| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Map Name | File | Org | Players | Width | Height | Tileset | 1.16.1 | Pro | AIIDE | CoG | SSCAIT | AIST | BASIL | SCHNAIL | Rating 0-3 | AI Notes |
2 | |||||||||||||||||
3 | 815 | 3,2 | 4 | 128 | 128 | Jungle | Yes | 2007 | 0 | Island map except for tiny ramps | |||||||
4 | Alchemist | 1.0 | 3 | 128 | 128 | Badlands | Yes | 2005 | 2020 | 0-1 | "Alchemist is mostly noted for being a poor attempt at an asymmetrical three-player map." Mains have two entrances, which make them basically undefendable early game in some matchups. | ||||||
5 | Allegro | 1.1 | ASL | 4 | 128 | 128 | Badlands | Yes | 2022 | 2-3 | Backported to 1.1.6.1 | ||||||
6 | Alternative | 1.1 | KeSPA | 2 | 128 | 96 | Twilight | Yes | 2010 | 1 | Neutral buildings blocking expansions, mineral blocking high ground island expansions that allow you to siege tank into main | ||||||
7 | Andromeda | 1.0 | iCCup | 4 | 128 | 128 | Space | Yes | 2017 | 2020 | 2022 | 1 | Mineral-only expansion between main and natural; 2 island bases with mineral block; Neutral building wall in main | ||||
8 | Andromeda | 1.2 | KeSPA | 4 | 128 | 128 | Space | Yes | 2017 | 2022 | 1 | Mineral-only expansion between main and natural; 2 island bases with mineral block; Neutral building wall in main. I think this latest version is actually the ASL version, with some slight updates. | |||||
9 | Another Day | 1.0 | 3 | 128 | 128 | Ice | Yes | 2004 | 0-1 | Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups. | |||||||
10 | Arcadia II | 2.02 | 4 | 128 | 128 | Badlands | Yes | 2015 | 2020 | 2 | Standard macro map with islands. Pretty dated map; if there was more granularity I would vote it lower, but it's not "1" worthy IMO. | ||||||
11 | Arizona | 1.0 | MSL | 4 | 128 | 128 | Desert | Yes | 2005 | 1 | Outdated with weird-ass expos and shitty naturals. Some mineral walling to hide a 4th semi-island base, but it shouldn't impact gameplay much. | ||||||
12 | Arizona (Tuscon) | 1.01 | MSL | 4 | 128 | 128 | Desert | Yes | 2005 | 1 | Wide open natural choke, and has path-blocking minerals that could confuse unsuspecting AI... | ||||||
13 | Arkanoid (Neo) | 2.0 | 4 | 128 | 128 | Desert | Yes | 2022 | 0 | All paths blocked by neutral buildings. Three entrances to main. Expansions blocked by neutrals | |||||||
14 | Ashrigo | 1.0 | 4 | 128 | 128 | Ash | Yes | 2001 | 0 | Heavily outdated island map with bad pathing and shitty map balance. Straight trash. | |||||||
15 | Athena II | 2.0 | 3 | 128 | 128 | Jungle | Yes | 2009 | 2012 | 1 | Wide-open natural. Really small mains. Super imbalanced competitively, both in terms of position and racially. | ||||||
16 | Avalon | 0.92 | 4 | 128 | 128 | Ice | Yes | 2015 | 1 | Fairly modern map with some positional imbalances resulting from lackluster execution. Relatively short Rushing distances. Backdoor paths blocked by neutral buildings pose pathing hazard. | |||||||
17 | Avant Garde II | 2.0 | 4 | 128 | 128 | Ice | Yes | 2003 | 0-1 | Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups. | |||||||
18 | Azalea | 1.0 | WCG | 4 | 128 | 128 | Jungle | Yes | 2010 | 1 | Heavily outdated with shitty natural wall options that are really far away. | ||||||
