ABCDEFGHIJKLMNOPQ
1
Map NameFileOrgPlayersWidthHeightTileset1.16.1ProAIIDECoGSSCAITAISTBASILSCHNAILRating 0-3AI Notes
2
3
8153,24128128JungleYes20070Island map except for tiny ramps
4
Alchemist1.03128128BadlandsYes200520200-1"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
Allegro1.1ASL4128128BadlandsYes20222-3Backported to 1.1.6.1
6
Alternative1.1KeSPA212896TwilightYes20101Neutral buildings blocking expansions, mineral blocking high ground island expansions that allow you to siege tank into main
7
Andromeda1.0iCCup4128128SpaceYes2017202020221Mineral-only expansion between main and natural; 2 island bases with mineral block; Neutral building wall in main
8
Andromeda1.2KeSPA4128128SpaceYes201720221Mineral-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Another Day1.03128128IceYes20040-1Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups.
10
Arcadia II2.024128128BadlandsYes201520202Standard 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
Arizona1.0MSL4128128DesertYes20051Outdated 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)1.01MSL4128128DesertYes20051Wide open natural choke, and has path-blocking minerals that could confuse unsuspecting AI...
13
Arkanoid (Neo)2.04128128DesertYes20220All paths blocked by neutral buildings. Three entrances to main. Expansions blocked by neutrals
14
Ashrigo1.04128128AshYes20010Heavily outdated island map with bad pathing and shitty map balance. Straight trash.
15
Athena II2.03128128JungleYes200920121Wide-open natural. Really small mains. Super imbalanced competitively, both in terms of position and racially.
16
Avalon0.924128128IceYes20151Fairly 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Avant Garde II2.04128128IceYes20030-1Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups.
18
Azalea1.0WCG4128128JungleYes20101Heavily outdated with shitty natural wall options that are really far away.
19
Aztec1.13128128JungleYes201120222-3Reverse ramps may be a problem but given that we already have those I think this is fine. Fairly modern and standard.
20
Aztec (Neo)2.0KeSPA3128128JungleYes2011202220212-3Reverse ramps may be a problem but given that we already have those I think this is fine. Fairly modern and standard.
21
Aztec (Neo)2.1KeSPA3128128JungleYes2011202220212-3AIST2, AIST4 (Not sure which version it used; refer to https://drive.google.com/file/d/1wSMLSurBo8P-XCqHYb6crb71BeS9jMyx/view )
22
Battle Royal1.0KeSPA2128128IceYes20090Assimilator destruction to path through shenanigans, too short air distance = Z favored.
23
Beltway1.1KeSPA4128128BadlandsYes20112-3Neutral 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
Benzene1.1KeSPA2128112SpaceYes2020202220221Default pathing gets stuck on neutral building along side of map. AIST2
25
Bifrost III3.0212896TwilightYes20041Notoriously weird map that is now simply outdated to boot.
26
Blade Storm1.54128128TwilightYes20031Super outdated, absolute joke in modern play environment.
27
Blaze1.04128128DesertYes20000All 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)2.04128128DesertYes20010Just as badd as the older version…
29
Blitz II2.0MSL212896SpaceYes20071-2
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 Ridge1.2KeSPA212896JungleYes20192-3
31
Bloody Ridge2.1iCCup212896JungleYes20192-3I think this newest version is actually originally the Afreeca version with slight updates: https://910map.tistory.com/34
32
Bloody Ridge (New)2.0KeSPA212896JungleYes20192-3
33
Blue Storm1.2iCCup212896TwilightYes202120201-2Narrow natural choke where not all units can pass
34
Byzantium II2.34128128TwilightYes20092Newest 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
Camelot1.6ASL212896SpaceYes20171-3Unusually placed neutral buildings, need testing to know whether it matters
36
Carthage III3.02112128JungleYes20092Fairly modern map but the choke is also fairly large IIRC; would be unwieldy for modern play IMO.
37
Central Plains1.2KeSPA3128128JungleYes20100-1
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 Reaction1.0KeSPA2128112TwilightYes20121Weird neutral building shenanigans, behind-the-main stuff, possibly weird pathing, but a fairly modern map all things considered.
39
Chariots of Fire1.1KeSPA4128128AshYes20070Weird 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
Charity1.04128128TwilightYes20030Island map, with no additional bases/resources in starting area, basically unplayable for Zerg in particular and "not Protoss" in general.
41
Chupung-Ryeong2.1KeSPA296128JungleYes200920202Fairly modern map but again has siegeable cliff expos and potential for some really bad pathing feels inevitable.
42
Circuit Breaker1.0iCCup4128128SpaceYes202220222022202220212-3AIST2, AIST3, AIST4
43
Colosseum II2.04128128DesertYes20092Unusual 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 Breach2.01STPL3128128TwilightYes20200Updated 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 Isles1.03128128DesertYes20020Outdated 3 player island map
46
Crossing Field1.34ASL212896JungleYes20202-3AITT1
47
Dahlia of Jungle1.0WCG4128128JungleYes20050-1Very dated. Lacks a safe 2nd gas. Centre has very little space.
48
Dante's Peak SE2.04128128JungleYes20112-3
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 Stone1.04128128AshYes20000Island mains and bases. Heavily outdated.
50
Demian1.0ASL3128128BadlandsYes20172-3Could 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 Forest1.03128128BadlandsYes20080
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 Fox1.033128128DesertYes20060A 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
Desperado1.04128128SpaceYes20071Double 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
Destination1.1KeSPA296128BadlandsYes20102022202020221Expansion/path blocked by mineral. Long choke at natural. Double choke at natural
55
Detonation F1.02128128BadlandsYes20040Very old and outdated, and somewhat weird, with direct main-to-main path blocked by low-yield mineral fields (pathing hazard).
