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1 | Map Name | Map Description | Anonymous Judge | MiloOnFire | Agaton | Marras | Skypirinha | Superouman | Volumin | Zuratu | Enekh | TOTAL VOTES | AVERAGE POINTS | |||||||||||||
2 | Koliada | Koliada is a four player map that was created to achieve a slightly different form of 4p maps. The shape of the map repeats the Koliada Slavic symbol. | 0 | 0 | Note: Receiving 4 points means a map was voted as a judges FAVORITE map. Receiving 3 points means the judge had it as their 2nd favorite, 2 points as their 3rd favorite, and 1 point as their 4th favorite. If you have questions regarding how scoring works, view the original thread! | |||||||||||||||||||||
3 | Theoria | Theoria is a 2p rush map with an aim to create an aesthetic chess board in real time. | 0 | 0 | ||||||||||||||||||||||
4 | Eternal Dream | Eternal Dream is a 2p map with a slight 4p map feel to it. It features 4 cliff levels and 16 bases total. There are rocks that can be destroyed to open up some paths around the map. No overlord pillar at the natural. | 4 | 1 | 3 | 4 | 1 | 13 | 1.444444444 | 1st Place | Tiebreaker- Had more votes (5) than sealed fate (4). | |||||||||||||||
5 | Stewart's Ravine | Small map with windy ravine that is used to cross the map. Rocks block various paths through it. A Xel'Naga Tower watches a portion of the ravine. The only alternative paths to the ravine are at the very top and bottom of the map. | 0 | 0 | ||||||||||||||||||||||
6 | Future Funk | This map has four high ground expansions with respectable chokepoints, but securing a fifth and a sixth base will pose a challenge to players. Destroying the rocks will be crucial for mobile armies to gain control over the middle part of the map. Two Xel'Naga towers help to spot move-outs towards the triangle third, and run-byes passing by the gold base, but don't account for army movement in the middle of the map. | 2 | 3 | 5 | 0.5555555556 | ||||||||||||||||||||
7 | Ravensburg | A regular sized map with a rush distance on the lower end of standard maps, but bases are further apart from each other and more vulnerable to ground and air attacks, creating lots of opportunities for all races to be aggressive. Main has a big reaper ledge. Some small Debris choke up some entrances into bases and some big debris block off some passages in the cental areas of the map. | 1 | 1 | 0.1111111111 | |||||||||||||||||||||
8 | Golden Forest | It's a medium-size map with major tension focused around the open low ground expansion, which is located on the direct attack path towards the natural and the main base. This map has many different routes and attack angles, and alongside two Xel'Naga towers, promotes an active playstyle. Corner bases have an ambiguous nature, and with limited mobility (unless the debris next to that base is taken down), will favour a player who secures it faster. | 1 | 1 | 4 | 6 | 0.6666666667 | |||||||||||||||||||
9 | Tropical Sacrifice | Two temples have three bridges between them providing direct paths. Control the long and narrow bridges or be forced to go around from sides. | 1 | 4 | 2 | 7 | 0.7777777778 | |||||||||||||||||||
10 | Mystic's Mirage | Mystic's Mirage features two XNTs and AZGs that can only be accessed by smaller units. Their placement gives vision over important attack routes and can be used as shortcuts. The forward third gives great map control and is a good outpost for expanding toward the rich vespene expansion. If worried for early aggression, the linear third is the safer bet. Collapsible rocks will slow down army rotations and flanks toward the expansion at the back of the main. | 3 | 2 | 4 | 9 | 1 | 3rd Place | ||||||||||||||||||
11 | Bear's Den | Bear's Den features a layout with options of a forward 3rd with a pocket 4th (until the rocks are broken), or a more defensive 3rd and 4th base. It has distances and base defensibility that promotes macro play, but after the 4th base players must expand towards their opponent. There is a rich geyser at a 4th/5th base option. | 0 | 0 | ||||||||||||||||||||||
12 | Sealed Fate | This tall map allows players to choose their playstyle depending on how they expand. Taking bases at the front turns the map into a rush map and taking bases at the back turns the map into a heavy macro map. Like on Golden Wall, players can choose to play the map in a totally standard way and ignore the bases at the back. Main backdoor reduced mineral fields value: 15 | 3 | 4 | 3 | 3 | 13 | 1.444444444 | 2nd Place | |||||||||||||||||