19 | Aztec | 1.1 | 3 | 128 | 128 | Jungle | Yes | 2011 | 2022 | 2-3 | Reverse ramps may be a problem but given that we already have those I think this is fine. Fairly modern and standard. | ||||||
20 | Aztec (Neo) | 2.0 | KeSPA | 3 | 128 | 128 | Jungle | Yes | 2011 | 2022 | 2021 | 2-3 | Reverse ramps may be a problem but given that we already have those I think this is fine. Fairly modern and standard. | ||||
21 | Aztec (Neo) | 2.1 | KeSPA | 3 | 128 | 128 | Jungle | Yes | 2011 | 2022 | 2021 | 2-3 | AIST2, AIST4 (Not sure which version it used; refer to https://drive.google.com/file/d/1wSMLSurBo8P-XCqHYb6crb71BeS9jMyx/view ) | ||||
22 | Battle Royal | 1.0 | KeSPA | 2 | 128 | 128 | Ice | Yes | 2009 | 0 | Assimilator destruction to path through shenanigans, too short air distance = Z favored. | ||||||
23 | Beltway | 1.1 | KeSPA | 4 | 128 | 128 | Badlands | Yes | 2011 | 2-3 | Neutral building in main that should be destroyed in order to prevent natural being cliffed but outside of that a fairly modern and playable map IMO. | ||||||
24 | Benzene | 1.1 | KeSPA | 2 | 128 | 112 | Space | Yes | 2020 | 2022 | 2022 | 1 | Default pathing gets stuck on neutral building along side of map. AIST2 | ||||
25 | Bifrost III | 3.0 | 2 | 128 | 96 | Twilight | Yes | 2004 | 1 | Notoriously weird map that is now simply outdated to boot. | |||||||
26 | Blade Storm | 1.5 | 4 | 128 | 128 | Twilight | Yes | 2003 | 1 | Super outdated, absolute joke in modern play environment. | |||||||
27 | Blaze | 1.0 | 4 | 128 | 128 | Desert | Yes | 2000 | 0 | All mineral lines tankable (and just generally cliffable) from the surrounding cliff! Even back in 2000 you had to be a troll to think this was a good idea… | |||||||
28 | Blaze (Neo) | 2.0 | 4 | 128 | 128 | Desert | Yes | 2001 | 0 | Just as badd as the older version… | |||||||
29 | Blitz II | 2.0 | MSL | 2 | 128 | 96 | Space | Yes | 2007 | 1-2 | One of the earliest truly modern maps. Natural is a bit more open and vulnerable (including overlooking cliff) than most players would be comfortable with today. Potential pathing hazard in that the direct rush path is blocked by low-yield mineral fields. Island base with mineral block between main bases. | ||||||
30 | Bloody Ridge | 1.2 | KeSPA | 2 | 128 | 96 | Jungle | Yes | 2019 | 2-3 | |||||||
31 | Bloody Ridge | 2.1 | iCCup | 2 | 128 | 96 | Jungle | Yes | 2019 | 2-3 | I think this newest version is actually originally the Afreeca version with slight updates: https://910map.tistory.com/34 | ||||||
32 | Bloody Ridge (New) | 2.0 | KeSPA | 2 | 128 | 96 | Jungle | Yes | 2019 | 2-3 | |||||||
33 | Blue Storm | 1.2 | iCCup | 2 | 128 | 96 | Twilight | Yes | 2021 | 2020 | 1-2 | Narrow natural choke where not all units can pass | |||||
34 | Byzantium II | 2.3 | 4 | 128 | 128 | Twilight | Yes | 2009 | 2 | Newest version is actually Byzantium III. Another reverse ramp map with okay naturals that heavily favored aggro play. Hasn't aged that well in that some positions only allow natural choke walls as tight as a sieve…7 | |||||||
35 | Camelot | 1.6 | ASL | 2 | 128 | 96 | Space | Yes | 2017 | 1-3 | Unusually placed neutral buildings, need testing to know whether it matters | ||||||
