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Non-Ladder Melee Maps

Forum Index > StarCraft 2 HotS
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SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-08 19:55:13
November 26 2012 02:57 GMT
#1
In case people have not had the pleasure of noticing the work the mapmaking community has been putting forth in transitioning into and preparing for the release of HotS -- I decided to put together a list of the current non-ladder melee maps available for play on the beta. I cannot vouch for the completeness of any of these maps. Just that they are available. Go to "Custom Game" and do a search for any of the following. Click on the title of a map to be taken to the original thread. Format is:
Map Name by Author
      Overview Photo


On December 04 2012 02:39 SigmaFiE wrote:

I encourage all mapmakers that are actively publishing to HotS to post an overview of their maps into this thread as well so we can maintain an easy list for the time being. I would ask that before you do post it into this thread though, that you go through the common practice of critiqueing underneath the custom maps section or through other means of high level players and mappers. This is a simple measure to encourage the newer mappers to begin critiquing and receiving critiques as well as preventing unpolished maps (or unplayable) from appearing here. I know this is probably a little harsh, but it is an attempt to maintain a standard of quality. If you have questions of what I mean by "standard of quality" please PM me and I would be more than happy to point out examples for you fo what should be considered acceptable and not acceptable.




REVIEW. See spoilers


+ Show Spoiler +

Pyroplasm (standard ala HotS)
+ Show Spoiler +
A standard style map, Pyroplasm has the normal FFE with a twist -- the collapsible rock placement makes it so that fast expanding is even easier if a person destroys the collapsible rocks down to the first stage. This makes the natural expansion more easily defended early on. Furthermore, air harassment is very viable on this map. Features that carry throughout the map to make it more interesting towards the latter stages of a match are bases at 11 and 5 o'clock that can be harassed from the lowground--LOS blocks makes for some positional play. Finally, the Xel'Naga Towers can be locked down to gain longer available time of use for the XNT's if you break down the collapsible rocks.


DF Fortune Plango (strategy)
+ Show Spoiler +
First and foremost, the natural is fast expandable--but not easily due to the backdoor. Furthermore, even if a player secures the backdoor, they are not guaranteed defense within their natural due to the presence of a spellcaster drop zone that can hit approximately half of the mineral line at a normal spellcaster range (7) -- and the drop pod can accomodate larger units such as siege tanks (but only 1 at a time) -- as soon as these units lose their air unit for sight and or make themselves accessible to attack by positioning right next to the opening in order to see the mineral line -- they are attackable. Air harass is similarly strong in this area as well as in the area of the third. The third presents a strategic challenge in its defense because an opponent can harass from the air (defensible with static D and/or mobile units), or harass from outside/the lowground with sight from a flyer. Defending this position from a large attack will require vigillance in an approach due to the small size of the choke for defenders which, if used, can result in yoru army arriving in a stream of units rather than altogether -- or go against the full brunt of your opponents army at once on the other side. More intrigue lies in the new (and not-experiment with yet) Xel Naga Heal pad units that grant 10 HP per unit per second over the duration of a unit standing on top of it (to all units). This unit will be great for attacks/retreats and/or stands against a numerically superior force. The center offers some positional play. Long games are not expected on this map, but if it does reach the late game--later bases are not necessarily safe and the half base with a high yield gas is especially dangerous.


Galaxy Engine (macro)
+ Show Spoiler +
A macro oriented map that is a take on one of the beta ladder maps, Galaxy Engine offers unique playstyles and strategies based on where you and your opponent spawn. Spawn positions are not disabled and all possibilities exist. Additional, this map offers a lot of positional play opportunity and should provide exciting matches. Expect soem great terran play at high levels on this map.


TPW Sand Castles (macro)
+ Show Spoiler +

Another great addition by lefix, Sand Castles offers us our second macro map of the recommended pool with a standard setup for bases main through third. It is rotationally symmetric and the boundaries of a player's region are pretty viewable. This map truly takes off once the match hits the late game -- with the third and fourth bases offering particular interesting features of length of movements between the defender and attacker as pokes and prods occur. The middle is fairly open. Expect well placed siege lines.


