This change took place on the Live ladder.
1v1 Ladder Maps (4 NEW maps)
+ Show Spoiler +
*Removed Maps*
(4) Lost Temple -> (4)Shattered Temple
(2) Steppes of War
(2) Jungle Basin
(4) Shakuras Plateau
(2) Blistering Sands -> (4) Backwater Gulch
2v2 Ladder Maps (4 NEW maps)
+ Show Spoiler +
4v4 Ladder Maps (1 NEW map)
+ Show Spoiler +
ty gametime for the images
ty mitarn for the videos
+ Show Spoiler +
Poll: Backwater Gulch - Recommend this Map?
No (433)
75%
Yes (148)
25%
581 total votes
Yes (148)
581 total votes
Your vote: Backwater Gulch - Recommend this Map?
Poll: Slag Pits - Recommend this Map?
No (424)
83%
Yes (88)
17%
512 total votes
Yes (88)
512 total votes
Your vote: Slag Pits - Recommend this Map?
Poll: Shattered Temple - Recommend this Map?
Yes (407)
83%
No (81)
17%
488 total votes
No (81)
488 total votes
Your vote: Shattered Temple - Recommend this Map?
Poll: Typhon Peaks - Recommend this Map?
Yes (244)
58%
No (174)
42%
418 total votes
No (174)
418 total votes
Your vote: Typhon Peaks - Recommend this Map?
*Removed Maps*
(4) Lost Temple -> (4)Shattered Temple
(2) Steppes of War
(2) Jungle Basin
(4) Shakuras Plateau
(2) Blistering Sands -> (4) Backwater Gulch
2v2 Ladder Maps (4 NEW maps)
+ Show Spoiler +
4v4 Ladder Maps (1 NEW map)
+ Show Spoiler +
ty gametime for the images
ty mitarn for the videos
Don't know about their decision to remove Shakuras, as it was a pretty decent map (one of the best in the pool imo).
Also, Its interesting that there is now only 2, two player maps in the pool now. (Although, 3 out of 4 new maps have their size listed as "Small"). I wonder if this change will co-incide with a ladder reset.
While the new maps may not be the best, at least blizzard did something. Now hopefully they might add the new GSL maps to the map pool. Lets not turn this thread into a blizzard hate thread. Let me ask you, would you rather play steppes or jungle, or one of these maps, which actually have some room for it to be a macro game from the start.
*edit*
Blizzard gives us some insight on why they did what they did. Seems like they actually don't know what their doing, so much as just "listening" to the general "out cry" for new maps. GG Blizzard.
http://www.shacknews.com/article/67645/starcraft-2-adds-and-removes
(4)Lost Temple
Problems of Lost Temple:
# If one side controls one of the center watch towers, there's no alternate ground-based route to half of the map, meaning it's too easy for the game to become a stalemate with each side taking half of the map.
# Small islands in the corners were problematic in that they were difficult to assault as each of the three races. We noticed it's possible to hold out at one or both of these islands and drag on a game for longer than needed. It was also problematic in that in some matchups, these islands were just free expansions that almost never get attacked, which is not what we wanted in an expansion.
# The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings.
(4)Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we felt there aren't enough interesting features of this map. The natural expansion is easy to take and defend; there are only two possible attack paths only one of which is generally used, and main bases aren't easy to harass. For a change, we wanted to replace this relatively plain map with something new.
(4) Slag Pits
Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy. We took out Shakuras Plateau, which was a very plain macro map, and added this map instead. Some of the key features of this map are the low ground high yield expansions, the 2 lines of shrub area that can be used to position units, as well as the low ground watch tower that watches over all of the low ground center.
(4) Backwater Gulch
Backwater Gulch has a familiar main to first expansion layout. Early game play on this map should feel familiar and there probably aren't too many early game threats or difficulties in terms of gimmicky strategies you need to worry about. The second expansion, however, features a high ground area that is accessible by two ramps, meaning it can be easily harassed. The center area has two watch towers as well as two high yield expansions that will be difficult to maintain, and the key to victory in some games could come down to how long you hold one or both of these center expansions.
Problems of Lost Temple:
# If one side controls one of the center watch towers, there's no alternate ground-based route to half of the map, meaning it's too easy for the game to become a stalemate with each side taking half of the map.
# Small islands in the corners were problematic in that they were difficult to assault as each of the three races. We noticed it's possible to hold out at one or both of these islands and drag on a game for longer than needed. It was also problematic in that in some matchups, these islands were just free expansions that almost never get attacked, which is not what we wanted in an expansion.
# The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings.
(4)Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we felt there aren't enough interesting features of this map. The natural expansion is easy to take and defend; there are only two possible attack paths only one of which is generally used, and main bases aren't easy to harass. For a change, we wanted to replace this relatively plain map with something new.
(4) Slag Pits
Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy. We took out Shakuras Plateau, which was a very plain macro map, and added this map instead. Some of the key features of this map are the low ground high yield expansions, the 2 lines of shrub area that can be used to position units, as well as the low ground watch tower that watches over all of the low ground center.
(4) Backwater Gulch
Backwater Gulch has a familiar main to first expansion layout. Early game play on this map should feel familiar and there probably aren't too many early game threats or difficulties in terms of gimmicky strategies you need to worry about. The second expansion, however, features a high ground area that is accessible by two ramps, meaning it can be easily harassed. The center area has two watch towers as well as two high yield expansions that will be difficult to maintain, and the key to victory in some games could come down to how long you hold one or both of these center expansions.