36 | Carthage III | 3.0 | 2 | 112 | 128 | Jungle | Yes | 2009 | 2 | Fairly modern map but the choke is also fairly large IIRC; would be unwieldy for modern play IMO. | |||||||
37 | Central Plains | 1.2 | KeSPA | 3 | 128 | 128 | Jungle | Yes | 2010 | 0-1 | Pretty non-standard modern map, believed to be P favored when it was released thus it basically only saw PvPs in SPL. Basically a semi-island map, with a string of backdoor bases only accesible through Egg walls on tight ramps. | ||||||
38 | Chain Reaction | 1.0 | KeSPA | 2 | 128 | 112 | Twilight | Yes | 2012 | 1 | Weird neutral building shenanigans, behind-the-main stuff, possibly weird pathing, but a fairly modern map all things considered. | ||||||
39 | Chariots of Fire | 1.1 | KeSPA | 4 | 128 | 128 | Ash | Yes | 2007 | 0 | Weird outdated semi-island map with a mineral wall that opens a back expo that is cliffable from the middle as is your other natural and yea basically long story short this is trash. | ||||||
40 | Charity | 1.0 | 4 | 128 | 128 | Twilight | Yes | 2003 | 0 | Island map, with no additional bases/resources in starting area, basically unplayable for Zerg in particular and "not Protoss" in general. | |||||||
41 | Chupung-Ryeong | 2.1 | KeSPA | 2 | 96 | 128 | Jungle | Yes | 2009 | 2020 | 2 | Fairly modern map but again has siegeable cliff expos and potential for some really bad pathing feels inevitable. | |||||
42 | Circuit Breaker | 1.0 | iCCup | 4 | 128 | 128 | Space | Yes | 2022 | 2022 | 2022 | 2022 | 2021 | 2-3 | AIST2, AIST3, AIST4 | ||
43 | Colosseum II | 2.0 | 4 | 128 | 128 | Desert | Yes | 2009 | 2 | Unusual lasout of the main and naturals, with a forward neutral Creep Colony to allow Zerg to set up Sunkens at the choke (or potentially Sunken rush an opponent). BASIL | |||||||
44 | Core Breach | 2.01 | STPL | 3 | 128 | 128 | Twilight | Yes | 2020 | 0 | Updated version of Inner Coven which was used in ASL. Backported to 1.16.1 for SCHNAIL. Neutral blockers, disruption webs, mineral walking, islands. | ||||||
45 | Crimson Isles | 1.0 | 3 | 128 | 128 | Desert | Yes | 2002 | 0 | Outdated 3 player island map | |||||||
46 | Crossing Field | 1.34 | ASL | 2 | 128 | 96 | Jungle | Yes | 2020 | 2-3 | AITT1 | ||||||
47 | Dahlia of Jungle | 1.0 | WCG | 4 | 128 | 128 | Jungle | Yes | 2005 | 0-1 | Very dated. Lacks a safe 2nd gas. Centre has very little space. | ||||||
48 | Dante's Peak SE | 2.0 | 4 | 128 | 128 | Jungle | Yes | 2011 | 2-3 | I never liked this map but frankly I don't see anything wrong with it. Similar to La Mancha but with more elevation and bridges in different places. Also got more than its fair share of vortex bugs on ramps, among a few other rare bugs. | |||||||
49 | Dark Stone | 1.0 | 4 | 128 | 128 | Ash | Yes | 2000 | 0 | Island mains and bases. Heavily outdated. | |||||||
50 | Demian | 1.0 | ASL | 3 | 128 | 128 | Badlands | Yes | 2017 | 2-3 | Could be called the archetype of modern 3p macro map design, but somewhat rotationally imbalanced, due to the counter-clockwise 3rd base being a lot farther away than the clockwise one. | ||||||
