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PvZ map balance

Forum Index > Brood War Strategy
Post a Reply
Kraekkling
Profile Blog Joined June 2007
523 Posts
Last Edited: 2025-10-28 12:35:34
11 hours ago
#1
I thought it might be fruitful to look at maps where Protoss has been doing well vs Zerg. Maybe we can identify some of the relevant map features and use them more frequently in the future.

Here's a selection of maps from eloboard.com where Protoss has a win rate above 50% versus Zerg. I left out maps which are rather non-standard, e.g. Monty Hall or Minstrel. There actually aren't that many maps that fit this description, so I included three more maps with WRs very close to 50% (Apocalypse, Pole Star, Neo Sylphid).


maps that nerf the 973 build

KnockOut+ Show Spoiler +
[image loading]

Tempest+ Show Spoiler +
[image loading]

Revolver+ Show Spoiler +
[image loading]


Each of these three maps somehow nerf the 973 hydra builds. I'd really like to see both the low-ground stripe of KnockOut used more often in the future, as well as the particular double entrance layout on Revolver.


other

Butter+ Show Spoiler +
[image loading]

Citadel+ Show Spoiler +
[image loading]

Invader+ Show Spoiler +
[image loading]

PoleStar+ Show Spoiler +
[image loading]

Apocalypse+ Show Spoiler +
[image loading]

Neo Sylphid+ Show Spoiler +
[image loading]


Here it's somewhat harder to pinpoint a specific feature. To me it seems like on some of these maps its particularly hard to play the midgame hydra/lurker zone control as Zerg. As Zerg, you'd like to have a single, big Lurker field which can be constantly reinforced and Protoss is forced to attack into it. Some of these maps either have a layout where the expansions are positioned in such a way that it's awkward to set up this defensive lurker field (Citadel, Blitz, Invader); or the map layout is in a way such that Protoss can attack into the lurker field from an advantageous high ground position (Butter, Pole Star).

A somewhat recurring feature might also be the presence of easily defensible, single-ramp highground expansions.

---

Last, there are some specific features that can be added to basically any map. One is the possibility to cannon rush at the natural, and another is the presence of tight spots at expansions where Zealots can be positioned so that only a single Zergling can attack them. Anything else?

Please add if anything is missing here and why you think the maps above are good for Protoss.

What other features could be used on maps that would help Protoss in this matchup? I think of particular interest are things that don't otherwise break or change the game too much, while also not having too big of an influence on the other matchups...
(*^^)(^*)
perfectspheres
Profile Joined September 2025
57 Posts
10 hours ago
#2
On October 28 2025 10:41 Kraekkling wrote:
I thought it might be fruitful to look at maps where Protoss has been doing well vs Zerg. Maybe we can identify some of the relevant map features and use them more frequently in the future.

Here's a selection of maps from eloboard where Protoss has a WR above 50%. I left out maps which are rather non-standard, e.g. Monty Hall or Minstrel. There actually aren't that many maps that fit this description, so I included three more maps with WRs very close to 50% (Apocalypse, Pole Star, Neo Sylphid).


maps that nerf the 973 build

KnockOut+ Show Spoiler +
[image loading]

Tempest+ Show Spoiler +
[image loading]

Revolver+ Show Spoiler +
[image loading]


Each of these three maps somehow nerf the 973 hydra builds. I'd really like to see both the low-ground stripe of KnockOut used more often in the future, as well as the particular double entrance layout on Revolver.


other

Butter+ Show Spoiler +
[image loading]

Citadel+ Show Spoiler +
[image loading]

Invader+ Show Spoiler +
[image loading]

PoleStar+ Show Spoiler +
[image loading]

Apocalypse+ Show Spoiler +
[image loading]

Neo Sylphid+ Show Spoiler +
[image loading]


Here it's somewhat harder to pinpoint a specific feature. To me it seems like on some of these maps its particularly hard to play the midgame hydra/lurker zone control as Zerg. As Zerg, you'd like to have a single, big Lurker field which can be constantly reinforced and Protoss is forced to attack into it. Some of these maps either have a layout where the expansions are positioned in such a way that it's awkward to set up this defensive lurker field (Citadel, Blitz, Invader); or the map layout is in a way such that Protoss can attack into the lurker field from an advantageous high ground position (Butter, Pole Star).

A somewhat recurring feature might also be the presence of easily defensible, single-ramp highground expansions.

