![[image loading]](http://www.teamliquid.net/staff/Manifesto7/celestialterrain.jpg)
Celestial Terrain
by Manifesto7
TeamLiquid: Final Edits
163. 163 Killing Fields. 163 chunks of terrain with honor and agony etched in every choke and on every main. It can be argued, and convincingly so, that the constant generation of new maps and unique concepts has been the most significant factor in maintaining interest in the pro scene. It is the casual gamers’ connection to the pros, watching utter destruction in the Neo Forbidden Zone, and then clumsily reproducing the effect on your own vs your friends. It is the contentious point of debate, it is the identity of a new league, it is the creator of great gamers and the humbler of former champions. The maps of progaming have always been, and will always be, a lynchpin in the progaming scene. Today, we take a look back at the top 10 maps of all time.
The maps in this list were rated on five criteria:
- Balance:
Did each race stand a chance on this map? Could the gamer of greater skill prevail over his opponent more often than not? A subjective category, made objective with my keen eye and the TLPD machine.
- Memorable Games
No map made it onto this list unless I could immediately think of an all-time great game, pimpest play, or dorito spilling wtf moment.
- Length of Use
This is a contentious issue, as map sharing between the two networks is a relatively new phenomenon. These days maps are around for longer than before, and have far more games played than before. Nonetheless, the maps that play well stay for a long time.
- Innovation
With the age of the game, map makers have constantly tried new things to keep interest up and gameplay fresh. In addition, some maps lend themselves to new strategies and style. Both of these are important in creating new successful maps.
- Kick-Ass-ness
This is my own, subjective, and arbitrary rating of the map. If it kicks ass in my book, then it will in yours. Give me an Amen!
All versions of a map were counted in the selection. Just like the game, maps can improve and change over time. The fact that some maps get three versions, and others are scrapped after one, is indicative of a map’s value. Additionally, maps in current rotation can scarcely be considered, as they have not weathered the test of time.
10 Incubus
![](http://www.teamliquid.net/tlpd/images/maps/92_Incubus_thumbnail.jpg)
Three years after the fact, the map made a comeback as part of the massive SKY 2004 Proleague. However, it will always be these two games that people remember Incubus for.
Balance: 5 / 10 + Show Spoiler [Record] +
TvZ: 6-6 ZvP: 1-7 PvT: 6-7
Memorable Games: 8 / 10
Length of Use: 4 / 10
Innovation: 5 / 10
Kick-ass-ness: 7 / 10
Total score: 29 / 50
Memorable Games:
Boxer vs Garimto Games 1 and 5, SKY 2001 OSL
http://www.teamliquid.net/tlpd/games/4340_BoxeR_vs_GARIMTO
http://www.teamliquid.net/tlpd/games/4336_BoxeR_vs_GARIMTO
9 Nostalgia
![](http://www.teamliquid.net/tlpd/images/maps/42_Nostalgia_thumbnail.jpg)
Four StarLeagues, a KT-KTF league, numerous proleagues, and 260 total games.
Balance: 9 / 10 + Show Spoiler [Record] +
TvZ: 47-40 ZvP: 24-20 PvT: 25-28
Memorable Games: 6 / 10
Length of Use: 8 / 10
Innovation: 3 / 10
Kick-ass-ness: 6 / 10
Total score: 32 / 50
Memorable games:
July vs Iloveoov, Gillette OSL Finals, game 1 “The game that broke the streak.”
http://www.teamliquid.net/tlpd/games/1123_iloveoov_vs_July/vod
8 Monty Hall
![](http://www.teamliquid.net/tlpd/images/maps/163_Monty%20Hall%20SE_thumbnail.jpg)
Used in two starleagues, and a full year of ProLeague, this map weighs in at 199 games played.
