo (LatiAs)

▶ Rush Distance: 37 seconds

▶ Resource Amounts

- Main Base: 9M + 1G

- Expansion: 8M + 1G

- Outer Gas Multi: 7M + 1G

- Center Gas Multi: 7M + 1G

- Mineral Multi: 6M

▶ Features & Other Details

- A map created by reinterpreting the existing official map "Katrina" for 3 players

- Neutral buildings for base building at the entrance are 1 layer, mineral resource amount is 32

▶ 0.90 → 0.91
- Overall resource gathering rate modified
- All starting resource placements changed

▶ 0.91 → 0.92
- Backyard resource patches changed from 8 to 7
- Overlord between Main Base Entrance and Hill Expansion Added Safe Zone

- Changed expansion base minerals to Neutral Lurker Eggs

- Changed 12 o'clock main base entrance to allow Terran full block & adjusted base layout

- Adjusted resource gathering rates by location and terrain advantages/disadvantages

▶ 0.92 → 1.0

- Modified resource gathering rates
- Modified terrain advantages/disadvantages


(4) KnockOut 1.4
[image loading]

+ Show Spoiler [Map Details] +
▶ Type: Hill-type Power Struggle Map

▶ Size: 128 × 128

▶ Player Count: 4 (1, 5, 7, 11 o'clock)

▶ Tileset: Space Platform

▶ Creator: Kim Eung-seo (Earthattack)

▶ Release Date: 2026-02-13

▶ Concept

- Knock-Out is a map reinterpreted to fit the current meta by addressing the shortcomings of Circuit Breaker, a former official Pro League map.

▶ Features

- The main base is 3 stories high, and the expansion is 2 stories high. A 1-story basin terrain is placed in front of the expansion (2 blocks wide). This is a mechanism that allows defensive buildings at the expansion entrance to receive a 50% attack evasion when attacked early by Hydralisks, Dragoons, Marines, etc., enabling a stable early-to-mid game.

- There are two bridges in front of the expansion base, which are shorter than the bridges of the Circuit Breaker.

- The mineral expansion is placed on a hill to ensure it is not difficult to defend.

▶ Other Notes

- The main base entrance is 4 blocks wide, but it is narrowed to 2 blocks due to zero minerals placed on both sides.

- The main base entrance is blocked by a one-barracks, two-supply build.

- The width of the expansion base is 8 blocks.

- The entrance to the gas expansion is blocked by 3 pylons.

- Buildings cannot be constructed in the center area except for the exact center.

▶ Rush Distance: Horizontal 35 seconds. Vertical 28 seconds. Diagonal 39 seconds. Based on worker units in the main base entrance area

▶ Resource Amounts

- Main Base: 9M + 1G (4 units)

- Expansion: 7M + 1G (4 units)

- Gas Multi: 7M + 1G (4 units)

- Mineral Multi: 6M (4 units)

▶ Major Modifications for Version 0.70 → 0.80 (2025-06-16)

- Release of official test version

▶ Major Modifications for Version 0.80 → 0.90 (2025-07-07)

- Reduced the pathways from the center to 12 o'clock and 6 o'clock, and expanded the hill area of ​​the Mineral Multi

- Adjusted the advantages and disadvantages of the Expansion Barracks Double SimCity

▶ Major Modifications for Version 0.90 → 1.0 (2025-07-14)

- Changed the 12 o'clock and 6 o'clock expansions to a flat terrain

- Added terrain where turrets can be built in part of the area leading out to the center Added

▶ Major Fixes for Version 1.0 → 1.1 (2025-07-28)

- Changed resource placement to improve resource gathering rates and building space at the expansion base.

- Fixed areas where Vortex bugs occurred (e.g., units getting stuck at the 12 o'clock hill entrance on 투혼).

▶ Major Fixes for Version 1.1 → 1.15 (2026-01-24)

- Fixed an advantage/disadvantage where Zerglings could not enter during a Cannon Rush at the 5 o'clock expansion base.

▶ Major Fixes for Version 1.15 → 1.2 (2026-02-09)

- No changes other than the version number.

▶ Major Fixes for Version 1.2 → 1.3 (2026-02-09)

- Fine-tuned resource gathering rates at the 11 o'clock and 7 o'clock main bases (matched to the 7 o'clock Dominator base).

