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ASL 22 Proposed Map Pool

Forum Index > BW General
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GTR
Profile Blog Joined September 2004
51623 Posts
June 24 2026 08:07 GMT
#1
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
2142 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
2142 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
27 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
1260 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
Netherlands1266 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
67 Posts
June 24 2026 12:21 GMT
#7
Awesome map pool, looking forward to next season
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7001 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 States10492 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
France3498 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
Romania8917 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
Romania8917 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
Germany3697 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
Netherlands5631 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
59 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
France1728 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 States33637 Posts
22 hours ago
#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
Philippines722 Posts
22 hours ago
#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
22 hours ago
#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
562 Posts
20 hours ago
#20
Why didn't they keep JD it was such a fun map!
Broodwar Forever
NoS-Craig
Profile Joined July 2011
Australia3143 Posts
20 hours ago
#21
Fuck me those are some crazy arse maps.
Artosis loves Starcraft
iopq
Profile Blog Joined March 2009
United States1116 Posts
16 hours ago
#22
Excited about the Odyssey RE fastest minerals, it should really shake up the builds and the meta
fLyiNgDroNe
Profile Joined September 2005
Belgium4105 Posts
16 hours ago
#23
what an insane map pool. LFG i guess!
Drone is a way of living
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
16 hours ago
#24
What the fuck, fastest minerals?! Is that just gonna lead to a lot of whacky cheese builds or is it actually a cool shakeup? When was the last time this was tried?
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Kraekkling
Profile Blog Joined June 2007
715 Posts
13 hours ago
#25
nice map pool

imo the maps are not as crazy as they might seem, it's just Odyssey that's really whacky but I'm 100% sure it'll get removed because players won't like it. the fastest minerals in the main base completely change the way the game is played, and as always, people don't like it when they're forced to learn new stuff. still, I'm looking forward to the games we'll see here in the next weeks.

I think it's great that they started to experiment with different types of expansions (i.e. weird minerals layouts, stacked minerals, etc) but it'd be way safer if used on e.g. the 3rd, or 4th expansions, instead of either main or nat - simply to keep the early to mid phase of the game stable and along known lines.


Knock Out: 9/10 great map, I was in love with this map the moment it first came out; it might become another one of those all-time classics

Attitude: 7/10 it's kinda like comfort food from your mom, might be a bit bland and boring, but it does its job and you'll never be like "nah I won't eat this".

Octagon: 8/10 it's a well designed rotational symmetry 4p map. if evaluated within that category, there are interesting terrain features and the expansions are integrated well.

Odyssey: 4/10 if we ignored the fastest minerals for a sec, as far as I remember, this map was somewhat annoying, mainly because it's so tight and army movement feels quite restricted and one-dimensional. when army sizes are bigger than 2 control groups, using the small bridges becomes unattainable, but if you can't use the bridges, moving an army from one side of the map to the other takes wayyy too long. but anyways the map will likely be voted out due to the fastest minerals.

Backrooms: 8/10 another well designed 4p rotational symmetry map. we haven't seen this type of 3rd/4th expansion layout yet. I'm looking forward to see whether the ridges will create a zone control play style, where players take control of quadrants in the center to secure expansions

Aiolos: 7/10 back then I regularly felt that its tiresome to move around on Katarina; it seems like here it could be better? I think overall it's good that there's some variance with rather basic things like the main layout (e.g. metropolis and this map)

Colorless Fate: 7.5/10 I'm looking forward to see how this plays out, I like the setup of the 3rd and 4th expansions. but overall the map looks really tight and turtly - for example, in ZvP the zerg player needs to defend only 1 ramp and one very defendable spot on the map to secure 5 expansions - so let's see whether this map gets any updates during the test phase
(*^^)(^*)
Ideas
Profile Blog Joined April 2008
United States8172 Posts
Last Edited: 2026-06-25 11:53:25
11 hours ago
#26
Some questions about map balance:
- how would adding in extra mineral patches to main base affect balance? IE 12 starting patches (still 1500 each) instead of 8 (only map I've seen do something like this is baekmagoji).
- how would making mineral patches have more in them affect balance? Like if each patch on the starting location had 2500 instead of 1500 allowing players to mine from it a lot longer
- same question as above but with gas lol

I cant think of a time when the current standard mineral amounts were different. Feels like it could be a neat way to change meta without having to make crazy maps.
Free Palestine
Biff The Understudy
Profile Blog Joined February 2008
France8114 Posts
9 hours ago
#27
Fastest mineral, ok?

Reavers and storm drops go brrrr
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
FlaShFTW
Profile Blog Joined February 2010
United States10492 Posts
Last Edited: 2026-06-25 15:18:18
8 hours ago
#28
On June 25 2026 20:51 Ideas wrote:
Some questions about map balance:
- how would adding in extra mineral patches to main base affect balance? IE 12 starting patches (still 1500 each) instead of 8 (only map I've seen do something like this is baekmagoji).
- how would making mineral patches have more in them affect balance? Like if each patch on the starting location had 2500 instead of 1500 allowing players to mine from it a lot longer
- same question as above but with gas lol

I cant think of a time when the current standard mineral amounts were different. Feels like it could be a neat way to change meta without having to make crazy maps.

More mineral to gas ratio benefits Terran and Protoss over Zerg.
On June 25 2026 19:13 Kraekkling wrote:
Backrooms: 8/10 another well designed 4p rotational symmetry map. we haven't seen this type of 3rd/4th expansion layout yet. I'm looking forward to see whether the ridges will create a zone control play style, where players take control of quadrants in the center to secure expansions


It's the same expansion layout as Octagon but with the 3/6/9/12 bases facing towards the center instead of the next natural (which I think is a good change honestly, similar to Metropolis).
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Kraekkling
Profile Blog Joined June 2007
715 Posts
Last Edited: 2026-06-25 16:28:01
7 hours ago
#29
On June 26 2026 00:12 FlaShFTW wrote:

Show nested quote +
On June 25 2026 19:13 Kraekkling wrote:
Backrooms: 8/10 another well designed 4p rotational symmetry map. we haven't seen this type of 3rd/4th expansion layout yet. I'm looking forward to see whether the ridges will create a zone control play style, where players take control of quadrants in the center to secure expansions


It's the same expansion layout as Octagon but with the 3/6/9/12 bases facing towards the center instead of the next natural (which I think is a good change honestly, similar to Metropolis).


oh you're right, it's actually the same

I now like Backrooms a bit less lol
(*^^)(^*)
Miragee
Profile Joined December 2009
8676 Posts
6 hours ago
#30
Haven't looked at them too closely but a snow map is always exciting and sad at the same time because it will never make it to the actual pool.
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