Balance: 5 / 10 + Show Spoiler [Record] +
TvZ: 26-14 ZvP: 7-14 PvT: 37-30
Memorable Games: 6 / 10
Length of Use: 6 / 10
Innovation: 9 / 10
Kick-ass-ness: 7 / 10
Total: 33/50
Great Games on Monty Hall:
Sea vs Jangbi, 2007 ShinHan Prolgeaue
http://www.teamliquid.net/tlpd/games/893_JangBi_vs_Sea/vod
Calm vs Sea, 2007 ShinHan Proleague
http://www.teamliquid.net/tlpd/games/8061_Calm_vs_Sea/vod
DarkElf vs Iloveoov, 2007 ShinHan Proleague
http://www.teamliquid.net/tlpd/games/8006_DarkElf_vs_iloveoov/vod
Interlude: Biggest Busts
Sure these maps are great and all, but everyone is human, even OGN! Because of the dynamic nature of StarCraft and the meticulous nature of progaming preparation, what seems like a good idea at the time really isn’t. So, here are the three biggest busts in progaming maps:
3 Alchemist
This was a clumsy attempt at a radical 3 player map. The open field and multiple entrances worked poorly for protoss, as zerg ran away with an 80% advantage. Aesthetically, the map was awful, a barren, uninspiring, Afghanistan look. Blah.
2 DMZ
DMZ has the honour of being the second of two maps to actually be replaced partway into the season. After browsing the foreign community and seeing neat new concept maps utilizing permanent spells, map makers rushed a map full of dwebs onto front stage. Within a week, every game had degenerated into a TZ combo of 5 pooling and scv rushing. Obviously, not great TV. Let us hope that concept maps will be treated with kinder gloves next time.
1 Mercury
The map Mercury, which was promptly renamed Fuckury by fans, single handedly reduced StarCraft to a two race game by being used in qualification tournaments. As a result, in the IOPS OSL, Reach was the sole protoss player in the field of 16. Zerg would retire the map with a ZvP winning percentage of 78%, and the legacy of Mercury would live on to this day.
Sure these maps are great and all, but everyone is human, even OGN! Because of the dynamic nature of StarCraft and the meticulous nature of progaming preparation, what seems like a good idea at the time really isn’t. So, here are the three biggest busts in progaming maps:
3 Alchemist
This was a clumsy attempt at a radical 3 player map. The open field and multiple entrances worked poorly for protoss, as zerg ran away with an 80% advantage. Aesthetically, the map was awful, a barren, uninspiring, Afghanistan look. Blah.
2 DMZ
DMZ has the honour of being the second of two maps to actually be replaced partway into the season. After browsing the foreign community and seeing neat new concept maps utilizing permanent spells, map makers rushed a map full of dwebs onto front stage. Within a week, every game had degenerated into a TZ combo of 5 pooling and scv rushing. Obviously, not great TV. Let us hope that concept maps will be treated with kinder gloves next time.
1 Mercury
The map Mercury, which was promptly renamed Fuckury by fans, single handedly reduced StarCraft to a two race game by being used in qualification tournaments. As a result, in the IOPS OSL, Reach was the sole protoss player in the field of 16. Zerg would retire the map with a ZvP winning percentage of 78%, and the legacy of Mercury would live on to this day.
7 Arcadia
![](http://www.teamliquid.net/tlpd/images/maps/8_Arcadia%202_thumbnail.jpg)
It also served as an example of how a map can bury the unimaginative, and force the better players to rise to a challenge. Arcadia 2 opened with a 10 game ZvT winning streak. Critics howled against its imbalance. Great players like NaDa chose to rush with his first marines and all his scv to gain honour-less wins. It took a Light and an Emperor to set things right. In the end, after more than two hundred games, the balance of the Arcadia franchise was excellent, and it served as a favorite in the foreign community.
Balance: 10 / 10 + Show Spoiler [Record] +
TvZ: 27-31 ZvP: 25-23 PvT: 16-17
Memorable Games: 6 / 10
Length of Use: 6 / 10
Innovation: 5 / 10
Kick-ass-ness: 7 / 10
Total score: 34 / 50
Great games on Arcadia:
Boxer vs aQua, ProLeague, September 25th 2006. Boxer takes his best shot at beating the Arcadia TvZ curse, with a style all his own.
http://www.teamliquid.net/tlpd/games/4112_aQua_vs_BoxeR
July vs Xellos, ProLeague, January 7th, 2007 Happy New Year Xellos! July shows just how powerful the Arcadia macro machine can be. Not a close game, and not for those who dislike the sight of blood.
http://www.teamliquid.net/tlpd/games/1399_July_vs_XellOs
6 815
![](http://www.teamliquid.net/tlpd/images/maps/9_815%20III_thumbnail.jpg)
The 815 franchise lasted for the better part of a year and 4 StarLeagues, but only thanks to constant revision after each season. Nonetheless, with 200 games under its belt and a bevy of entertaining games, the innovative 815 definitely deserves a spot on this list.
