Maps:
2 Player
Asgard
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Tileset: Twilight
Size: 96 x 128
Positions: 5, 11
- A 'poor' map compared to normal maps due to expansions having only 4~5 mineral fields
- Many paths leads to many possible expo-harassing opportunities
- Entire high-ground has been tileset-by-tileset edited such that even units with 4-5 range can harass all expansions
- Entire map's mineral fields are worth 1200, geysers are all worth 3000 (except for main (5000) and nat (1000))
Size: 96 x 128
Positions: 5, 11
- A 'poor' map compared to normal maps due to expansions having only 4~5 mineral fields
- Many paths leads to many possible expo-harassing opportunities
- Entire high-ground has been tileset-by-tileset edited such that even units with 4-5 range can harass all expansions
- Entire map's mineral fields are worth 1200, geysers are all worth 3000 (except for main (5000) and nat (1000))
Match Point
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Tileset: Space
Size: 112 x 128
Positions: 1, 7
- Entire low ground is unbuildable except near expansions (and their ramps)
- Fastest rush route is high ground, however if that route is unfavorable (opponent holding line, etc) then the player can make a detour (Similar to Blue Storm)
- Taking high grounds will be key to controlling the map (similar to Blue Storm)
- Choke near main is wallable with 1 rax 1 depot
- Mineral field (16 minerals value) to help with walling
Size: 112 x 128
Positions: 1, 7
- Entire low ground is unbuildable except near expansions (and their ramps)
- Fastest rush route is high ground, however if that route is unfavorable (opponent holding line, etc) then the player can make a detour (Similar to Blue Storm)
- Taking high grounds will be key to controlling the map (similar to Blue Storm)
- Choke near main is wallable with 1 rax 1 depot
- Mineral field (16 minerals value) to help with walling
3 Player
Moon Glaive
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Tileset: Twilight
Size: 128 x 128
Positions: 4, 8, 12
- 2 routes to taking another expansion after nat; one that goes through middle (large ramp) and one that doesn't (small ramp)
- Taking hold of middle of map (high ground) is key to controlling the map as it allows easy harass on all the expansions
Size: 128 x 128
Positions: 4, 8, 12
- 2 routes to taking another expansion after nat; one that goes through middle (large ramp) and one that doesn't (small ramp)
- Taking hold of middle of map (high ground) is key to controlling the map as it allows easy harass on all the expansions
4 Player
Roadrunner
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Tileset: Badlands
Size: 128 x 128
Positions: 2, 5, 8, 11
- The many bridges are key to controlling the map
- 2 bridges near nat, similar to Destination and Nostalgia
- Easy-to-take 2nd gas expo, with an alternate route to get out of base to middle of map
- Center of map is unbuildable
Size: 128 x 128
Positions: 2, 5, 8, 11
- The many bridges are key to controlling the map
- 2 bridges near nat, similar to Destination and Nostalgia
- Easy-to-take 2nd gas expo, with an alternate route to get out of base to middle of map
- Center of map is unbuildable
Judgement Day (심판의 날)
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Tileset: Desert
Size: 128 x 128
Positions: 1, 5, 7, 11
- Used concept and layout of 'Guillotine'
- All areas are low ground
- Close mineral expos, can be blocked with 2 gateways or rax
- Alternate route can be opened by mining 2x 40 mineral patches
Size: 128 x 128
Positions: 1, 5, 7, 11
- Used concept and layout of 'Guillotine'
- All areas are low ground
- Close mineral expos, can be blocked with 2 gateways or rax
- Alternate route can be opened by mining 2x 40 mineral patches
Acro (아크로)
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Tileset: Jungle
Size: 128 x 128
Positions: 1, 5, 7, 11
- Close ramp to starting position, gas expansion in-base, small base size
- Wide nat choke
- Large area to build additional buildings at nat area
- Due to design of main, 1-base play (while expanding in-base) is possible, leading to possible new various strategies
- Main's ramp is hard to do a wall
- All geysers other than main and expo are worth 2000
Size: 128 x 128
Positions: 1, 5, 7, 11
- Close ramp to starting position, gas expansion in-base, small base size
- Wide nat choke
- Large area to build additional buildings at nat area
- Due to design of main, 1-base play (while expanding in-base) is possible, leading to possible new various strategies
- Main's ramp is hard to do a wall
- All geysers other than main and expo are worth 2000
Tornado (용오름)
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Tileset: Badlands
Size: 128 x 128
Positions: 1, 5, 7, 11
- Split path after nat, leading to two attack routes
- Easy-to-take 2nd gas expansion, macro-orientated map
- All geysers other than main is worth 3000
- Center 'tornado-shaped' areas are unbuildable
Size: 128 x 128
Positions: 1, 5, 7, 11
- Split path after nat, leading to two attack routes
- Easy-to-take 2nd gas expansion, macro-orientated map
- All geysers other than main is worth 3000
- Center 'tornado-shaped' areas are unbuildable
Silver
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Tileset: Jungle
Size: 128 x 128
Positions: 1, 5, 7, 11
- Long path from nat (other than bridge) that leads to second gas expansion and an alternate route
- Easy-to-harass nat (for air units due to wall)
- Easy-to-defend 2nd gas expansion
- Close nat-to-nat distance, leading to many possible early-game-orientated strategies
Size: 128 x 128
Positions: 1, 5, 7, 11
- Long path from nat (other than bridge) that leads to second gas expansion and an alternate route
- Easy-to-harass nat (for air units due to wall)
- Easy-to-defend 2nd gas expansion
- Close nat-to-nat distance, leading to many possible early-game-orientated strategies
God my Korean sucks, if you KNF people are up for it, this is the URL for the information