Errant Flux (rush/strategy)
+ Show Spoiler +
Our only close air position map in the pool currently. Errant flux has many features that encourage interesting games.As already mentioned, early air harassment, attacks, and drops will be highly used on this map. This map seems to highly encourage air based play, as there is an island base and the fourths will be easily attack by air-based armies from behind the mineral lines towards the northeast corner base. There is a half base with a high yield on the high-ground that will be a boon to any player that can seize it (and thereby seize the high-ground) for any ground based armies.


ESV Colosseum (rush)
+ Show Spoiler +
The only 3 player map in our pool, Colosseum offers a flat main choke as well as having the main be on the lowground. This disadvantage is offset by the easily expandable natural on the highground overlooking the choke that has LOS blockers attached (thereby giving a ranged defender the advantage). Run-a-rounds by armies through the various passages could be problematic, but a strong middle Xel'Naga Watchtower minimizes this, allowing lesser players the opportunity to more easily see their opponents movements. This is not guaranteed though. This map is expected to have shorter games and should be considered a rush map


ESV Odd-Eye AE (standard)
+ Show Spoiler +
Odd-Eye is one of our other more standardized maps in this lineup. Although the natural is flat, this map highly encourages positional play and flanking maneuvers. The southwest section of the map will be all about high-ground advantage usage while the northeast section will be more about flanking and timed maneuvers. I cannot wait to see games on this map. Furthermore, there is a decent amount of airspace around the naturals and thirds to allow for some airplay and/or harassment. This is one to look for!



IMAGES

In and order of HotS designed followed by WoL carryovers I present:

+ Show Spoiler +
Wightbane Gorge by NewSunshine

[image loading]

Clementine by Veloh15

[image loading]

Frozen Empire by lorestarcraft

[image loading]

Pyroplasm by NewSunshine

[image loading]

DF Fortune Plango by SigmaFiE

[image loading]

Galaxy Engine by NewSunshine

[image loading]

Misty Peaks by ScorpSCII

[image loading]

TPW Sand Castles by lefix

[image loading]

TPW Natural Selection by lefix

[image loading]

Errant Flux by Namrufus

[image loading]


+ Show Spoiler +
ESV Gauntlet AE by Gfire

[image loading]

ESV Colosseum AE by Superouman

[image loading]

ESV Tanzanite by Timetwister22

[image loading]

Crux Whirlwind by Winpark (WinparkPrime)

[image loading]

ESV Odd-Eye AE by Timetwister22

[image loading]

ESV Khaydaria by IronmanSC

[image loading]

ESV Bloody Ridge AE by monitor

[image loading]


https://johnemerson.artstation.com/
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
November 26 2012 18:52 GMT
#2
Updated List:
Added: Pyroplasm by NewSunshine
https://johnemerson.artstation.com/
gDubS91
Profile Joined August 2011
United States22 Posts
November 26 2012 19:06 GMT
#3
These all look pretty interesting, it would be cool to see a custom map league of some sort to implement these maps so that they can see a lot of play time and to maybe add some flare to the 'official' sc2 map pool. As a side note, I haven't tried any of these maps out, but I always appreciate a player who can build some pretty neat maps like these. Keep them coming!
=D
Faent
Profile Blog Joined April 2011
Canada94 Posts
November 26 2012 19:31 GMT
#4
Those "double resource" island bases on "gauntlet" look awesome i wonder how balanced thats gonna be ahah. I guess we'll see soon enough.
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 26 2012 21:34 GMT
#5
Bump for justice!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
KaiserKieran
Profile Blog Joined August 2011
United States615 Posts
November 26 2012 22:27 GMT
#6
I like it :D
101.blubb
Profile Joined August 2011
Germany38 Posts
Last Edited: 2012-11-26 22:42:27
November 26 2012 22:30 GMT
#7
On November 27 2012 04:31 Faent wrote:
Those "double resource" island bases on "gauntlet" look awesome i wonder how balanced thats gonna be ahah. I guess we'll see soon enough.