13 | Heart of Darkness | Much air space around bases. Some Slow Zones in the air space around the main and natural. Slow zones on the ramp leading up to the forward base make it dangerous to attack through. A xel naga watchtower in the center on the 4th terrain level, surrounded by a slow zone and many LoS blockers is a valuable point to control. Some rocks in the upper center choke up some path initially. | 1 | 1 | 0.1111111111 | |||||||||||||||||||||
14 | Interitus | A smaller, aggressive map with two tiny ramps located outside the natural only blocked by weakened debris, begging to be blasted open. Doing so creates a small attack path that can also be used to flank the opponent. If both debris are destroyed, the rush distance is merely 30 seconds. To compensate, both the natural and third expansions are fairly tucked in. Controlling the high ground ridges is important in order to gain map control. | 0 | 0 | ||||||||||||||||||||||
15 | Seaside Resort | Bigger standard map with bit longer rush path, but more direct attack paths between thirds when player chose different expansion patterns. Map also has two more forward bases 7th and 8th that make controlling central high ground more important. | 2 | 2 | 4 | 0.4444444444 | ||||||||||||||||||||
16 | The Bone Grinder | Dig up your share of the resources on this desert facility map. The low tar pits mark a dangerous battle line, and the sprawling desert regions offer resource and positional advantages. | 0 | 0 | ||||||||||||||||||||||
17 | Superhighway | A highway of Acceleration Zones lines the centre of the map, allowing rapid movement of armies, either in attack or defence. Xel'Naga towers provide ample vision of this route however, so army movement will be easily spotted if the rest of the map is not sufficiently controlled. | 0 | 0 | ||||||||||||||||||||||
18 | Servitor | First focus on securing your highly unusual main base setup on this map. A Xel'Naga Tower allows you to maintain important vision of your base while a mineral wall allows you flexibility of movement later in the game once mined out. | 0 | 0 | ||||||||||||||||||||||
19 | Last Fantasy | Accelerator Zones cover the middle of the map. Careful! The enemy can set up ambushes with the line of sight blockers surrounding the zones. Air blockers surround the map, keeping air space the same for all spawns. Inhibitor Zone Generators occupy the space between the mains and clockwise fourth bases. All naturals can be walled with three evolutionary chambers with no creep tumors. All mains and natural mineral lines have pockets for workers. | 1 | 3 | 2 | 2 | 8 | 0.8888888889 | ||||||||||||||||||
20 | Deliverance | Angled mirrored symmetry requires expert cartography. Deliverance is at the precise size to allow for good games while also being small enough to be a rush map. | 2 | 3 | 5 | 0.5555555556 | ||||||||||||||||||||
21 | Orbital Arboretum | High in planetary orbit is a posh garden that rich kids pit people like you against eachother in. The middle is open, while the corners are more linear. You have a reduced pocket base to hold you over early on and a rich vespene base for late game fun. How will you proceed? | 3 | 4 | 1 | 8 | 0.8888888889 | |||||||||||||||||||
22 | Spacelab 2021 | A rogue space station is broadcasting without license. One of the adjutants on the station broke protocol to report this infraction and we are tasking you with finding the perpetrator and shutting down their means of broadcast. This is a life or death situation, full force is recommended. | 2 | 4 | 6 | 0.6666666667 | ||||||||||||||||||||
23 | Chaos Frontier | Chaos Frontier features a standard layout, but the choice of 3rd base has more impact than on other standard maps. The lowground 3rd is more open, but has far easier and more choked 4th and 5th base options. Taking the high ground 3rd is more easy to defend, but has a hard to defend 4th. Chaos Frontier has a double ramp leading to the triangle 3rd base that can be blocked with a double rock tower, and close together lategame bases in the corner. | 0 | 0 | ||||||||||||||||||||||
24 | Cupid | Within a vast ocean lay Cupid, a pink oasis. Map features LOS blockers in the paths down the middle, with a forward base towards the middle. There’s A low ground rich geyser base that’s difficult to hold early game, but we all know people are going to use it for cheese. | 0 | 0 | ||||||||||||||||||||||
25 | Glass Canyon | A cold Terran outpost, purple crystals grow within the unique conditions present. XNTs cover the middle passageway and passageway connected to each XNT, both are slightly out of range of each other. There is an Exposed Pocket Hybrid base, mining this will open up a backdoor into the main, hard to hold early game but sometimes worth the risk. | 4 | 4 | 0.4444444444 | |||||||||||||||||||||
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