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Blizzard's Official Post Regarding 1.3 Maps

Forum Index > SC2 General
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Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
Last Edited: 2011-03-03 04:09:04
March 03 2011 03:45 GMT
#1
http://us.battle.net/sc2/en/blog/2356440#blog

With StarCraft II Patch 1.3, we're making some changes to the ladder map pool (as originally announced in this forum post). We've prepared some additional information to explain which maps are remaining, why certain maps have been removed, and what players should look for in the new maps we're adding.

We're going to be watching these changes closely and reading your feedback, so let us know what you think. In addition to these changes, we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL. We’ll have more information on those as it becomes available.


Changes to 1v1:

+ Show Spoiler +
1v1 Maps Carrying Over:
(2) Scrap Station
(2) Xel'Naga Caverns
(4) Delta Quadrant
(4) Metalopolis

1v1 Maps Removed:

(2) Blistering Sands
We wanted to reduce the number of rush maps in general, and Blistering Sands was one of them. On top of that, Blistering Sands matches resulted in too many all-in games due to the rocks into the main base. The frequency of all-in roach/speedling, 4 warpgate push, or even mass marine/marauder stimpack push by breaking the rocks was a bit too high, so we decided to pull this map from the ladder.

(2) Jungle Basin
Jungle Basin has a few traits that make it extremely favorable for terran, so we decided to remove it from the ladder. These include:

It's possible to set up siege tanks right below the main base of your opponent and harass his natural expansion while preventing his forces from leaving his base.
Too many choke points everywhere on the map made it difficult for zerg to deal with marines, marauders, or siege tank-based skirmishes.
Difficult access to second expansion
High ground right in front of the ramp leading down to main. Setting up units at both this high ground as well as part of the low ground was too powerful, especially for terrans that use siege tanks.

(2)Steppes of War
Again, we wanted to reduce the number of rush maps, and Steppes was the most rush-friendly rush map we decided to cut. It’s not that we don’t like rush maps, but we have learned over the course of season 1 that two-player rush maps are generally more one-sided than four-player rush maps. For the ladder map changes, the rush-possible maps we’ll have will be four-player maps only.

(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 feel there aren't enough interesting features. 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.


1v1 Maps Added:

(4) Backwater Gulch

Backwater Gulch has a familiar main to first expansion layout. Early gameplay 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.

(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 two 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) The Shattered Temple

The Shattered Temple is a newer version of Lost Temple that's more balanced. Improvements to Lost Temple found in this map include:

Wider center area
Watch tower changed to cover only a part of the center of the map. It's possible to sneak units around the corners of the central area without getting detected by the watch tower.
Rocked-off islands. This creates an alternate attack route and reduces stalemate situations that islands cause.
Larger choke point by the expansion makes it more difficult to block off.

(4) Typhon Peaks

This map has a lot of the fun traits of previous maps. Rocks by the sides of the map are positioned similarly to Scrap Station to reduce rush distance in vertical start locations. The center has two watch towers and provides the main attack path like in Shakuras Plateau, and the second expansion is similar to the setup of Xel'Naga Caverns. Even though this map is brand new, players will be able to utilize some of their existing strategies that have been used on other maps, and potentially combine them to fit the unique play style of this new map.


Changes to 2v2:

+ Show Spoiler +
2v2 Maps Carrying Over:
(4) High Orbit
(4) Monlyth Ridge
(4) Red Stone Gulch
(4) Scorched Haven
(8) Tempest

2v2 Maps Removed:

(4) Arid Wastes
Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future.

(4) Tarsonis Assault
This map has a similar feel to Scorched Haven or Monlyth Ridge. The main difference is that distance to future expansions are very far. We wanted to remove one of these three maps since they’re similar in style, and Tarsonis Assault was the worst one out of the three.

(4) Twilight Fortress
This map is an extremely macro-heavy map we wanted to try. The gameplay on this map is very different, but the average length of games was too long, so it is being taken out of ladder play.

(4) War Zone
War Zone suffers from similar problems as Arid Wastes. It's nearly impossible for certain team setups to help each other, and in team games, we want to have maps that are more team-play based.



2v2 Maps Added:

(4)Gutterhulk

Like Scorched Haven or Monlyth Ridge, this map has a center area between the two allies where each player can safely expand. However, the main difference is that there are rocks blocking off the back of the main bases, meaning harassing either players’ main bases is possible. In terms of main attack routes, there are five different attack paths to your opponents, meaning that control of the two watch towers is key to success on this map.

(4) Khaydarin Depths

This map was first showcased during BlizzCon 2009 even before the game launched. This map features an easily defendable high-yield expansion in between you and your ally. However, this expansion is blocked off by destructible rocks, meaning you have to choose when to break this rock vs. when to attack or defend vs. the opposing team. Controlling the center of the map gains you access to most of the center of the map, but there are still back-door routes around to the opponents’ bases by breaking one set of destructible rocks.