51 | Demon's Forest | 1.0 | 3 | 128 | 128 | Badlands | Yes | 2008 | 0 | Trees in centre block vision, provide cover, and somewhat hinder pathfinding. Was actually removed mid-season from competitive play because the "trees used as cover" was horrible both to play in and to watch. The actual reason for the removal was that all the semi-walkable tree tiles all around the map caused caused vortex bugs all over the place, apt to get units such as Vultures, Archons, Lurkers, or even transferring workers (and anything they might collide with) stuck. Like, it was so bad that they didn't even let people try to figure it out. I expect a ton of pathing issues for AI here. | |||||||
52 | Desert Fox | 1.03 | 3 | 128 | 128 | Desert | Yes | 2006 | 0 | A really fucking weird island map with basically everything that sucks for bots. Islands, Mineral walls, neutral creep colonies, cliffable expos, AND neutral buildings. What were they smoking in 2006? | |||||||
53 | Desperado | 1.0 | 4 | 128 | 128 | Space | Yes | 2007 | 1 | Double gas and 1 extra mineral patch in main (2-sided mineral layout), no gas at 2nd base, 3rd bases blocked by neutral buildings, Semi-walls of mineral patches on bridges outside 2nd. Very constricted middle. | |||||||
54 | Destination | 1.1 | KeSPA | 2 | 96 | 128 | Badlands | Yes | 2010 | 2022 | 2020 | 2022 | 1 | Expansion/path blocked by mineral. Long choke at natural. Double choke at natural | |||
55 | Detonation F | 1.0 | 2 | 128 | 128 | Badlands | Yes | 2004 | 0 | Very old and outdated, and somewhat weird, with direct main-to-main path blocked by low-yield mineral fields (pathing hazard). | |||||||
56 | Dream of Balhae | 1.0 | 4 | 128 | 128 | Jungle | Yes | 2004 | 0 | Island map. At least this one has additional resources (includig gas) in the starting area. Tankable from outside though (starting areas is not actual higher ground!) | |||||||
57 | Dreamliner | 1.01 | 2 | 128 | 112 | Twilight | Yes | 2010 | 1 | Pretty weird map that has an island expo IIRC, was basically a meme for Korean Air OSL IIRC. Imagine Paranoid Android meets RoV. Close air distance with weird cliff and pathing. Fairly modern though so chokes are okay-ish if a bit large. | |||||||
58 | Eclipse | 1.16.1 | ASL | 2 | 128 | 112 | Badlands | Yes | 2022 | 2022 | 2-3 | Backported to 1.16.1, Twilight tileset. | |||||
59 | Eddy | 1.02 | iCCup | 128 | 128 | Twilight | Yes | 2019 | 2021 | 2-3 | Low ground mains, AIST2, AIST4. Can download from https://drive.google.com/file/d/1wSMLSurBo8P-XCqHYb6crb71BeS9jMyx/view | ||||||
60 | El Nino | 1.0 | 3 | 128 | 128 | Ice | Yes | 2009 | 0 | Really no reason to play on this map because they used ice tileset which hurts the eyes, also has neutral mineral walls a la Outsider, also was remade into a better version in Great Barrier Reef so yea, trash this one. | |||||||
61 | Electric Circuit | 2.1 | iCCup | 4 | 128 | 128 | Space | Yes | 2014 | 1 | Default pathing gets stuck on neutral building | ||||||
62 | Electric Circuit (Neo) | 2.1 | KeSPA | 4 | 128 | 128 | Space | Yes | 2014 | 2013 | 1 | Default pathing gets stuck on neutral building | |||||
63 | Empire of the Sun | 1.0 | 4 | 128 | 128 | Jungle | Yes | 2011 | 2022 | 2022 | 2 | Relatively standard map with mineral-blocked island expos which are also cliffable. Relatively open natural, rampless main. | |||||