56
Dream of Balhae1.04128128JungleYes20040Island 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
Dreamliner1.012128112TwilightYes20101
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
Eclipse1.16.1ASL2128112BadlandsYes202220222-3Backported to 1.16.1, Twilight tileset.
59
Eddy1.02iCCup128128TwilightYes201920212-3Low ground mains, AIST2, AIST4. Can download from https://drive.google.com/file/d/1wSMLSurBo8P-XCqHYb6crb71BeS9jMyx/view
60
El Nino1.03128128IceYes20090Really 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 Circuit2.1iCCup4128128SpaceYes20141Default pathing gets stuck on neutral building
62
Electric Circuit (Neo)2.1KeSPA4128128SpaceYes201420131Default pathing gets stuck on neutral building
63
Empire of the Sun1.04128128JungleYes2011202220222Relatively standard map with mineral-blocked island expos which are also cliffable. Relatively open natural, rampless main.
64
Empire of the Sun (New)2.04128128JungleYes20112Relatively standard map with mineral-blocked island expos which are also cliffable. Relatively open natural, rampless main.
65
Enter the Dragon 20041.5212896JungleYes20041Heavily imbalanced map with outdated natural formation, cliffable exit to main, and island bases.
66
Estrella1.0WCG4128128DesertYes20100Really old, and really island, with no 2nd ground base to take, thus very imbalanced for Zerg.
67
Eye in the Sky1.04128128IceYes20040-1Let's just agree on outdated, imbalanced, somewhat quirky and requiring non-standard defensive setups.
68
Eye of the Storm1.0iCCup4128128JungleYes20182-3
69
Eye of Typhoon1.04128128JungleYes20101Double entrance natural with one of the entrances being double bridge.
70
Face Off1.02128128DesertYes20030-12p, non-island edit of Indian Lament. No natural, very tight. Completely outdated and imbalanced in modern play.
71
Fantasy1.04128128JungleYes20081Eldritch Lake
72
Faoi2.1iCCup4128128JungleYes20081Fairly standard map with a relatively large natural entrance, hard-to-defend 3rd, and mineral-blocked island bases.
73
Fighting Spirit1.3KeSPA4128128JungleYes202220222022202220212
74
Fighting Spirit1.3iCCup4128128JungleYes202220222022202220212AIST2, AIST3, AIST4
75
Forbidden Zone (Neo)2.04128128SpaceYes20020Main is an island, natural is wide open, odd shape for 3rd bases in center. Imbalanced.
76
Forte (Neo)2.14128128SpaceYes20051-2Pretty 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 SE2.0KeSPA4128128JungleYes20111Relatively standard rampless main and natural but there are bases that are accessible via air and mineral walk only.
78
Gaema Gowon (Sin)2.14128128AshYes20021Outdated cliffable natural, cliff can be accessed via ramp (meaning technically 2 entrances to natural), asymmetric.
79
Gaia1.1WCG4128128JungleYes20071Close air distance, two entrances into natural, positional imbalances, bad ramps, asymmetric.
80
Gauntlet TG1.0MSL2128128DesertYes20030-1
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
Geometry1.0KeSPA4128128SpaceYes20071Very imbalanced map with an odd main layout, double entrance natural, excessive terrain features.
82
Glacial Epoch1.04128128IceYes20001Heavily outdated map with imbalances, bad ramps, chaotic design.
83
Gladiator1.14128128TwilightYes202220202-3Reverse ramp at main. Probably the highest quality/least bugged among KeSPA-era maps. AIST1, AIST3
84
God's Garden1.0KeSPA4128128JungleYes20092Considered imbalanced at the pro level. Pocket natural. No bases outside of starting 3 per player. Relatively wide natural.
85
Gold Rush0.95ASL3128128DesertYes20181Neutral Eggs and Assimilator gates blocking backdoor, require mineral walk and can be permanently turned into islands.
86
Gold Rush1.1ASL3128128DesertYes20181Neutral Eggs and Assimilator gates blocking backdoor, require mineral walk and can be permanently turned into islands.
87
Gorky Island1.0WCG4128128IceYes20050Awkward, outdated, semi-island map.
88
Grand Line SE2.2KeSPA4128128DesertYes20102Fairly modern map with mineral-blocked island bases.
89
Great Barrier Reef1.03128128TwilightYes201020211Improved version of El Nino, has oddly positioned and shaped mineral lines that block potential paths around the map a la Outsider.
90
Ground Zero1.2KeSPA4128128AshYes20192-3Very minimalist layout
91
Ground Zero (Neo)2.0KeSPA4128128AshYes20192-3BASIL
92
Guillotine (Neo)2.14128128DesertYes20051Outdated but playable.
93
Hall of Valhalla (Neo)2.04128128JungleYes20020Island mains and expansions. No additional resources in starting area. Positionally imbalanced. Siegeable expansions.
94
Hannibal1.1KeSPA4128128JungleYes20080Tiny mains, was designed for 2v2 play.
95
Harmony (Sword in the Moon)2.1iCCup4128128JungleYes20090-1Neutral buildings blocking an expo in the main that also has a ramp, double bridge, double entrance mains, but plausibly playable.
96
Harmony (Neo)2.14128128JungleYes20090-1Neutral buildings blocking an expo in the main that also has a ramp, double bridge, double entrance mains, but plausibly playable.
97
Heartbreak Ridge1.2KeSPA212896JungleYes2015202220221Blocking minerals/buildings around side of map, default pathing gets stuck
98
Heartbreak Ridge2.1iCCup212896JungleYes2015202220221Blocking 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)2.1KeSPA212896JungleYes201520191Blocking minerals/buildings around side of map, default pathing gets stuck. AIST2
100
Hitchhiker1.1ASL212896IceYes202020201Significant use of blocking buildings.