(4) Omega Sector

Omega Sector is a two-player version of the popular 3v3 map Arakan Citadel. The start locations are very similar on both maps, and side expansion areas are a bit more easily accessible by the opposing players. This map has three possible paths to attack, and although the center is the fastest route, the other two routes will be used very frequently because there are no watch towers overlooking them. As with Arakan Citadel, your ally is slightly far away from your base, so consider this when placing your first production structures.

(4) Ruins of Tarsonis

Ruins of Tarsonis is a more balanced version of War Zone, which is being removed from the map pool. The biggest downside of War Zone was that it was nearly impossible to assist your ally if you didn't have a mobile army. However, with the shared choke points on this map, it's now possible to play as any race combination without obvious disadvantages. In the mid/late game, however, there are back-door attack paths leading to your second expansion areas, so be sure to defend those locations as well.


Changes to 3v3:

+ Show Spoiler +
3v3 Maps Carrying Over:
(6) Arakan Citadel
(6) Colony 426
(6) Dig Site
(6) Frontier
(6) Monsoon
(6) The Bio Lab
(6) Typhoon
(6) Ulaan Deeps

3v3 Map Removed:

(6) Quicksand
This map was removed for the same reason as a couple of the 2v2 maps. The only strategy teams can do on this map is rush, and the side with more mobility and that gathers its army the fastest wins.



Changes to 4v4:

+ Show Spoiler +
4v4 Maps Carrying Over:
(8) Extinction
(8) High Ground
(8) Lava Flow
(8) Megaton
(8) Outpost
(8) Sand Canyon
(8) Toxic Slums

4v4 Map Added:

(8)District 10

This map is divided in half for each team to control each side. Make sure to take control of the two watch towers in order to control your team's side, and pay close attention to the destructible rocks leading into the main base shared by you and your teammates.


Changes to FFA:

+ Show Spoiler +
FFA Maps Carrying Over:
(4) Metalopolis
(6) Quicksand
(6) Tectonic Rift
(8) Abyss

FFA Maps Removed:

(4) Lost Temple
Being replaced by the newer (4) The Shattered Temple.

(4) Kulas Ravine
This map is being removed and will be replaced by (4) Slag Pits, as Kulas is no longer part of any ladder pool.



FFA Maps Added: (descriptions above)

(4) Slag Pits
(4) The Shattered Temple
Commentatorhttp://twitter.com/proxywolf
TL+ Member
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-03 04:00:20
March 03 2011 04:00 GMT
#2
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.
Liquid FIGHTING!!!
monx
Profile Blog Joined May 2010
Canada1400 Posts
March 03 2011 04:01 GMT
#3
Terrible map pool imo

User was temp banned for this post.
@ggmonx
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 03 2011 04:01 GMT
#4
On March 03 2011 13:00 KevinIX wrote:
Show nested quote +
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.


I'm surprised they're talking about this one, and not Terminus RE. If they were considering Terminus, I'd have expected them to say "A Blizzard-made map modified by players". I'm thinking it's going to be Tal'Darim.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Noev
Profile Blog Joined January 2010
United States1105 Posts
March 03 2011 04:03 GMT
#5
On March 03 2011 13:01 Wolf wrote:
Show nested quote +
On March 03 2011 13:00 KevinIX wrote:
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.


I'm surprised they're talking about this one, and not Terminus RE. If they were considering Terminus, I'd have expected them to say "A Blizzard-made map modified by players". I'm thinking it's going to be Tal'Darim.


I have not played many games on it but the ones i have i really enjoyed. Plus the games that come out f GSL on that map are very fun to watch, i really hope thats the map they go with
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 03 2011 04:05 GMT
#6
On March 03 2011 13:01 Wolf wrote:
Show nested quote +
On March 03 2011 13:00 KevinIX wrote:
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.


I'm surprised they're talking about this one, and not Terminus RE. If they were considering Terminus, I'd have expected them to say "A Blizzard-made map modified by players". I'm thinking it's going to be Tal'Darim.


I'm hoping so that would be awesome ^_^
When I think of something else, something will go here
krok(obs)
Profile Blog Joined July 2010
Germany264 Posts
March 03 2011 04:06 GMT
#7
very interesting,especially the part about lost temple. not once do they mention the cliff, neither as a reason why the map was taken out/changed nor the lack thereof in the new version(shattered temple). while i perceive this as one of the main reasons why people were aversed to it it is not mentioned a single time, almost as if blizzard doesnt want to admit to having made an error by introducing its oh-so traditional map into sc2 ;-)

that and a number of seemingly non-sensical explanations as to why the new maps were introduced as well as everybodys darling shakuras plateau being taken out. excuse me? too bland? too boring? not interesting enough? come on!!! did it not have enough destructible rocks yet?
http://www.sc2ranks.com/eu/481074/krok
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 03 2011 04:06 GMT
#8
On March 03 2011 13:01 Wolf wrote:
Show nested quote +
On March 03 2011 13:00 KevinIX wrote:
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.