Balance: 6 / 10 + Show Spoiler [Record] +
TvZ: 32-26 ZvP: 26-19 PvT: 31-17
Memorable Games: 7 / 10
Length of Use: 8 / 10
Innovation: 8 / 10
Kick-ass-ness: 6 / 10
Total score: 35 / 50
Memorable Games: ChoJJa… twice!!!
Boxer vs Chojja Pimpest Play of 2006…
http://www.teamliquid.net/tlpd/games/4137_BoxeR_vs_ChoJJa
ChoJJa vs Casy, ShinHan 2006 OSL1
http://www.teamliquid.net/tlpd/games/3186_Casy_vs_ChoJJa
5 Ride of the Valkyries
![](http://www.teamliquid.net/tlpd/images/maps/16_Ride%20of%20Valkyries_thumbnail.jpg)
The short distances between the two mains allowed for exciting early game play, but entrenched expansions along the sides meant that anything surviving into the 10 minute mark was going to be a macro bloodbath. The pedigree of the map was also greatly helped by the players competing on it. Savior, Boxer, Iloveoov, Anytime, and July (twice) all played finals games on the map.
Balance: 8 / 10 + Show Spoiler [Record] +
TvZ: 22-22 ZvP: 18-12 PvT: 17-18
Memorable Games: 6 / 10
Length of Use: 8 / 10
Innovation: 8 / 10
Kick-ass-ness: 7 / 10
Total score: 36 / 50
Great games on Ride of the Valkyries:
July vs Iloveoov, 2005 ShinHan OSL, Game 2 In the second major OSL clash between these two, July's trademark aggressiveness went on display against oov's stalwart defense. The game balanced on a razors edge as white-knuckled fans looked on.
http://www.teamliquid.net/tlpd/games/1034_iloveoov_vs_July
Boxer vs Anytime, SO1 OSL, Game 1 Another classic finals moment, with Boxer vying for the golden mouse, facing the Royal Roader Anytime. The tide of this game swayed back and forth as both players tried to secure the victory.
http://www.teamliquid.net/tlpd/games/4158_Anytime_vs_BoxeR/vod
4 Rush Hour III
![](http://www.teamliquid.net/tlpd/images/maps/10_Rush%20Hour%203_thumbnail.jpg)
As I am sure Frozen Arbiter can tell you, the beauty of this map laya in a simple scenario. With limited gas at the expansions, the map revolved around who could secure the remaining main base first. Because of its many pathways, open middle, and well placed bridges and high ground, accomplishing this was never easy and always fun to watch.
Much like Nostalgia but with richer variance and depth, Rush Hour makes it onto our list because its longevity (356 games!) and reliability.
Balance: 8 / 10 + Show Spoiler [Record] +
TvZ: 61-57 ZvP: 29-28 PvT: 27-34
Memorable Games: 6 / 10
Length of Use: 9 / 10
Innovation: 6 / 10
Kick-ass-ness: 7 / 10
Total score: 36 / 50
Great Games on Rush Hour:
Nal_rA vs Iloveoov, Pringles 1 MSL
http://www.teamliquid.net/tlpd/games/190_iloveoov_vs_Nal_rA
Reach vs ChoJJa, UZOO MSL Losers Final
http://www.teamliquid.net/tlpd/games/264_ChoJJa_vs_Reach
Interlude: Honourable Mentions
In the tradition made famous by AndyEtter, here are the “close but no cigar” maps… Skip over this if you are only interested in the best.