- Modified terrain to allow three hatcheries to be built close together at the 6 o'clock expansion.

▶ 1.3 → Version 1.4 Major Fixes (2026-02-13)

- Re-adjusted mineral placement at 11 o'clock and 7 o'clock main bases (Fine-tuning disabled)


(4) Backrooms 1.0
[image loading]

+ Show Spoiler [Map Details] +
- Type: Centralized Power Struggle Map

- Size: 128 × 128

- Players: 4 (1, 5, 7, 11 o'clock)

- Tileset: Space Platform

- Creator: Kim Eung-seo (Earthattack)

- Release Date: 2026-07-13

[Concept]

- This is a power struggle map that applies the "trench" concept, first introduced in Knockout, throughout the entire map.

[Features]

- Twenty trench terrains are placed across the map, allowing for more effective blocking of enemy forces by securing advantageous positions.

- The structure of Main Base - Expansion - Trench follows the same 3-tier - 2-tier - 1-tier layout as in Knockout, and the starting positions feature a rotating structure.

[Other Details]

- The entrance to the Main Base is approximately 4 tiles wide, but neutral eggs are placed on both sides, effectively narrowing it to 2 tiles. - The main base entrance can be completely blocked with one Barracks and two Supply Depots.

- The expansion base is wide enough to be blocked with one Barracks and two Supply Depots, and the entrance can be completely blocked. One Neutral Egg is installed to facilitate smooth unit movement after the mid-game.

- The Neutral Gas Expansion consists of an entrance facing the center and a rear entrance; a Mineral Expansion is located along the path leading to the rear entrance.

- The Neutral Gas Expansion can be blocked with 2+3 Pylons.

- Buildings can be constructed in a portion of the center area.

- Barrier terrain is placed along the edges of the main base to facilitate drops and the use of hidden buildings.

[Rush Distance]

- 27 seconds x 27 seconds. 35 seconds diagonally (based on worker units at the main base entrance)

[Resource Amounts]

- Main Base: 9M + 1G (4)

- Expansion: 7M + 1G (4)

- Second Gas Expansion: 7M + 1G (4)

- Mineral Expansion: 6M (4)

[Changes]

- Major changes from version 0.80 to 0.81 (2026-07-04)

- Modified so that Marines come out inward when blocking the 1 o'clock main base entrance with one Barracks + two Supply Depots.

- Adjusted the advantage/disadvantage of the hill behind the expansion.

- Major changes from version 0.81 to 0.82 (2026-07-06)

- Removed the hill behind the expansion (Adjusted location advantage/disadvantage).

- Major changes from version 0.82 to 1.0 (2026-07-13)

- 9 areas in the center Modified the areas at 3, 6, 9, and 12 o'clock to prevent building construction.

- Added line-of-sight barriers around the main base and on the hill expansions.

- Added terrain below the main base entrance where building cannot be done, preventing the entrance from being blocked by a single building.


(4) Attitude SE 2.0
[image loading]

+ Show Spoiler [Map Details] +
▶ Type: Tactical Power Struggle Map

▶ Size: 128×128

▶ Players: 4 (1, 5, 7, 11 o'clock)

▶ Tileset: Jungle World

▶ Creator: Yang Chang-mok (Waldstein)

▶ Concept

- A standard 4-player power struggle map where tactical movement is crucial, as the expansion entry points are positioned like choke points.

▶ Features

- A standard power struggle map with a structure of Main Base - Expansion - Mineral Expansion - Gas Expansion. Additionally, a barrier has been placed in front of the Mineral Expansion next to the Main Base, providing room for tactical utilization during both offense and defense.

- Fundamentally, controlling the center is important on this map. Since there are many expansions, and most are located slightly away from the center, players must also pay attention to harassing the expansions.

- With numerous choke points and expansions throughout the map, one can expect chaotic skirmishes as well as full-scale frontal assaults.

▶ Other Notes (SE Standard)

- The main base entrance can be blocked with one Barracks and two Supply Depots.

- The expansion entrance is 8 tiles wide, and buildings cannot be built on one of the tiles. A Cannon Rush is possible behind the expansion minerals.

- The mineral expansion allows for base layout defense against Vultures using 4 Pylons.