What do you mean? Both of those bases seem to feature eight mineral patches and two geysers in total.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 02 2012 21:14 GMT
#8
Bump for all the peop's who love new maps.
https://johnemerson.artstation.com/
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2012-12-03 00:32:56
December 03 2012 00:32 GMT
#9
If you are including various people's maps, I have a good one for HotS:
FROZEN EMPIRE
+ Show Spoiler +
[image loading]
SC2 Mapmaker
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-03 17:46:04
December 03 2012 17:39 GMT
#10
On December 03 2012 09:32 lorestarcraft wrote:
If you are including various people's maps, I have a good one for HotS:
FROZEN EMPIRE


I am including all HotS maps that have been published thus far. Hadn't seen this one. Thank you for pointing it out.

I encourage all mapmakers that are actively publishing to HotS to post an overview of their maps into this thread as well so we can maintain an easy list for the time being. I would ask that before you do post it into this thread though, that you go through the common practice of critiqueing underneath the custom maps section or through other means of high level players and mappers. This is a simple measure to encourage the newer mappers to begin critiquing and receiving critiques as well as preventing unpolished maps (or unplayable) from appearing here. I know this is probably a little harsh, but it is an attempt to maintain a standard of quality. If you have questions of what I mean by "standard of quality" please PM me and I would be more than happy to point out examples for you fo what should be considered acceptable and not acceptable.

Furthermore, even though I understand the necessity to maintain playtime in WoL since that is where tournaments are at right now and that the beta has issues as/well as patch updates -- I encourage all players (but especially higher level players) to try these maps out. Furthermore, I would encourage these same players to post commentary in each map's respective thread under the SC2 Custom Maps subsection. I will update this thread tonight to include links to each maps original thread to enable this more easily.

I believe this should be done to encourage not only playtime on the vast amount of custom melee maps that are produced (at fairly high quality) but furthermore to provide encouragement for the impending HotS tournament organizers to utilize maps outside of the ladder and/or to break away from map pools that have already been implemented. This would hopefully further encourage more diversification of map pools and quick rotations so that we do not end up in stagnant map pools/playstyles--thereby creating more exciting games and increasing viewership due to the newfound excitement. Take or leave it but please at least try them.
https://johnemerson.artstation.com/
niladorus
Profile Joined September 2011
Greece116 Posts
December 03 2012 17:44 GMT
#11
oh you map guys! even though i am afraid of some of those it always feels like christmasa to see your goodies
Deckard.666
Profile Joined September 2012
152 Posts
December 03 2012 18:00 GMT
#12
ESV Colosseum AE by Superouman


Hadn't he retired..?

o.O
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 03 2012 18:13 GMT
#13
On December 04 2012 03:00 Deckard.666 wrote:
Show nested quote +
ESV Colosseum AE by Superouman


Hadn't he retired..?

o.O

He has, but this was made before that, and converted for use in HotS, along with all the other AE maps that ESV made.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
December 03 2012 18:17 GMT
#14
On December 04 2012 03:00 Deckard.666 wrote:
Show nested quote +
ESV Colosseum AE by Superouman


Hadn't he retired..?

o.O

It was his last map before retiring. It was made for WoL, but is included here since we uploaded it to the HotS server as well. The only map by an ESV mapper up there that was designed for HotS was Errant Flux by Namrufus. That's the only HotS map any of us have published I think.
all's fair in love and melodies
Dellron
Profile Joined October 2012
United States69 Posts
December 03 2012 21:44 GMT
#15
hey can you add my hots map to the list. here is a link
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385513#1
"too much freedom is bad" -day9 the dictator
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-06 02:19:00
December 06 2012 02:18 GMT
#16
Updated thread to include:

- A "recommended" map pool for competitive use from the maps listed here and a summary review of said maps
      