I'm surprised they're talking about this one, and not Terminus RE. If they were considering Terminus, I'd have expected them to say "A Blizzard-made map modified by players". I'm thinking it's going to be Tal'Darim.

Well, Terminus Re is a VERY heavily modified version of the original Blizzard map Terminus.
+ Show Spoiler +
[image loading]


I wouldn't be surprised to see them use Terminus instead of Tal'Darim or Crevasse. All are great maps, and it's a shame that not all of them can be included in the map pool.

Considering that they are saying "player-created," I also don't think they will use GSL Crossfire since that's technically a slightly modified Blizzard-made Crossfire.
ㅇㅅㅌㅅ
GinDo
Profile Blog Joined September 2010
3327 Posts
March 03 2011 04:07 GMT
#9
On March 03 2011 13:00 KevinIX wrote:
Show nested quote +
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.


Cervasse PLZ
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
knyttym
Profile Blog Joined December 2006
United States5797 Posts
March 03 2011 04:09 GMT
#10
SHakuras description makes me uggggg. Really what kind of reason is that
Sworn
Profile Blog Joined January 2010
Canada920 Posts
March 03 2011 04:09 GMT
#11
I hope they add Crossfire and Tal'Darim honestly.
"Duty is heavy as a mountain, death is light as a feather." CJ Entus Fighting! <3 Effort
Arcanne
Profile Joined August 2010
United States1519 Posts
March 03 2011 04:10 GMT
#12
Blah only 1 GSL map *
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
hmsrenown
Profile Joined July 2010
Canada1263 Posts
March 03 2011 04:10 GMT
#13
It's either Crevasse or Tal'Darim Altar at this point, both maps I like very, very, very much.
Ratel
Profile Joined July 2010
Canada184 Posts
March 03 2011 04:10 GMT
#14
wait wait wait, so they replaced shakuras with slag pits? and they assuming that slag pits is similar to metalopolis?
really blizzard? really?
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
March 03 2011 04:10 GMT
#15
(4) Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we feel there aren't enough interesting features. 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.


Clearly not enough destructible rocks and gold bases, eh Blizzard? Despite not having the most interesting features by blizzard's definition, this map has brought out some of the most exciting macro games we've seen so far. Considering how much the community loves this map, it's really doing them a disservice to remove it. Still don't understand what they were thinking when they removed this map, can only hope it gets undone (again).

Bird up
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2011-03-03 04:13:53
March 03 2011 04:12 GMT
#16
Their reasoning behind removing shakuras was ridiculous. First of all, there are 3 attack paths. Second, the expansion layout was hardly plain, with 2 accessible thirds and 3 if it's cross position. As for the middle, two watchtowers with two lines of tall grass, along with 4 separate routes guarded by rocks doesn't seem too "featureless" to me.

It doesn't make any sense. "Lack of features" is a terrible reason to remove a good map. I hope tournaments continue to use it.

If only the removed Delta Quadrant instead. Every tournament has already removed this awful map. They could have at least taken out the destructible rocks in the backdoor natural... it would be a decent map without that single issue.
good vibes only
Irave
Profile Joined October 2010
United States9965 Posts
March 03 2011 04:12 GMT
#17
I'm shocked that they are removing lost temple, as that has been a premiere map in many of their games. However they are making great strides into the right direction, really looking forward to this.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-03 04:16:11
March 03 2011 04:13 GMT
#18
On March 03 2011 13:00 KevinIX wrote:
Show nested quote +
we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL.



!!! Blizzard is moving in the right direction.

That is what you would think, but then it all changes when you read the why they removed Shakuras (too plain apparently) and their description for slug 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 two 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.


They fucking took out Shakuras and added in Slug pits in its place, which is also apparently supposed to be even more macro heavy Meta.


Slug pits. More macro heavy than Meta. Let that sink in for a bit.


Pretty sure whatever GSL map they add in is going to be gutted from what it is currently if they think Slug pits is a successor to Shakuras/Meta
Noev
Profile Blog Joined January 2010
United States1105 Posts
March 03 2011 04:13 GMT
#19
On March 03 2011 13:09 kNyTTyM wrote:
SHakuras description makes me uggggg. Really what kind of reason is that


Yeah there logic seems kinda winged, yeah its a good map no real problems or anything but you know its kinda dull watching games on it lets remove it. I wish they had just decided to keep it or at least give a better reason then they wanted to spice things up. But thats just my opinion and i don't get to see the numbers like blizzard does.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
March 03 2011 04:14 GMT
#20
Its good to know that they start to consider GSL map. And its also sad to see that the reason they remove Shakuras was because " Its a very plain macro map" What? Blizzard must be high on something.
Terran
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