- The additional gas expansion can be blocked with 2 Pylons at both entrances.

- Buildings cannot be constructed on most of the map (excluding areas near expansions), except for the green terrain in the center.

- The resource amounts on the entire map are fixed (1,500 Minerals, 5,000 Gas).

▶ Rush Distance: Horizontal/Vertical 29 seconds, Diagonal 38 seconds (between main base entrances, based on workers)

- When scouting horizontally or vertically, the route passes through the mineral expansion but does not pass through the additional gas expansion.

▶ Resource Amounts

- Main Base: 9M + 1G (4)

- Expansion: 7M + 1G (4)

- Mineral Multi: 7M (4)

- Additional Gas Multi: 7M + 1G (4)

▶ 0.70 → 0.80 Updates (Official Test Version)

- 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 Expansion

- Removed the Center Multi

▶ 0.80 → 0.90 Updates

- Changed resource placement at the Expansion and improved SimCity at the entrance

- Improved resource gathering rates for all expansions, including the Main Base

- Fixed other terrain and bugs

▶ 0.90 → 1.0 Updates

- Fixed an issue where workers sent from the 1 o'clock Main Base to the Expansion would detour near the bone decorations near the Main Base entrance

- Fixed other bugs

▶ 1.0 → 1.90 Updates

- Made the wall in front of the Mineral Multi defensive Modified to make it difficult to utilize (changed to a pointed shape towards the center)

- Modified so that most buildings cannot be built around the Mineral Multi

- Modified so that both entrances to the Additional Gas Multi are blocked by 2 Pylons (previously 3)

- Fixed some terrain errors, etc.

▶ 1.90 → 1.91 Updates

- Temporarily improved resource gathering rates

▶ 1.91 → 1.92 Updates

- Modified so that Overlords can be placed in front of the 6 o'clock/12 o'clock Multis (Originally, Overlords could be placed in front of all Additional Gas Multis, but an issue occurred during the version upgrade to SE where they could not be placed only at 6 o'clock/12 o'clock)

- Fixed some asymmetrical terrain, etc.

▶ 1.92 → 1.93 Updates

- Fixed some terrain errors and advantages/disadvantages

- Improved resource gathering rates

▶ 1.93 → 1.94 Updates

- Further improved resource gathering rates

▶ 1.94 → 2.0 Updates

- Fixed some terrain errors and bugs, etc. correction


(4) Octagon SE 2.0
[image loading]

+ Show Spoiler [Map Details] +
- Type: Centralized Power Struggle Map

- Size: 128 × 128

- Players: 4 (1, 5, 7, 11 o'clock)

- Tileset: Jungle World

- Creator: Kim Eung-seo (Earthattack)

- Release Date: 2026-07-13

[Concept]

- This is a power struggle map characterized by a wide, octagonal basin-shaped battlefield in the center.

[Features]

- Both the main base and the expansion are 2 stories high, and the main base entrance features a thin ridge structure (a 3-story high elevation terrain with a width of 2 blocks).

- Immediately in front of the expansion is a basin-shaped entrance leading to the second expansion (1st level), which is connected to the clockwise starting positions.

- The section entering the center is shaped like a thin ridge, designed to be effectively utilized as a strategic point.

[Other Notes]

- A neutral building (Chrysalis, 250 HP) is installed at the main base entrance, narrowing the space by approximately 2 blocks; destroying it increases the width to 4 blocks.

- The main base entrance can be blocked off with a "One Barracks, Two Supply Depots" configuration to prevent Zerglings from entering.

- The expansion entrance has a total of 9 blocks; one block is blocked by a neutral egg, and another block is designed so that no buildings can be constructed.

- The neutral egg at the 1 o'clock expansion has been fine-tuned to the bottom position, designed to prevent Zerglings from passing through the top once a Gateway is built.