HM #1 – Neo Vertigo
Is this a great map? Maybe not. But it is a map that lasted 74 games over 3 starleagues and featured our amazing Frenchman Elky. Balance-wise, this map was built for terran all the way, but did provide equal footing for Zerg and Protoss to do battle. This map will always have a special place in the hearts of old timers who remember the Boxer vs Reach and the Boxer vs Garimto series. You can see some of the old games here:
http://www.teamliquid.net/tlpd/games/4322_BoxeR_vs_Reach
http://www.teamliquid.net/tlpd/games/6444_ElkY_vs_GARIMTO
http://www.teamliquid.net/tlpd/games/4521_H.O.T-Forever_vs_Sync
http://www.teamliquid.net/tlpd/games/4338_BoxeR_vs_GARIMTO
HM #2 – Arkanoid
When Arkanoid first appeared, the universal reaction was WTF? It was definitely not the prettiest map, and TL members loudly panned it as too complicated. Can we blame them? We fear what we do not understand. By taking the use of natural buildings to the extreme, Arkanoid was a never-ending labyrinth of corridors and confusion. However, to their credit, the gaming channels stuck to the concept and the progamers found the intricacies of the map. We as fans began to understand how the game was played, and then appreciated the drama it created. Near the end of its time, rather than being tired and worn out, Arkanoid produced some of it’s most exciting matchups.
Recommended game:
Savior vs Iris, Game 5 of the 2006 ShinHan3 OSL Semi-Finals.
http://www.teamliquid.net/tlpd/games/1664_Iris_vs_sAviOr
HM #3 – Luna
I hate to do this. You have no idea how much I hate to do it. However, I have no choice. Luna is a terrible map for the fan who wishes to watch art. However, it changed the game of Brood War permanently. The lack of inspiration available on this map refocused the gamer on the basics, on the mechanics, of the need to precisely dictate his fast-expansion build order to perfection. It is the founding father of the macro game, and the one which did not forgive the lazy macro-er who danced his marines at the expense of glowing barracks. One cannot argue with the statistics: 268 games played stretching over 3 years, and a balance that remained precise.
Recommended Game:
NaDa vs GoRush, YATGK MSL Finals
http://www.teamliquid.net/tlpd/games/2100_GoRush_vs_NaDa
In the tradition made famous by AndyEtter, here are the “close but no cigar” maps… Skip over this if you are only interested in the best.
HM #1 – Neo Vertigo
Is this a great map? Maybe not. But it is a map that lasted 74 games over 3 starleagues and featured our amazing Frenchman Elky. Balance-wise, this map was built for terran all the way, but did provide equal footing for Zerg and Protoss to do battle. This map will always have a special place in the hearts of old timers who remember the Boxer vs Reach and the Boxer vs Garimto series. You can see some of the old games here:
http://www.teamliquid.net/tlpd/games/4322_BoxeR_vs_Reach
http://www.teamliquid.net/tlpd/games/6444_ElkY_vs_GARIMTO
http://www.teamliquid.net/tlpd/games/4521_H.O.T-Forever_vs_Sync
http://www.teamliquid.net/tlpd/games/4338_BoxeR_vs_GARIMTO
HM #2 – Arkanoid
When Arkanoid first appeared, the universal reaction was WTF? It was definitely not the prettiest map, and TL members loudly panned it as too complicated. Can we blame them? We fear what we do not understand. By taking the use of natural buildings to the extreme, Arkanoid was a never-ending labyrinth of corridors and confusion. However, to their credit, the gaming channels stuck to the concept and the progamers found the intricacies of the map. We as fans began to understand how the game was played, and then appreciated the drama it created. Near the end of its time, rather than being tired and worn out, Arkanoid produced some of it’s most exciting matchups.
Recommended game:
Savior vs Iris, Game 5 of the 2006 ShinHan3 OSL Semi-Finals.
http://www.teamliquid.net/tlpd/games/1664_Iris_vs_sAviOr
HM #3 – Luna
I hate to do this. You have no idea how much I hate to do it. However, I have no choice. Luna is a terrible map for the fan who wishes to watch art. However, it changed the game of Brood War permanently. The lack of inspiration available on this map refocused the gamer on the basics, on the mechanics, of the need to precisely dictate his fast-expansion build order to perfection. It is the founding father of the macro game, and the one which did not forgive the lazy macro-er who danced his marines at the expense of glowing barracks. One cannot argue with the statistics: 268 games played stretching over 3 years, and a balance that remained precise.
Recommended Game:
NaDa vs GoRush, YATGK MSL Finals
http://www.teamliquid.net/tlpd/games/2100_GoRush_vs_NaDa
3 Bifrost
![](http://www.teamliquid.net/tlpd/images/maps/35_Bifrost%203_thumbnail.jpg)
BiFrost saw three incarnations, the original, Neo BiFrost, and BiFrost 3. In total, the series saw 215 between 2002 and 2004. It was this map which gave Xellos the moniker, “Perfect Terran” (despite the small matter of one loss to NaDa), and it was this map which showed the world that Boxer was the best map analyst of all time when he floated his barracks to reverse bunker rush Elky. Play it with your friends, and relieve the glory of BiFrost.
