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news.blizzard.com
2020 Ladder Season 3 brings new 1v1 and Team maps to ladder!
These maps will be available for playtesting or exploration in the Custom Games section of Multiplayer today. Below are some descriptions from the creators of the maps.
1v1 Maps:
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/70LLGYJAGV1B1600101588013.jpg) Jagannatha LE
Timmay: “Accelerator Zones are placed in four strategic locations to allow players to quickly change paths. The layout was carefully constructed with the help of Twitch chat. Large rocks full block paths between the Accelerator Zones. Another path outside a late game expansion is partially blocked by rocks.”
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/BLVSKW1YZ7QA1600101587686.jpg)
Lightshade LE
Marras: “Lightshade is a typical standard map with two third base options and 7 bases per player, and can support a wide variety of playstyles. The destroyable debris and rocks give players a bit of security early on, and destroying them makes it easier to maneuver armies around the map.”
Oxide LE
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/9I12JIGKEP9G1600101587955.jpg)
themusic246: “A smaller map with rocks that lengthen attack routes early game. Fast natural base to natural base timing and map becomes high tension once the rocks are down.”
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/S538XUAM08931600101590323.jpg)
Romanticide LE
Marras: “Romanticide is a macro map with a slightly shorter rush distance than normal. The “maze” of rocks and line of sight blockers in the middle path offer a lot of positional opportunities. The mineral wall node values are at 10.”
2v2
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/IAZQXTI52OZ21600101590015.jpg)
Polka LE
Agaton: “This ancient red wasteland simply known as Polka is a large semi-fortress map. The geyser placement in the main provides options for more complex strategies, borrowing gas from your teammate. The reduced mineral wall at the natural provides both a potential expansion path, as well as the possibility for setting up a flank attack when under attack. Be aware though, cause the area can also become a target for enemy forces. The center of the map is highly dynamic, where some paths initially are blocked by rocks, while others have collapsible rocks that can be destroyed in order to block pathways.”
3v3
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/WTS7C7SZW4W61600101590265.jpg)
Realities Simulation LE
Pklixian: “Players start with their own mains and do not share a fortress besides what holds their natural. With one player having a backdoor that allows them to take a third easily without having to go the extra mile. With all said and done this map has multiple chokes and fields to fight in, with direct middle being choked and Inhibitor Zone Generators to aid in defending.”
4v4
![[image loading]](https://bnetcmsus-a.akamaihd.net/cms/gallery/J1PGS5MK2AYM1600101591095.jpg)
Tuonela LE
Marras: “On Tuonela the main bases are connected and there are three pocket bases. Collapsing the rock towers at the large forward ramp helps with defense. There's also some gold bases on the lowground for some extra income.”
The final map pool for 2020 Season 3 will be:
1v1
Submarine LE Deathaura LE Pillars of Gold LE Oxide LE Lightshade LE Romanticide LE Jagannatha LE
2v2
Polka LE Arctic Dream LE Heavy Artillery LE Rhoskallian LE Efflorescence LE Emerald City LE Nightscape LE
3v3
Realities Simulation LE Sentinel LE Augustine Fall LE Bone Temple LE Whitewater Line LE Canyon of Tribulation LE Flashback LE
4v4
Tuonela LE Nekodrec LE Concord LE Mementos LE Shipwrecked LE Old Estate LE Fortitude LE
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They're keeping constantly-vetoed Submarine? Huh.
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On September 18 2020 07:12 Elentos wrote: They're keeping constantly-vetoed Submarine? Huh.
It'll pair well with the constantly-vetoed (during the map contest tournament) Oxide.
Though it was probably between the three options of keeping Submarine, or keeping the equally imbalanced Ice and Chrome, or getting the community to complain loud enough so that Blizz rotates both and keeps Golden Wall for another season.
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Four new maps, all with that overlord safe-spot by the natural. Why does every map (except Deathaura) have this?
On September 18 2020 07:20 ZigguratOfUr wrote:Show nested quote +On September 18 2020 07:12 Elentos wrote: They're keeping constantly-vetoed Submarine? Huh. It'll pair well with the constantly-vetoed (during the map contest tournament) Oxide. Though it was probably between the three options of keeping Submarine, or keeping the equally imbalanced Ice and Chrome, or getting the community to complain loud enough so that Blizz rotates both and keeps Golden Wall for another season.
Where do I sign up?
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carefully constructed with the help of Twitch chat.
This doesn't bode well.