- Both entrances to the second gas expansion are 4 blocks wide and can be blocked by 2 Pylons on each side. (Updated 2026-06-19)

[Rush Distance]

- 32 seconds (Width/Height). 38 seconds diagonally (based on worker units at the main base entrance)

[Resource Amounts]

- Main Base: 9M + 1G (4 blocks)

- Expansion: 8M + 1G (4 blocks)

- 2nd Gas Expansion: 7M + 1G (4 blocks)

- 2nd Mineral Expansion: 6M (4 blocks) (Updated 2026-06-19)

[Changes]

- Major changes for version 0.80 → 0.90 (2026-01-31)

- Modified the mineral amount at the expansion expansion to a full 8 blocks

- Partially expanded the space behind the minerals near the expansion entrance

- Added a spot to build turrets by advancing forward from the expansion

- Major changes for version 0.90 → 0.91 (2026-02-01)

- Improved resource gathering rate at the 5 o'clock main base

- 0.91 → Version 1.0 Major Revisions (2026-02-09)

- No changes other than the version number

- Version 1.0 → 1.90 Major Revisions (2026-06-19)

- Fixed so that buildings cannot be built except for a portion of the exact center of the center area

- Increased Mineral Multi resource amount from 5 to 6

- Modified so that the entrance to the Gas Multi can be blocked with 2 Pylons

- Version 1.90 → 1.91 Major Revisions (2026-07-04)

- Added a 2 * 2 terrain where turrets can be built on the path descending from the Octagonal Ridge to the center

- Modified so that the entrance to the Gas Multi can be blocked with 2 Supply Depots

- Version 1.91 → 2.0 Major Revisions (2026-07-13)

- No changes other than the version number


+ Show Spoiler [Old] +
SEE NEW POST FOR UPDATES TO MAPS


Credit to hda for bringing this to my attention

From ASL 21
KnockOut
Attitude SE (Second Edition)
Octagon SE (Second Edition)

From ASL 14
Odyssey RE (Revised Edition)

New
Backrooms
Aiolos
Colorless Fate

KnockOut 1.4
[image loading]


No changes from last season.

Attitude SE 1.90
[image loading]


▶ 1.0 → 1.90 Modifications

- Modified the front wall of the Mineral Expansion to make it difficult to use defensively (changed to a pointed shape facing the center).

- Modified so that most buildings cannot be built around the Mineral Expansion.

- Modified so that both entrances to the Additional Gas Expansion can be blocked by 2 Pylons (previously 3).

- Fixed some terrain errors, etc.


Octagon SE 1.90
[image loading]


▶ Major Modifications for Version 1.0 → 1.90 (2026-06-19)

- Fixed so that buildings cannot be built except for a portion of the exact center of the center area

- Increased Mineral-only expansion resource count from 5 to 6

- Modified so that the entrance to the Gas expansions can be blocked with 2 Pylons


Odyssey RE
[image loading]


▶ Features and Other Details

- The previous version of Odyssey has been completely reworked with a new concept.

- The back base, which was previously only accessible to workers, has been removed and replaced with a standard gas expansion.

- Main base resource placement has been changed to a "Fastest Map" style (resources remain 1500 minerals/5000 gas).

- Since main base resources can be mined with maximum efficiency even with fewer workers, expect unique early-to-mid game builds and optimizations compared to standard maps, as well as new gameplay dynamics.


Backrooms
[image loading]


▶ Concept

- This is a power struggle map that applies the "trench" concept, first introduced in Knockout, throughout the entire map.

▶ Features

- Twenty trench terrains are placed across the map, allowing for more effective blocking of enemy forces by securing strategic positions.

- The structure of Main Base - Expansion - Trench follows the same 3-tier - 2-tier - 1-tier layout as in Knockout, and the starting positions feature a rotating structure.

▶ Other Details

- The main base entrance is approximately 4 blocks wide, but neutral eggs are placed on both sides, effectively narrowing it to 2 blocks.

- The main base entrance can be completely blocked with one Barracks and two Supply Depots.

- The expansion is wide enough to be blocked with one Barracks and two Supply Depots, and a complete entrance blockade is possible. One neutral egg is installed to facilitate smooth unit movement in the mid-to-late game.

- The neutral gas expansion consists of a center entrance and a rear entrance, with a mineral expansion located along the path leading to the rear entrance. - Neutral gas expansions can be blocked with 2+3 pylons.

- Buildings can be constructed in a portion of the center area.

- Barrier terrain is placed along the edges of the main base to facilitate drops and the use of hidden buildings.


Aiolos

[image loading]


▶ Features and Other Details

- A map created by reinterpreting the existing official map "Katrina" for 3 players

- Neutral buildings for base building at the entrance are 1 layer high, and the mineral resource amount is 32


Colorless Fate
[image loading]


▶ Concept

- This is a chaotic map consisting of a winding main path and several side paths connecting them.

