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ASL 22 Proposed Map Pool - Page 6

Forum Index > BW General
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Kraekkling
Profile Blog Joined June 2007
728 Posts
July 09 2026 17:36 GMT
#101
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
(*^^)(^*)
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines738 Posts
Last Edited: 2026-07-09 17:54:53
July 09 2026 17:54 GMT
#102
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
"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
z7-TranCe
Profile Joined November 2002
Canada3166 Posts
July 09 2026 23:28 GMT
#103
GTR Fighting! *respect*
Erwin was here! AhaHAHhhHAHahahAHAhaha
Kraekkling
Profile Blog Joined June 2007
728 Posts
July 10 2026 08:44 GMT
#104
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
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
728 Posts
July 10 2026 09:10 GMT
#105
there was another round of mostly very small updates to the maps; the only map with gameplay changes is the snow map https://910map.tistory.com/246

- 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
(*^^)(^*)
FlaShFTW
Profile Blog Joined February 2010
United States10516 Posts
July 10 2026 17:32 GMT
#106
Changes are good, though unsure about giving people buildable terrain in the basin at the narrow entrance. Feels like TvP pushes might be really strong there and set up turrets. Especially given that outside of the initial push up the ramp, the rest of the push path is all flat terrain and chokey, so good for Terran.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GTR
Profile Blog Joined September 2004
51644 Posts
5 hours ago
#107
more changes

Odyssey 1.95
[image loading]


- 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
[image loading]


- 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
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