if they remove Odyssey the overall map pool is much more zerg friendly compared to last season...
if theres another ASL zerg winner this season we'll have the most insane map pool ever in ASL23
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Kraekkling
756 Posts
if they remove Odyssey the overall map pool is much more zerg friendly compared to last season... if theres another ASL zerg winner this season we'll have the most insane map pool ever in ASL23 | ||
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Crimson)S(hadow
Philippines973 Posts
On July 10 2026 02:36 Kraekkling wrote: snow map seemed quite good for zerg in both matchups in the games I've seen so far. if they remove Odyssey the overall map pool is much more zerg friendly compared to last season... if theres another ASL zerg winner this season we'll have the most insane map pool ever in ASL23 what were the zergs doing on the snow map to make it zerg favored? at first glance i thought the insanely long rush distance with egg blocked passable by zealots but not hydras were going to favor protoss in zvp | ||
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z7-TranCe
Canada3174 Posts
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Kraekkling
756 Posts
On July 10 2026 02:54 Crimson)S(hadow wrote: Show nested quote + On July 10 2026 02:36 Kraekkling wrote: snow map seemed quite good for zerg in both matchups in the games I've seen so far. if they remove Odyssey the overall map pool is much more zerg friendly compared to last season... if theres another ASL zerg winner this season we'll have the most insane map pool ever in ASL23 what were the zergs doing on the snow map to make it zerg favored? at first glance i thought the insanely long rush distance with egg blocked passable by zealots but not hydras were going to favor protoss in zvp yea the usual hydra bust builds are not an option but everything else seems really good for Z - the second entrance to the nat doesn't seem to matter as much for early/mid game. P can be somewhat annoying and put Zealots in their opponents egg entrance, but Zerg can just defend with the same amount of Zerglings they use to get anyways, so there's no economical hit. later in the game, especially towards late game, the second entrance becomes another attack path for Zerg. overall it feels like it's a feature that's good for Z - once Z takes their 4th base, they rally all their stuff to that center expo and it becomes the sole point of entrance to the Z part of the map. Its a tight area and its the closest point to all of Zergs production, thus in theory its the absolute best place for Z to take fights at... additionally, its also in creep range so Z could put sunks there, but in the games I've seen they didn't even need to - from P perspective, the map is quite big and the expansions are far from each other. Attack routes that are not viable for Protoss army movement such as the double-ramp expo at 12/6, are valid attack routes for Z. After like 10-12 minutes, all of Protoss maneuvering always ends up at one big, re-inforced Z lurker field, while Zerg can sneak units on different parts of the map and threaten P expansions - P main is very exposed to drops | ||
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Kraekkling
756 Posts
- Adjusted the basin near the narrow natural entrance so most buildings can be placed there - Reduced the eggs blocking the narrow natural entrance from 2 rows to 1 row - Replaced the mineral used to help wall the wide natural entrance with a Lurker Egg and moved it toward the narrow entrance to improve unit movement - Improved the Overlord search cliff near the natural - Slightly widened the shortest path | ||
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FlaShFTW
United States10569 Posts
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GTR
51698 Posts
Odyssey 1.95 - Changed 3 and 9 o'clock expansions to high ground bases - Changed the location of the 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 - Reduced main base mineral resources from 1700 to 1500 - Reduced the resource value of one mineral patch at the expansion to 500 - Added one mineral patch to the 3 and 9 o'clock expansions / 4 and 10 o'clock hill expansions (7M → 8M) - Changed the location of the expansion hallucination minerals to the center hill & bridge - Changed the location of the main base neutral scan Aiolos 0.92 - In-base expansion mineral patches changed from 8 to 7 - Added Overlord Safe Zone between Main Base Entrance and Hill Expansion - Changed main base choke from minerals to Neutral Lurker Eggs - Changed 12 o'clock Main Base Entrance to make building placement easier - Adjusted resource gathering rates and terrain advantages/disadvantages by location Attitude SE 1.94 (no photo because very minor change) - Further improvement in resource extraction rate Final map pool will be released 15/07 (Wednesday) | ||
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[sc1f]eonzerg
Belgium7176 Posts
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Peeano
Netherlands5963 Posts
On July 14 2026 15:38 [sc1f]eonzerg wrote: They are trying to figure out this Oddisey map cuz the lastest change is reverting stuff. I wonder if they are going to axe it before ASL start. 910 already revealed ASL wants to use one gimmick map every season. And if I recall they didn't ever replace the gimmick map they intended to use with another one? (Or was that how they landed on Arkanoid a few seasons ago?) | ||
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prosatan
Romania9391 Posts
Best vs Speed BO 7 Light vs Bisu BO 3 Mini vs Hero BO 3 Zero vs Rush BO 3 Effort vs Royal BO 3 | ||
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oxKnu