▶ Features

- There are two entrances to the expansion base; however, one entrance (the narrow entrance) is narrowed by an Egg, making it easy to defend. However, the Egg can be easily destroyed after the early game, and since the narrow entrance leads to the shortest path, timing rushes pose a significant threat. The shortest path can also be used for surprise attacks after the mid-game.

- Since most expansions are located in basins, making defense difficult, aggressive play is crucial. Additionally, some expansions serve as detours to the enemy base.

- The map consists entirely of pathways without wide open spaces, making the management of small to medium-sized units important.

- This map allows for a variety of game dynamics, ranging from early timing rushes to mid-to-late game chaotic battles.

▶ Other Notes

- The main base entrance can be blocked with one Barracks and two Supply Depots.

- There are two entrances to the expansion base. The wide entrance consists of 7 tiles, including a small mineral patch (worth 16), and can be completely blocked by buildings. The narrow entrance is blocked by 6 eggs (3 rows of 2), and only basic attack units (Marines, Medics, Zerglings, Zealots) can pass through until the eggs are destroyed. Workers cannot pass directly outside the eggs because the expansion resources or the small mineral patch near the wide entrance are not visible. (This serves to deter early game gas rushes, etc.) If the eggs are not destroyed, units move through the gap closest to the wide entrance.

- The gas reserves for the 6 o'clock and 12 o'clock expansions are 3,500, while the gas reserve for the center expansion is 2,000.

- The entrances to the 5 o'clock and 11 o'clock expansions can be blocked with 2 pylons, while the entrances to the 1 o'clock and 7 o'clock expansions can be blocked with 3 pylons. To completely block the entrances to the 6 o'clock and 12 o'clock expansions, 6 pylons are required.

- Except for the areas immediately in front of the entrances on both sides of the front yard, there are no major restrictions on building construction throughout the map.

▶ Rush Distance: 34 seconds (Between Main Base Entrances, based on Worker)

- This is based on the shortest path when all eggs at the narrow entrances are destroyed.

- When not all eggs are destroyed, the approximate scouting route should be set as follows: 2 o'clock Main Base → near 5 o'clock → near 11 o'clock → 8 o'clock Main Base. Traveling along this path takes approximately 1 minute based on a Worker.

▶ Resource Amount

- Main Base: 9M + 1G (2)

- Expansion: 7M + 1G (2)

- 5 o'clock/11 o'clock: 7M + 1G (2)

- 6 o'clock/12 o'clock: 8M + 1G (2, 3500 Gas)

- 1 o'clock/7 o'clock: 7M + 1G (2)

- Center Expansion: 6M + 1G (2, 2000 Gas)

※ The small mineral patch at the wide entrance of the expansion is worth 16.
Commentator
Simplistik
Profile Blog Joined November 2007
2146 Posts
June 24 2026 08:28 GMT
#2
Wow, some crazy stuff. Fastest minerals?!

Colourless Fate is the answer to 'Which map will be the Protoss graveyard this season?', I guess.
Dear BW Gods, it IS now autumn, so...
Simplistik
Profile Blog Joined November 2007
2146 Posts
June 24 2026 08:29 GMT
#3
I must be confused about Katrina as well. How do you defend your main there? Are there some missing buildings?
Dear BW Gods, it IS now autumn, so...
hda
Profile Joined May 2026
61 Posts
June 24 2026 09:31 GMT
#4
At first glance, all three new maps and Odyssey seem to make expansions aside from the natural difficult to defend. Wide entrances or in open ground, a bit far from the main/natural...

Curious how much of this was a decree from Soop to make continue making maps less Zerg-friendly, with 6 straight titles won by Zerg...
oxKnu
Profile Joined December 2017
1262 Posts
June 24 2026 11:09 GMT
#5
Lots of Protoss graveyards again. They just protect Terran like the Universe's fate depends on it.

Aiolos is real cool though. Great map.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1270 Posts
Last Edited: 2026-06-24 11:47:59
June 24 2026 11:43 GMT
#6
uhhh..... looks like a trash map pool beside knockout, attitude, and maybe oddysey.