+ Show Spoiler +

Pyroplasm (standard ala HotS)
+ Show Spoiler +
A standard style map, Pyroplasm has the normal FFE with a twist -- the collapsible rock placement makes it so that fast expanding is even easier if a person destroys the collapsible rocks down to the first stage. This makes the natural expansion more easily defended early on. Furthermore, air harassment is very viable on this map. Features that carry throughout the map to make it more interesting towards the latter stages of a match are bases at 11 and 5 o'clock that can be harassed from the lowground--LOS blocks makes for some positional play. Finally, the Xel'Naga Towers can be locked down to gain longer available time of use for the XNT's if you break down the collapsible rocks.


DF Fortune Plango (strategy)
+ Show Spoiler +
First and foremost, the natural is fast expandable--but not easily due to the backdoor. Furthermore, even if a player secures the backdoor, they are not guaranteed defense within their natural due to the presence of a spellcaster drop zone that can hit approximately half of the mineral line at a normal spellcaster range (7) -- and the drop pod can accomodate larger units such as siege tanks (but only 1 at a time) -- as soon as these units lose their air unit for sight and or make themselves accessible to attack by positioning right next to the opening in order to see the mineral line -- they are attackable. Air harass is similarly strong in this area as well as in the area of the third. The third presents a strategic challenge in its defense because an opponent can harass from the air (defensible with static D and/or mobile units), or harass from outside/the lowground with sight from a flyer. Defending this position from a large attack will require vigillance in an approach due to the small size of the choke for defenders which, if used, can result in yoru army arriving in a stream of units rather than altogether -- or go against the full brunt of your opponents army at once on the other side. More intrigue lies in the new (and not-experiment with yet) Xel Naga Heal pad units that grant 10 HP per unit per second over the duration of a unit standing on top of it (to all units). This unit will be great for attacks/retreats and/or stands against a numerically superior force. The center offers some positional play. Long games are not expected on this map, but if it does reach the late game--later bases are not necessarily safe and the half base with a high yield gas is especially dangerous.


Galaxy Engine (macro)
+ Show Spoiler +
A macro oriented map that is a take on one of the beta ladder maps, Galaxy Engine offers unique playstyles and strategies based on where you and your opponent spawn. Spawn positions are not disabled and all possibilities exist. Additional, this map offers a lot of positional play opportunity and should provide exciting matches. Expect soem great terran play at high levels on this map.


TPW Sand Castles (macro)
+ Show Spoiler +

Another great addition by lefix, Sand Castles offers us our second macro map of the recommended pool with a standard setup for bases main through third. It is rotationally symmetric and the boundaries of a player's region are pretty viewable. This map truly takes off once the match hits the late game -- with the third and fourth bases offering particular interesting features of length of movements between the defender and attacker as pokes and prods occur. The middle is fairly open. Expect well placed siege lines.


Errant Flux (rush/strategy)
+ Show Spoiler +
Our only close air position map in the pool currently. Errant flux has many features that encourage interesting games.As already mentioned, early air harassment, attacks, and drops will be highly used on this map. This map seems to highly encourage air based play, as there is an island base and the fourths will be easily attack by air-based armies from behind the mineral lines towards the northeast corner base. There is a half base with a high yield on the high-ground that will be a boon to any player that can seize it (and thereby seize the high-ground) for any ground based armies.


ESV Colosseum (rush)
+ Show Spoiler +
The only 3 player map in our pool, Colosseum offers a flat main choke as well as having the main be on the lowground. This disadvantage is offset by the easily expandable natural on the highground overlooking the choke that has LOS blockers attached (thereby giving a ranged defender the advantage). Run-a-rounds by armies through the various passages could be problematic, but a strong middle Xel'Naga Watchtower minimizes this, allowing lesser players the opportunity to more easily see their opponents movements. This is not guaranteed though. This map is expected to have shorter games and should be considered a rush map


ESV Odd-Eye AE (standard)
+ Show Spoiler +
Odd-Eye is one of our other more standardized maps in this lineup. Although the natural is flat, this map highly encourages positional play and flanking maneuvers. The southwest section of the map will be all about high-ground advantage usage while the northeast section will be more about flanking and timed maneuvers. I cannot wait to see games on this map. Furthermore, there is a decent amount of airspace around the naturals and thirds to allow for some airplay and/or harassment. This is one to look for!