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On September 18 2020 07:47 sneakyfox wrote:Four new maps, all with that overlord safe-spot by the natural. Why does every map (except Deathaura) have this? Show nested quote +On September 18 2020 07:20 ZigguratOfUr wrote:On September 18 2020 07:12 Elentos wrote: They're keeping constantly-vetoed Submarine? Huh. It'll pair well with the constantly-vetoed (during the map contest tournament) Oxide. Though it was probably between the three options of keeping Submarine, or keeping the equally imbalanced Ice and Chrome, or getting the community to complain loud enough so that Blizz rotates both and keeps Golden Wall for another season. Where do I sign up? 
Because for years TLMC judges treated overlord spots as a must, and old habits die hard. Though tbh these overlord spots aren't as strong as some of those we had in the past since they don't overlook the natural gases.
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These look so good, can't wait!
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On September 18 2020 07:46 ssg wrote: Why no golden wall i mean its only gud for TvZ but the new map pool aint looking bad for all match up at all i like all map except romanticide LE
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I'm personally looking forward to casters struggling to pronounce Jagannatha.
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Mexico2170 Posts
"The layout was carefully constructed with the help of Twitch chat."
That must be an aprils fool joke right...
The first three maps look terrible in my opinion. I only like the purple one.
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On September 18 2020 10:54 [Phantom] wrote: "The layout was carefully constructed with the help of Twitch chat."
That must be an aprils fool joke right...
The first three maps look terrible in my opinion. I only like the purple one.
I commend your bravery.
Looks like the heels are dug in as far as what constitutes a "legitimate" map layout... Big bummer.
The aesthetics are excellent though.
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Every season is the same. Need one more veto to enjoy the ladder.
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Congrats to all Mapmakers, whos maps got piccked for ladder.
I m way to bad to have a opinion on ladder maps, so I wait for beastyqt (for T and P) and Lowko (for Z) to make videos on them, to get a somewhat unbiased opinion on them.
Also RIP Golden Wall
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The layout was carefully constructed with the help of Twitch chat Lmao, is that a seal of quality now? This new map is my favourite of the bunch so i'm not complaining but still, that's a funny thing to brag about
Lightshade on the other hand is the most uninspired map of the 4. At least Marras owns the fact that it's super standard and isn't trying to make it pass as a revolutionary new design.
Don't know much about 2v2, 3v3 and 4v4 but i'm digging the creative freedom that the map makers seem to have on those game modes. The balance of the 1v1 mode really comes at the cost of creativity.
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Jagannatha invites for some heavy macro play. Even the 4th seems relative easy to defend.
The purple one looks gorgeous
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United States33163 Posts
was hoping to keep golden wall around for another season!
it was my favorite 'when it's good, it's REALLY good' map in a long time
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South Korea2105 Posts
Oxide at first glance looks unscoutable in TvP
and all of them once again give P / Z a third gratis
im surprised theyre removing ice and chrome from the mappool this quickly btw, seemed the most balanced and fun map all around
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I like new maps, they seem macro oriented and you can keep on positioning. I would only keep I&C and remove Submarine. I also dislike Pillars but I understand there is no replacement atm.
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High platinum - low diamond zerg here, so my opinion really isn't important: isn't this map pool a bit boring? I will really miss golden wall.
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Rotating out Ice and Chrome instead of Submarine after one season seems like a conscious decision to nerf zerg. Maybe I'm reading too much into it but I hope it indicates a greater willingness to balance through the map pool instead of regular balance changes
Rotating out Golden Wall, the 4th greatest map of all time after just 2 seasons seems like a conscious decision to nerf good games
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Honestly all these 1v1 maps seem standard and quite uninspired. I wish we had something new instead of the same high-low ground layout and the pocket 3rd/4th below main-highground layout.
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Poll: Should Golden Wall be kept as a ladder map for season 3?(Vote): Yes (Vote): No (Vote): Don't care
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On September 18 2020 17:49 Zzzapper wrote:Rotating out Ice and Chrome instead of Submarine after one season seems like a conscious decision to nerf zerg. Maybe I'm reading too much into it but I hope it indicates a greater willingness to balance through the map pool instead of regular balance changes Rotating out Golden Wall, the 4th greatest map of all time after just 2 seasons seems like a conscious decision to nerf good games 
Balance through map pool is good imo. Having to march through large, open areas where you can be flanked at any corner is very frustrating both to play and watch.
Rip Golden Wall, I feel the map was still not solved at the pro level, so I am sad to see it go already.
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On September 18 2020 07:12 Elentos wrote: They're keeping constantly-vetoed Submarine? Huh. I guess they want atleast one map that is terran favored.
edit: 2/3 of my vetoes stay in the pool...
