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51623 Posts
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
No changes from last season.
Attitude SE 1.90
▶ 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
▶ 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
▶ 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]](https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fblog.kakaocdn.net%2Fdna%2FEOU7U%2FdJMcabxRWSM%2FAAAAAAAAAAAAAAAAAAAAAIV_5BG-X39wOpDsi6jeAGQ-5cpzMFip56XiPK6YeVBo%2Fimg.jpg%3Fcredential%3DyqXZFxpELC7KVnFOS48ylbz2pIh7yKj8%26expires%3D1782831599%26allow_ip%3D%26allow_referer%3D%26signature%3DfbWNFoH39zNgnBoMkYC8ViemROk%253D)
▶ 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
▶ 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]](https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fblog.kakaocdn.net%2Fdna%2Fy8i1a%2FdJMb99UncdS%2FAAAAAAAAAAAAAAAAAAAAAA7PbEkGi9qnZXWXAak_PkegT93tNzIxqDy4PSD_9Lc3%2Fimg.jpg%3Fcredential%3DyqXZFxpELC7KVnFOS48ylbz2pIh7yKj8%26expires%3D1782831599%26allow_ip%3D%26allow_referer%3D%26signature%3D2I88fB%252BqoPewYPBZoRHmSbzPr9s%253D)
▶ 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.
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Wow, some crazy stuff. Fastest minerals?!
Colourless Fate is the answer to 'Which map will be the Protoss graveyard this season?', I guess.
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I must be confused about Katrina as well. How do you defend your main there? Are there some missing buildings?
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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...
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Lots of Protoss graveyards again. They just protect Terran like the Universe's fate depends on it.
Aiolos is real cool though. Great map.
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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.
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Awesome map pool, looking forward to next season
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Lathias kinda droped the ball ? He was making really iconic maps and now he coming with a Katrina remake and that fastest shit.
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United States10492 Posts
KATRINA REMAKE LETS GOOOOOOO
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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
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Unbelievable nice maps! and fastest map minerals !!!!! LETS GO !!!!!!!!!!!!!!!!!!!!!!!
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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 !!
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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.
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Netherlands5631 Posts
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.
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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.
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Where is my Tau Cross Remastered 1.0?
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United States33637 Posts
Lmao fastest map minerals
And we got SC2 players complaining about 4-start maps
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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
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Backrooms isn't actually called "tank lines", but might as well be.
Otherwise at least the maps look cool, idk how they'll play.
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Why didn't they keep JD it was such a fun map!
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Fuck me those are some crazy arse maps.
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Excited about the Odyssey RE fastest minerals, it should really shake up the builds and the meta
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what an insane map pool. LFG i guess!
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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?
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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
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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.
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Fastest mineral, ok?
Reavers and storm drops go brrrr
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United States10492 Posts
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).
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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
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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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