Balance: 6 / 10 + Show Spoiler [Record] +
TvZ: 39-32 ZvP: 27-16 PvT: 17-22
Memorable Games: 8 / 10
Length of Use: 8 / 10
Innovation: 8 / 10
Kick-ass-ness: 10 / 10
Total score: 40 / 50
Great Games: A Reach Double-shot!
Iloveoov vs Reach, EVER OSL 2004
http://www.teamliquid.net/tlpd/games/278_iloveoov_vs_Reach
Reach vs Boxer, SKY OSL 2002
http://www.teamliquid.net/tlpd/games/4321_BoxeR_vs_Reach
2 Shin Peaks of Baekdu
![](http://www.teamliquid.net/tlpd/images/maps/6_Sin%20Peaks%20of%20Baekdu_thumbnail.jpg)
The Shin version of Peaks was a masterpiece, and was the heir to Requiem as the Ace match map in the ProLeague. Peaks was designed for the sophisticated StarCraft fan. Those who liked the blood and guts of Luna soon tired of the maze that was Peaks. The whole map revolved around the centerpiece, a tiny choke which was limited to small units only. Around it lay a rich landscape of gradual hills, valleys, cliffs, and water.
Because of the direct line between the two bases granted for smaller units, the early game on Peaks could degenerate into vicious affairs. One need only to look at the example of Savior vs Daezang in the Pringles MSL. After that though, the full extent of the map’s rich landscape could be used, with reconnaissance being key to time your attacks.
For 220 games, and all of 2006, Shin Peaks of Baekdu served well.
Balance: 8 / 10 + Show Spoiler [Record] +
TvZ: 25-29 ZvP: 24-24 PvT: 28-19
Memorable Games: 8 / 10
Length of Use: 7 / 10
Innovation: 10 / 10
Kick-ass-ness: 9 / 10
Total score: 42 / 50
Great Games on Shin Peaks of Baekdu:
Bisu vs Calm, 2007 ShinHan Proleague
http://www.teamliquid.net/tlpd/games/7490_Bisu_vs_Calm
Jaedong vs Iloveoov, 2007 ShinHan Proleague
http://www.teamliquid.net/tlpd/games/3822_iloveoov_vs_Jaedong
1 Requiem
![](http://www.teamliquid.net/tlpd/images/maps/23_Neo%20Requiem_thumbnail.jpg)
This map turned the LT ramp paradigm on it’s head, punishing those who huddled in their bases and rewarding those who marched. The map introduced mineral skipping, and gave protoss a chance at victory in the dark ages when zergs and terrans reigned supreme.
Games played on this map were always quality. It was used as the official ace map of the proleague before Peaks of Baekdu even existed. If I say Stork vs GoRush, you say Requiem. If I say rA vs oov, you say Requiem. IF I ASK WHO THE REAL FIREBATHERO WAS, YOU SAY REQUIEM. If there was one map to last me until the end of time, it would be Requiem.
Balance: 6 / 10 + Show Spoiler [Record] +
TvZ: 49-46 ZvP: 56-44 PvT: 45-30
Memorable Games: 10 / 10
Length of Use: 10 / 10
Innovation: 8 / 10
Kick-ass-ness: 10 / 10
Total score: 44 / 50
Great Games on Requiem:
Stork vs GoRush, SKY 2005 ProLeague Incredible spellcasting by both of these players. Boxer predicted Stork would be the next big thing, and while it took him a bit, the Emperor has the Midas touch.
http://www.teamliquid.net/tlpd/games/559_GoRush_vs_Stork
Oov vs Zeus, Can he do it? Can he do it? CAN HE DO IT?
http://www.teamliquid.net/tlpd/games/3599_iloveoov_vs_Zeus
Boxer vs oov, One of the greatest builds from one of the greatest series of all time.
http://www.teamliquid.net/tlpd/games/4214_BoxeR_vs_iloveoov
So there you have it, the Top 10 maps of all time as decided be me. Have a different opinion? Show me your list and bring it on! I will defend it against all comers.
Until next time,
Manifesto7.