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Totally uninspired maps which are basically the same and play the same. Why even add new maps all the time when the end result doesn't really do much for variety. I guess one gets new colors to look at Sc2 mapmaking (at least what gets picked) is stagnant and boring, only the most hardcore of players get excited when looking at minimal changes which bring the tiniest of gameplay alterations. I understand that we want the game to be as balanced as possible, but there has to be some level of flexibility between balance numbers and creativity. Otherwise there is no point to have these contests in the first place.
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Most maps are so crazy open, that in cominbation with how crazy creep often looks nowadays I tihnk it would be nice with tighter maps.
I do think both Oxide and Romanticide looks a bit less open and easier to defend three bases(maybe even four) early no? I think I like that, I am very tired of all the aggresive builds. Would be lovely to see some more even macro games
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Northern Ireland24264 Posts
Nooooooo Golden Wall
Sigh
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Lightshade is pretty similar to Simulacrum, is it not? At least for the first four bases
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wait . .they took antiga shipyard out of the map pool? When did this happen?
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I would have loved to see Golden Wall for another season.
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On September 18 2020 22:45 PabloSanchez wrote: Lightshade is pretty similar to Simulacrum, is it not? At least for the first four bases
The bases are pretty much in the exact same position, but the cliff levels are different
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I'm glad Submarine stays for another season. But I'm a filthy timing attack zerg. The new ones look okay, bit too standard maybe, but at least the colors are nice.
I'm gonna miss Ever Dream, though. That map was fantastic.
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some twitch chats are really friendly and in low population mapmaking streams I bet theres good discussion. why do people wonder about this so hard lol
I feel like they kept submarine in because its the rush map. if we dont have it we only have standard maps. why we cant get a new rush map i dont know but I like having rush maps in the pool and I had some fun games on Submarine. I would still prefer golden wall tho :D
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On September 19 2020 04:37 Andi_Goldberger wrote: some twitch chats are really friendly and in low population mapmaking streams I bet theres good discussion. why do people wonder about this so hard lol
I feel like they kept submarine in because its the rush map. if we dont have it we only have standard maps. why we cant get a new rush map i dont know but I like having rush maps in the pool and I had some fun games on Submarine. I would still prefer golden wall tho :D
There is a new rush map--Oxide. So this pool has two rush maps.
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Shouldn't we keep Eternal empire around too? Loads of great games on that map this season.
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Northern Ireland24264 Posts
On September 18 2020 20:09 The_Red_Viper wrote:Totally uninspired maps which are basically the same and play the same. Why even add new maps all the time when the end result doesn't really do much for variety. I guess one gets new colors to look at Sc2 mapmaking (at least what gets picked) is stagnant and boring, only the most hardcore of players get excited when looking at minimal changes which bring the tiniest of gameplay alterations. I understand that we want the game to be as balanced as possible, but there has to be some level of flexibility between balance numbers and creativity. Otherwise there is no point to have these contests in the first place. It has confused me for aeons, why have such a small pool?
Probably my 18th post wanting a bigger map pool with more vetoes accordingly. You can have more room for experimentation and a few wonky but fun maps, or even imba maps if people can veto around it. Stick around a while and see what works that’s outside the box.
As it is they are forced to play it pretty bloody safe because with so few maps they can’t afford for more than one or two duds a season.
I’d be interested to know the rationales behind the map rotation in all honesty. Not necessarily being overly critical but I am curious, what are their metrics and rationales?
Golden Wall is gone already? Nooooo. I could see an argument that it’s a much better tournament map at the highest level than a ladder map for us plebs, which I guess is fair enough but it would be nice to know either way.
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On September 19 2020 03:39 virpi wrote: I'm gonna miss Ever Dream, though. That map was fantastic. No protoss will miss that map.
*has more nightmares about the 3 minute ling flood and early pool builds that a bunch of GSL protosses died to*
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I don't mind Golden Wall going - it's fun to watch, but I don't like playing on it. I prefer standard medium-sized maps, so I have no problem with the maps being similar to what we're used to. If they weren't, people would still moan but in the opposite direction. I do wish Submarine was removed though.
I'm happy they seem to be straying away from the massive maps we had a few map pools ago, but on first impressions a couple of these seem a bit on the small side. Small-medium size is fine, but Submarine size is too small. I can't judge them properly until I look at them in more detail though.
Shame to see Eternal finally gone, I like that map.
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When will these maps go live? Next week?