64 | Empire of the Sun (New) | 2.0 | 4 | 128 | 128 | Jungle | Yes | 2011 | 2 | Relatively standard map with mineral-blocked island expos which are also cliffable. Relatively open natural, rampless main. | |||||||
65 | Enter the Dragon 2004 | 1.5 | 2 | 128 | 96 | Jungle | Yes | 2004 | 1 | Heavily imbalanced map with outdated natural formation, cliffable exit to main, and island bases. | |||||||
66 | Estrella | 1.0 | WCG | 4 | 128 | 128 | Desert | Yes | 2010 | 0 | Really old, and really island, with no 2nd ground base to take, thus very imbalanced for Zerg. | ||||||
67 | Eye in the Sky | 1.0 | 4 | 128 | 128 | Ice | Yes | 2004 | 0-1 | Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups. | |||||||
68 | Eye of the Storm | 1.0 | iCCup | 4 | 128 | 128 | Jungle | Yes | 2018 | 2-3 | |||||||
69 | Eye of Typhoon | 1.0 | 4 | 128 | 128 | Jungle | Yes | 2010 | 1 | Double entrance natural with one of the entrances being double bridge. | |||||||
70 | Face Off | 1.0 | 2 | 128 | 128 | Desert | Yes | 2003 | 0-1 | 2p, non-island edit of Indian Lament. No natural, very tight. Completely outdated and imbalanced in modern play. | |||||||
71 | Fantasy | 1.0 | 4 | 128 | 128 | Jungle | Yes | 2008 | 1 | Eldritch Lake | |||||||
72 | Faoi | 2.1 | iCCup | 4 | 128 | 128 | Jungle | Yes | 2008 | 1 | Fairly standard map with a relatively large natural entrance, hard-to-defend 3rd, and mineral-blocked island bases. | ||||||
73 | Fighting Spirit | 1.3 | KeSPA | 4 | 128 | 128 | Jungle | Yes | 2022 | 2022 | 2022 | 2022 | 2021 | 2 | |||
74 | Fighting Spirit | 1.3 | iCCup | 4 | 128 | 128 | Jungle | Yes | 2022 | 2022 | 2022 | 2022 | 2021 | 2 | AIST2, AIST3, AIST4 | ||
75 | Forbidden Zone (Neo) | 2.0 | 4 | 128 | 128 | Space | Yes | 2002 | 0 | Main is an island, natural is wide open, odd shape for 3rd bases in center. Imbalanced. | |||||||
76 | Forte (Neo) | 2.1 | 4 | 128 | 128 | Space | Yes | 2005 | 1-2 | Pretty outdated and somewhat non-standard. Lots of cliffable bases. Tiny mains, most of the building space is in the "naturals". Mineral semi-walls on "natural" choke. | |||||||
77 | Fortress SE | 2.0 | KeSPA | 4 | 128 | 128 | Jungle | Yes | 2011 | 1 | Relatively standard rampless main and natural but there are bases that are accessible via air and mineral walk only. | ||||||
78 | Gaema Gowon (Sin) | 2.1 | 4 | 128 | 128 | Ash | Yes | 2002 | 1 | Outdated cliffable natural, cliff can be accessed via ramp (meaning technically 2 entrances to natural), asymmetric. | |||||||
79 | Gaia | 1.1 | WCG | 4 | 128 | 128 | Jungle | Yes | 2007 | 1 | Close air distance, two entrances into natural, positional imbalances, bad ramps, asymmetric. | ||||||
80 | Gauntlet TG | 1.0 | MSL | 2 | 128 | 128 | Desert | Yes | 2003 | 0-1 | This is what we call a Blizzard map. There are so many tight chokes that moving an army along the already overly long rush path is a pain in the @$$. No actual natural, but a somewhat safe, though far by ground, gas base below the starting point. | ||||||
81 | Geometry | 1.0 | KeSPA | 4 | 128 | 128 | Space | Yes | 2007 | 1 | Very imbalanced map with an odd main layout, double entrance natural, excessive terrain features. | ||||||