1267 Posts
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Freezard
Sweden1031 Posts
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Crimson)S(hadow
Philippines973 Posts
i also love that they replaced polypoid with radeon, statistically way more balanced | ||
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TMNT
3381 Posts
As I understand, in Odyssey there are 9 stacked patches, but a patch still can only be mined by 1 worker at a time, which means the 10th worker won't give you much benefits? Is this the same case for fastest maps? I'd imagine there are 100 stacked patches or so, or 1 patch can be mined by infinite workers on fastest maps? | ||
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Crimson)S(hadow
Philippines973 Posts
On August 04 2026 07:59 TMNT wrote: Can somebody who knows about maps tell the difference between the fastest mineral in Odyssey RE and the fastest mineral in real fastest maps? As I understand, in Odyssey there are 9 stacked patches, but a patch still can only be mined by 1 worker at a time, which means the 10th worker won't give you much benefits? Is this the same case for fastest maps? I'd imagine there are 100 stacked patches or so, or 1 patch can be mined by infinite workers on fastest maps? Odyssey RE had 10 stacked minerals initially, then nerfed to 9, now currently only 8 stacked minerals in fastest map, there are generally 45-50 stacked minerals in one patch. lategame you usually get 80 workers (50 on the 50 mineral stack, 3x each on the 10 gases). the gas/mineral values on fastest maps are maxed out to 50,000 minerals fastest maps minerals were capped at 45-50 stacked minerals because traditionally before the option to play with an extended sprite limit was available, the map would easily max in 3v3s, occasionally in hyper late-game 2v2, and sometimes even in 1v1 if you are playing toxic as hell cannoning the entire map or sunk/sporing the entire map | ||
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Crimson)S(hadow
Philippines973 Posts
i've done some research into saturating odyssey's mineral stack here: https://tl.net/forum/bw-strategy/645797-odyssey-mineral-stack-saturation tldr any worker count above 9 workers on the 8 mineral stack should be sent to the natural instead for more gains, until about 180% saturation on the natural... more workers do increase income on the mineral stack, because as workers are returning their cargo the idle ones waiting to mine will mine instantly, but diminishing returns kicks in a lot faster compared to standard minerals since there is no walking time in fastest map people generally just don't stop making workers and just send them to die when they have a large bank to make room for population if they need it | ||
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TMNT
3381 Posts
On August 04 2026 09:08 Crimson)S(hadow wrote: also the stacked minerals can only be gathered by 1 worker at a time, same as a normal mineral just stacked and placed as close as possible to your main nexus/CC/hatch i've done some research into saturating odyssey's mineral stack here: https://tl.net/forum/bw-strategy/645797-odyssey-mineral-stack-saturation tldr any worker count above 9 workers on the 8 mineral stack should be sent to the natural instead for more gains, until about 180% saturation on the natural... more workers do increase income on the mineral stack, because as workers are returning their cargo the idle ones waiting to mine will mine instantly, but diminishing returns kicks in a lot faster compared to standard minerals since there is no walking time in fastest map people generally just don't stop making workers and just send them to die when they have a large bank to make room for population if they need it Thanks for the detailed explanation. So I feel like essentially the fastest mineral is more of a gimmick rather than having a significant impact on the game. Maybe if it's combined with gas steal and/or proxy Gate in PvT it'd screw Terran over but they added features to stop that already. Bonyth made a point earlier that it actually makes Terran more efficient compared to normal maps since from the 9th worker they can spend time making buildings without losing mining time. From the games I watched, it just seems to accelerate the early game up, but since the rush distance is still the same and you still have to expand in the standard pattern, nothing really changes. | ||
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Crimson)S(hadow
Philippines973 Posts
i may be biased since i have a fastest map background, but i don't think protoss proxy midbuild should have been eliminated if you just limit the middle's proxy hiding places like octagon 2.0; even in fastest map where the entire middle is buildable pretty much any good player on any race can still defend it, i've even seen flash defend midbuild 3gate+cannon push going CC first when he played fastest map... but perhaps it would be too toxic for non-fastest players to learn to deal with maybe in the future they can come up with some hallucinated-critter wall stuck between some doodads, with some minerals you can drill through, to prevent gas-stealing while still allowing for midbuild proxy | ||
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Vasoline73
United States8181 Posts
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[sc1f]eonzerg
Belgium7176 Posts
Aiolos in particular is the one that is the most conflicting cuz for people that play with their mouse only and without cameral locations i imagine is gonna be alright but for people with stronger game mechanics is actually hell to play on this. | ||
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