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On September 20 2020 03:53 mikedupp wrote: When will these maps go live? Next week?
They're available as custom right now, but they'll be on ladder at the beginning of the next season (October 1st).
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On September 20 2020 03:58 ZigguratOfUr wrote:Show nested quote +On September 20 2020 03:53 mikedupp wrote: When will these maps go live? Next week? They're available as custom right now, but they'll be on ladder at the beginning of the next season (October 1st). Thank you
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Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it
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On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it
I held it vetoed since it came out, was quiet surprised by irs popularity. For me its like one of the worst map in seasons.
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On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it I'll take anything that isn't a thinly veiled reskin of Ascension to Aiur at this point
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On September 20 2020 20:40 Durnuu wrote:Show nested quote +On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it I'll take anything that isn't a thinly veiled reskin of Ascension to Aiur at this point Making reskins of true and tested maps is the name of the game if you want success as a map maker since anything that may alter the balance is heresy. The dogma is that maps have to fit the meta, the meta must never adapt to maps (Which is kinda understandable because Blizzard will never step in quickly enough to restore balance if a new batch of maps unwillingly brought an imbalanced meta to fruition)
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On September 20 2020 21:56 algue wrote:Show nested quote +On September 20 2020 20:40 Durnuu wrote:On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it I'll take anything that isn't a thinly veiled reskin of Ascension to Aiur at this point Making reskins of true and tested maps is the name of the game if you want success as a map maker since anything that may alter the balance is heresy. The dogma is that maps have to fit the meta, the meta must never adapt to maps (Which is kinda understandable because Blizzard will never step in quickly enough to restore balance if a new batch of maps unwillingly brought an imbalanced meta to fruition) I'm definitely not blaming mapmakers for this, I know how TLMC selection works and I know the judges won't ever pick a map that is say, 4 players, or even worse, doesn't have an overlord pillar at the natural
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Insight from a low diamond Protoss:
Jagannatha is macro based, with the third and fourth being on high ground. Positioning in the middle of the map for late game fights is going to be crucial; there is a high ground advantage to be had everywhere, plus sight blockers. Those speed zones cover the entire high ground, so chasing down a retreating army will get interesting to say the least.
Lightshade is if Simulacrum and Acropolis had a kid. The middle of the map varies with high ground enough to really change the tides in mid-late game battles. The high ground third will be easier to defend, but good luck after that.
Oxide is going to be really tough to get a third base due to the combination of pure distance and ramps. Probably in part due to the ramp at the natural making it easy to defend. Makes an air-based army very useful going from natural to third and main to fourth.
Romanticide is a Terran wet dream thanks to that mineral wall by the natural third. Tanks behind that wall and then putting bio in medivacs and constantly ferrying them over will make taking a third over there massively difficult as Protoss against the common two base Terran push. Flanking is going to be absolutely crucial, or mining out just one patch in order to enable a surround on tanks.
All of them have very spacious main bases, which will likely lead to a majority of the tech being there. Mass mutas, doom drops, or warp prisms could be even more devastating because of it.
Overall, not a bad map pool, but I'll likely be banning Romanticide and Submarine.
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On September 20 2020 19:10 followZeRoX wrote:Show nested quote +On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it "I held it vetoed since it came out" "For me its like one of the worst map in seasons".
I can see the problem here.
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On September 23 2020 04:08 ilax30 wrote:Show nested quote +On September 20 2020 19:10 followZeRoX wrote:On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it "I held it vetoed since it came out" "For me its like one of the worst map in seasons". I can see the problem here.
Not a problem, just far to gimmick for me. And full of mineral patch cheeses. Up to M3 I never played proper macro game on it, except few where I got stomped by zergies.
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Jagannatha LE, is this one supposed to be a joke?
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On September 25 2020 01:22 Mlord wrote: Jagannatha LE, is this one supposed to be a joke? Thanks for the constructive feedback or wherever, I'll be sure to tell the mapmaker :^)
hfhf with the strims~
(also, the map description is 100% serious ofc)
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On September 18 2020 10:54 [Phantom] wrote: "The layout was carefully constructed with the help of Twitch chat."
That must be an aprils fool joke right...
The first three maps look terrible in my opinion. I only like the purple one.
Not at all, In fact here's the links to the vod of the ~9 hour stream this map was made during start to finish
Part 1 + Show Spoiler + Part 2 + Show Spoiler + Part 3 + Show Spoiler + Part 4 + Show Spoiler +
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All of the fourth bases on these new maps look super difficult to take. Even some of the thirds. I have a feeling that we're going to see a lot of aggression this season and with the removal of Eternal Empire and ice and chrome, less late game macro games. Which I am super sad about they are super fun.