82 | Glacial Epoch | 1.0 | 4 | 128 | 128 | Ice | Yes | 2000 | 1 | Heavily outdated map with imbalances, bad ramps, chaotic design. | |||||||
83 | Gladiator | 1.1 | 4 | 128 | 128 | Twilight | Yes | 2022 | 2020 | 2-3 | Reverse ramp at main. Probably the highest quality/least bugged among KeSPA-era maps. AIST1, AIST3 | ||||||
84 | God's Garden | 1.0 | KeSPA | 4 | 128 | 128 | Jungle | Yes | 2009 | 2 | Considered imbalanced at the pro level. Pocket natural. No bases outside of starting 3 per player. Relatively wide natural. | ||||||
85 | Gold Rush | 0.95 | ASL | 3 | 128 | 128 | Desert | Yes | 2018 | 1 | Neutral Eggs and Assimilator gates blocking backdoor, require mineral walk and can be permanently turned into islands. | ||||||
86 | Gold Rush | 1.1 | ASL | 3 | 128 | 128 | Desert | Yes | 2018 | 1 | Neutral Eggs and Assimilator gates blocking backdoor, require mineral walk and can be permanently turned into islands. | ||||||
87 | Gorky Island | 1.0 | WCG | 4 | 128 | 128 | Ice | Yes | 2005 | 0 | Awkward, outdated, semi-island map. | ||||||
88 | Grand Line SE | 2.2 | KeSPA | 4 | 128 | 128 | Desert | Yes | 2010 | 2 | Fairly modern map with mineral-blocked island bases. | ||||||
89 | Great Barrier Reef | 1.0 | 3 | 128 | 128 | Twilight | Yes | 2010 | 2021 | 1 | Improved version of El Nino, has oddly positioned and shaped mineral lines that block potential paths around the map a la Outsider. | ||||||
90 | Ground Zero | 1.2 | KeSPA | 4 | 128 | 128 | Ash | Yes | 2019 | 2-3 | Very minimalist layout | ||||||
91 | Ground Zero (Neo) | 2.0 | KeSPA | 4 | 128 | 128 | Ash | Yes | 2019 | 2-3 | BASIL | ||||||
92 | Guillotine (Neo) | 2.1 | 4 | 128 | 128 | Desert | Yes | 2005 | 1 | Outdated but playable. | |||||||
93 | Hall of Valhalla (Neo) | 2.0 | 4 | 128 | 128 | Jungle | Yes | 2002 | 0 | Island mains and expansions. No additional resources in starting area. Positionally imbalanced. Siegeable expansions. | |||||||
94 | Hannibal | 1.1 | KeSPA | 4 | 128 | 128 | Jungle | Yes | 2008 | 0 | Tiny mains, was designed for 2v2 play. | ||||||
95 | Harmony (Sword in the Moon) | 2.1 | iCCup | 4 | 128 | 128 | Jungle | Yes | 2009 | 0-1 | Neutral buildings blocking an expo in the main that also has a ramp, double bridge, double entrance mains, but plausibly playable. | ||||||
96 | Harmony (Neo) | 2.1 | 4 | 128 | 128 | Jungle | Yes | 2009 | 0-1 | Neutral buildings blocking an expo in the main that also has a ramp, double bridge, double entrance mains, but plausibly playable. | |||||||
97 | Heartbreak Ridge | 1.2 | KeSPA | 2 | 128 | 96 | Jungle | Yes | 2015 | 2022 | 2022 | 1 | Blocking minerals/buildings around side of map, default pathing gets stuck | ||||
98 | Heartbreak Ridge | 2.1 | iCCup | 2 | 128 | 96 | Jungle | Yes | 2015 | 2022 | 2022 | 1 | Blocking minerals/buildings around side of map, default pathing gets stuck. Also, this is definitely a dublicate. iCCup map versions differ in nothing but the overwritten map description. | ||||
99 | Heartbreak Ridge (Neo) | 2.1 | KeSPA | 2 | 128 | 96 | Jungle | Yes | 2015 | 2019 | 1 | Blocking minerals/buildings around side of map, default pathing gets stuck. AIST2 | |||||
100 | Hitchhiker | 1.1 | ASL | 2 | 128 | 96 | Ice | Yes | 2020 | 2020 | 1 | Significant use of blocking buildings. |