---

Last, there are some specific features that can be added to basically any map. One is the possibility to cannon rush at the natural, and another is the presence of tight spots at expansions where Zealots can be positioned so that only a single Zergling can attack them. Anything else?

Please add if anything is missing here and why you think the maps above are good for Protoss.

What other features could be used on maps that would help Protoss in this matchup? I think of particular interest are things that don't otherwise break or change the game too much, while also not having too big of an influence on the other matchups...


You might make some good points, but we basically check out when someone says "I".

I = me = myself. We do things together always.

Can't really do anything with people who think they are doing things by themself.

Not a great vibe as the millenials would say 🤷‍♂️🤷‍♀️
perfectspheres6.wordpress.com | instagram.com/perfectspheres28
evilfatsh1t
Profile Joined October 2010
Australia8750 Posts
8 hours ago
#3
On October 28 2025 11:44 perfectspheres wrote:
Show nested quote +
On October 28 2025 10:41 Kraekkling wrote:
I thought it might be fruitful to look at maps where Protoss has been doing well vs Zerg. Maybe we can identify some of the relevant map features and use them more frequently in the future.

Here's a selection of maps from eloboard where Protoss has a WR above 50%. I left out maps which are rather non-standard, e.g. Monty Hall or Minstrel. There actually aren't that many maps that fit this description, so I included three more maps with WRs very close to 50% (Apocalypse, Pole Star, Neo Sylphid).


maps that nerf the 973 build

KnockOut+ Show Spoiler +
[image loading]

Tempest+ Show Spoiler +
[image loading]

Revolver+ Show Spoiler +
[image loading]


Each of these three maps somehow nerf the 973 hydra builds. I'd really like to see both the low-ground stripe of KnockOut used more often in the future, as well as the particular double entrance layout on Revolver.


other

Butter+ Show Spoiler +
[image loading]

Citadel+ Show Spoiler +
[image loading]

Invader+ Show Spoiler +
[image loading]

PoleStar+ Show Spoiler +
[image loading]

Apocalypse+ Show Spoiler +
[image loading]

Neo Sylphid+ Show Spoiler +
[image loading]


Here it's somewhat harder to pinpoint a specific feature. To me it seems like on some of these maps its particularly hard to play the midgame hydra/lurker zone control as Zerg. As Zerg, you'd like to have a single, big Lurker field which can be constantly reinforced and Protoss is forced to attack into it. Some of these maps either have a layout where the expansions are positioned in such a way that it's awkward to set up this defensive lurker field (Citadel, Blitz, Invader); or the map layout is in a way such that Protoss can attack into the lurker field from an advantageous high ground position (Butter, Pole Star).

A somewhat recurring feature might also be the presence of easily defensible, single-ramp highground expansions.

---

Last, there are some specific features that can be added to basically any map. One is the possibility to cannon rush at the natural, and another is the presence of tight spots at expansions where Zealots can be positioned so that only a single Zergling can attack them. Anything else?

Please add if anything is missing here and why you think the maps above are good for Protoss.

What other features could be used on maps that would help Protoss in this matchup? I think of particular interest are things that don't otherwise break or change the game too much, while also not having too big of an influence on the other matchups...


You might make some good points, but we basically check out when someone says "I".

I = me = myself. We do things together always.

Can't really do anything with people who think they are doing things by themself.

Not a great vibe as the millenials would say 🤷‍♂️🤷‍♀️

why would he not use "i" when describing his own opinion? what a stupid post
iopq
Profile Blog Joined March 2009
United States992 Posts
Last Edited: 2025-10-28 06:55:39
6 hours ago
#4
Here's the table:

https://eloboard.com/men/bbs/board.php?bo_table=map_stac

The most balanced map is Neo Dark Origin with ZvP being the least balanced matchup at 52.2% and a large sample size
Kraekkling
Profile Blog Joined June 2007
523 Posts
Last Edited: 2025-10-28 12:36:05
32 minutes ago
#5
On October 28 2025 15:42 iopq wrote:
Here's the table:

https://eloboard.com/men/bbs/board.php?bo_table=map_stac

The most balanced map is Neo Dark Origin with ZvP being the least balanced matchup at 52.2% and a large sample size


sorry for the confusion, this was meant to be about maps where Protoss has a positive win rate against Zerg, so Neo Dark Origin doesn't fit the description - I've updated the original post to make this more clear.
(*^^)(^*)
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