I'd rather they replace submarine with Ice and Chrome, there are already so many small maps in the pool we need at least one super big macro map.
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On September 19 2020 22:47 Justinian wrote: I don't mind Golden Wall going - it's fun to watch, but I don't like playing on it.
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Same here. The people wanting to keep it must be talking from a viewers perspective. It does bring some crazy cool games like Reynor vs Clem but you also get swarm host nydus bullshit that is boring af.
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On September 25 2020 12:18 ZAWGURN wrote: All of the fourth bases on these new maps look super difficult to take. Even some of the thirds. I have a feeling that we're going to see a lot of aggression this season and with the removal of Eternal Empire and ice and chrome, less late game macro games. Which I am super sad about they are super fun.
I'd rather they replace submarine with Ice and Chrome, there are already so many small maps in the pool we need at least one super big macro map.
I don't think the fourths are all that hard, but this is certainly one of the more aggressive map pools we've had in ages. Rush distances are down a ton, and none of the new maps are anywhere near as macro as EE and I&C are.
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On September 25 2020 12:26 ZigguratOfUr wrote:Show nested quote +On September 25 2020 12:18 ZAWGURN wrote: All of the fourth bases on these new maps look super difficult to take. Even some of the thirds. I have a feeling that we're going to see a lot of aggression this season and with the removal of Eternal Empire and ice and chrome, less late game macro games. Which I am super sad about they are super fun.
I'd rather they replace submarine with Ice and Chrome, there are already so many small maps in the pool we need at least one super big macro map. Rush distances are down a ton
I always wondered if reducing rush distances could be a way to stop blizzard from addressing each of the game's problems with movement speed buffs
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All these maps looks like too each other now ... The rebirth of Starcraft 2 isn t dependant of 5 seconds difference between macro maps and kind of map supposedly be called "rush"
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On September 25 2020 12:26 ZigguratOfUr wrote:Show nested quote +On September 25 2020 12:18 ZAWGURN wrote: All of the fourth bases on these new maps look super difficult to take. Even some of the thirds. I have a feeling that we're going to see a lot of aggression this season and with the removal of Eternal Empire and ice and chrome, less late game macro games. Which I am super sad about they are super fun.
I'd rather they replace submarine with Ice and Chrome, there are already so many small maps in the pool we need at least one super big macro map. I don't think the fourths are all that hard, but this is certainly one of the more aggressive map pools we've had in ages. Rush distances are down a ton, and none of the new maps are anywhere near as macro as EE and I&C are.
It's certainly an interesting change. It was starting to look like Blizz had just decided on ~38 sec for average rush distance. Could shake up the meta quite a bit. Looking forward to see how it well affect Zerg macro.
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Czech Republic12129 Posts
On September 20 2020 22:49 Durnuu wrote:Show nested quote +On September 20 2020 21:56 algue wrote:On September 20 2020 20:40 Durnuu wrote:On September 20 2020 05:23 Zrana1 wrote: Isn't every game cheese on golden wall for you guys? It's nice in GSL but wouldn't wanna play on it I'll take anything that isn't a thinly veiled reskin of Ascension to Aiur at this point Making reskins of true and tested maps is the name of the game if you want success as a map maker since anything that may alter the balance is heresy. The dogma is that maps have to fit the meta, the meta must never adapt to maps (Which is kinda understandable because Blizzard will never step in quickly enough to restore balance if a new batch of maps unwillingly brought an imbalanced meta to fruition) I'm definitely not blaming mapmakers for this, I know how TLMC selection works and I know the judges won't ever pick a map that is say, 4 players, or even worse, doesn't have an overlord pillar at the natural  But, but... Deathaura!
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Having played a few games on Romanticide, that map is going to be Insufferable Turtle Player heaven (doesn't matter what race). Of the games I played, I already faced what was looking to be one of those mass static defence turtle zergs. If you are specifically playing a turtle style, you can take an easy third, fourth, and fifth that all either have chokes or are up ramps with a fairly substantial defender's advantage.
I like the layout of the first 3 bases on that map though. There's enough space at the natural for protoss to actually defend things and enough space to throw down emergency buildings to stop ling floods. With Everdream last season, that natural expansion always felt way too cramped and gave an advantage to the attacker since they could spread out much more than the person defending.
edit: Also, that Lightshade map is basically Simulacrum but with raised bits in the middle instead of thingies spewing out smoke.
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We may be entering the next Byun age.
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