- Links added for each map to the original thread (click on the map name/author)
- Movement of the criteria for making this list moved to the OP

I hope everyone continues showing interest in playing these new maps. Enjoy.
https://johnemerson.artstation.com/
Foxyshazam
Profile Joined December 2012
United States38 Posts
December 06 2012 06:25 GMT
#17
I really love Sandcastle
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
December 06 2012 06:30 GMT
#18
Dude you guys should see the HOTS 2v2 maps...they fucking SUCK lolol what the hell.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Hollandrock
Profile Joined January 2012
United Kingdom158 Posts
December 06 2012 07:18 GMT
#19
Those are some awesome maps!! Hope they make the hots map pool soon enough...
Sumadin
Profile Joined August 2011
Denmark588 Posts
December 06 2012 10:01 GMT
#20
On December 06 2012 16:18 Hollandrock wrote:
Those are some awesome maps!! Hope they make the hots map pool soon enough...


Most likely won't. Actually almost certainly won't. From what we have heard Blizzard them self got about 20 melee maps done for HOTS and we have only seen 6 really(1 of them is in the Battle report). This is probably where any new map addtion to the beta ladder will come from.

That said it is still good to see innovation with the new map mechanics. I also read that Non-arcade maps got the same preview options as Arcade maps got now, can anyone confirm?

Personally i still wanna see a 1v1 island map.
The basic key to beating a priest is playing a deck that is terrible.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
December 06 2012 14:37 GMT
#21
On December 06 2012 19:01 Sumadin wrote:
Show nested quote +
On December 06 2012 16:18 Hollandrock wrote:
Those are some awesome maps!! Hope they make the hots map pool soon enough...


Most likely won't. Actually almost certainly won't. From what we have heard Blizzard them self got about 20 melee maps done for HOTS and we have only seen 6 really(1 of them is in the Battle report). This is probably where any new map addtion to the beta ladder will come from.

That said it is still good to see innovation with the new map mechanics. I also read that Non-arcade maps got the same preview options as Arcade maps got now, can anyone confirm?

Personally i still wanna see a 1v1 island map.


The preview for the maps being the same as arcade is confirmed Sumadin. I fussed with it last night (didn't get around to publishing updates to Fortune Plango just yet) while in the editor.

As for a 1v1 Island map -- it's been tried multiple times I know. Could be more doable due to HotS though. Definitely will think on it and take a look.
https://johnemerson.artstation.com/
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2012-12-08 20:13:27
December 08 2012 17:14 GMT
#22
Sounds nice.

Personally i did some analyses on Island maps in HOTS a while back. I think it really is all about trying to mittrigate the advantage for Terran while also Mitrigating the dissadvantage for Zerg.

I thought of something simmilar to Arkanoids Creep bases. Through i would say giving 3 bases on the main island is too much and crushes the hole concept.

You can read it here.

+ Show Spoiler +
Yea, It is alot of times the Air balance of SC2 that prevents Island maps.

Terran have a massive advantage. Asside from a much easier expanding it is also just the terran Air structure.
There are really no other air unit that really likes to engage vikings. Mutas and Phoenixes are technically cost efficiant but it is still a messy battle for both sides. Now if the terran adds Raven, then there are no way for to beat that air force.

There is also the scouting factor.

Alot of the changes coming in HOTS actually helps the potential balance for island map alot through. Protoss got research free Hallucination and Mothership core which means they finally got Air scouting early enough. Terrans got their scan or they can use a scouting factory(no really they wouldn't need it for anything else). And Zergs got their good old overlords.

Scouting would be sorted. Now for expansion pattern.