I have had nothing positive to say about Octagon but maybe this version with its mininal changes will be better(?).

Really wish they would bring back Neo Dark Origin 2.0 and apocalypse, and instead go for a small map pool with Knockout, Attitude, Neo Dark, and Apocalypse. Maybe Octagon.
JDON MY SOUL!
angryground
Profile Joined March 2021
70 Posts
June 24 2026 12:21 GMT
#7
Awesome map pool, looking forward to next season
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7012 Posts
June 24 2026 14:36 GMT
#8
Lathias kinda droped the ball ? He was making really iconic maps and now he coming with a Katrina remake and that fastest shit.
FlaShFTW
Profile Blog Joined February 2010
United States10534 Posts
June 24 2026 14:46 GMT
#9
KATRINA REMAKE LETS GOOOOOOO
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
WGT-Baal
Profile Blog Joined June 2008
France3513 Posts
June 24 2026 15:09 GMT
#10
Katrina remake, what a time to be alive.

Bold decisions that said with that fastest thing

At this rate ASL 23: remakes of gama gowon, peaks of baekdu, gorki, azalea
Horang2 fan
prosatan
Profile Joined September 2009
Romania9013 Posts
June 24 2026 15:37 GMT
#11
Unbelievable nice maps! and fastest map minerals !!!!! LETS GO !!!!!!!!!!!!!!!!!!!!!!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania9013 Posts
June 24 2026 15:39 GMT
#12
On June 24 2026 23:36 [sc1f]eonzerg wrote:
Lathias kinda droped the ball ? He was making really iconic maps and now he coming with a Katrina remake and that fastest shit.

eon!!! Why say fastest shit ?!?!

we'll see new strategies in early game !!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Lorch
Profile Joined June 2011
Germany3703 Posts
June 24 2026 16:04 GMT
#13
Looks way more experimental than the boring standard pool of last season.
I really hope some of the new maps make it through and don't end up getting replaced by some safe choice.
Peeano
Profile Blog Joined March 2009
Netherlands5700 Posts
Last Edited: 2026-06-24 16:35:19
June 24 2026 16:33 GMT
#14
Colorless Fate should have been named Blind Fate.
Backrooms's design reminds me of a game worse than SC2.

I don't hate the FMP minerals to change it up a bit. I would have made it 8 blocks in the main in that case and just add 188 minerals to each block to keep the same total, yet dampen the turbo a bit. Maybe that's an idea for a 3 player map in that style.

I hope the gas mining on Aiolos is not too imba? What about plugging the space between the main's minerals and gas to make rally point units not barge through your mineral line? That must affect the gas mining in a terrible way for at least 1 of the races in at least 1 spawn? Why didn't the map maker tackle that instead of forcing players to deal with it? I already feel tilted imaging goons and tanks glitch out as they try to walk hrough the mineral line.
FBH #1!
Kanzzer
Profile Joined October 2025
62 Posts
June 24 2026 17:06 GMT
#15
On June 24 2026 23:36 [sc1f]eonzerg wrote:
Lathias kinda droped the ball ? He was making really iconic maps and now he coming with a Katrina remake and that fastest shit.


Aiolos is an old map. It has been published online by LatiAs since at least 2013.
iFU.pauline
Profile Joined September 2009
France1733 Posts
June 24 2026 21:30 GMT
#16
Where is my Tau Cross Remastered 1.0?
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
Waxangel
Profile Blog Joined September 2002
United States33671 Posts
June 25 2026 00:55 GMT
#17
Lmao fastest map minerals

And we got SC2 players complaining about 4-start maps
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines757 Posts
June 25 2026 01:09 GMT
#18
tested colorless fate a bit, the egg-wall makes pathing atrocious because only zerglings/marines/medics can pass through (that i've tested so far)... workers and anything bigger derp around if you don't manually path them towards the third
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
VGhost
Profile Blog Joined March 2011
United States3621 Posts
June 25 2026 01:38 GMT
#19
Backrooms isn't actually called "tank lines", but might as well be.

Otherwise at least the maps look cool, idk how they'll play.
#4427 || I am not going to scan a ferret.
namkraft
Profile Blog Joined December 2021
573 Posts
June 25 2026 02:58 GMT
#20
Why didn't they keep JD it was such a fun map!
Broodwar Forever
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