Zerg is screwed backwards three times over in this matter. Forcing Lair before even the natural can be taken will majorly hinder any chance of proper balance. A thought i have toyed with was to have a creepridden expansion on the main island where the tumor actually didn't block placing the expansion down. Now it would be far enough away so that once the tumor is removed it would take no longer than 10 seconds before the expansion can be placed down for Terran and Protoss.

This will allow Zerg to do a Hatch first, while Protoss will need to get a mothership core or do a forge fast expand. Terran will do a 1 rax expand wasting a scan for that. But Zerg will still need that Lair for getting their Third which is still bad. But better than for the natural.

Now as for the immence initial advantage of terran with their flying CCs, i think it could be mitrigated by making the island map a 4 player map. Terran got the least mobile initial air scouting. Overlords and hallu phoenixes will find your base eventually. But using scans purely for locating a base on four player map is risky. Letting Terrans play abit in the dark and having to play safe with their (Vastly superior) initial Air defences would force them to stop somewhat in the reckless initial expansion. Risking a 1 base Oracle rush or 2 base mutas with limited scouting options should limit the use of "4 CC into 9 port Viking/Raven/BC Build"

I think it could work in HOTS. I am not so sure about WOL.
The basic key to beating a priest is playing a deck that is terrible.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2012-12-08 19:56:23
December 08 2012 19:50 GMT
#23
On December 09 2012 02:14 Sumadin wrote:
Sounds nice.

Personally i did some analyses on Island maps in HOTS a while back. I think it really is all about trying to mitrigate the advantage for Terran while also Mirigating the dissadvantage for Zerg.

I thought of something simmilar to Arkanoids Creep bases. Through i would say giving 3 bases on the main island is too much and crushes the hole concept.

You can read it here.

+ Show Spoiler +
Yea, It is alot of times the Air balance of SC2 that prevents Island maps.

Terran have a massive advantage. Asside from a much easier expanding it is also just the terran Air structure.
There are really no other air unit that really likes to engage vikings. Mutas and Phoenixes are technically cost efficiant but it is still a messy battle for both sides. Now if the terran adds Raven, then there are no way for to beat that air force.

There is also the scouting factor.

Alot of the changes coming in HOTS actually helps the potential balance for island map alot through. Protoss got research free Hallucination and Mothership core which means they finally got Air scouting early enough. Terrans got their scan or they can use a scouting factory(no really they wouldn't need it for anything else). And Zergs got their good old overlords.

Scouting would be sorted. Now for expansion pattern.

Zerg is screwed backwards three times over in this matter. Forcing Lair before even the natural can be taken will majorly hinder any chance of proper balance. A thought i have toyed with was to have a creepridden expansion on the main island where the tumor actually didn't block placing the expansion down. Now it would be far enough away so that once the tumor is removed it would take no longer than 10 seconds before the expansion can be placed down for Terran and Protoss.

This will allow Zerg to do a Hatch first, while Protoss will need to get a mothership core or do a forge fast expand. Terran will do a 1 rax expand wasting a scan for that. But Zerg will still need that Lair for getting their Third which is still bad. But better than for the natural.

Now as for the immence initial advantage of terran with their flying CCs, i think it could be mitrigated by making the island map a 4 player map. Terran got the least mobile initial air scouting. Overlords and hallu phoenixes will find your base eventually. But using scans purely for locating a base on four player map is risky. Letting Terrans play abit in the dark and having to play safe with their (Vastly superior) initial Air defences would force them to stop somewhat in the reckless initial expansion. Risking a 1 base Oracle rush or 2 base mutas with limited scouting options should limit the use of "4 CC into 9 port Viking/Raven/BC Build"

I think it could work in HOTS. I am not so sure about WOL.


That is one nice analysis. I hope it proves correct.

Updated:

Added following maps:
      Wightbane Gorge by NewSunshine
      Clementine by Veloh15
      Frozen Empire by lorestarcraft
https://johnemerson.artstation.com/
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