| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Submitter | Map Name | Dimensions | Public Description | Features Description | CharacteR | MiloOnFire | Skypirinha | Zuratu | Agaton | Enekh | Marras | Total Pts | AVG Pts | Place | Tiebreaker? | ||||||||||
2 | Agaton | Equilibrium | 172x116 | A Macro map with many bases close to each other. The entry in front of the forward third will likely be a focal point until the rocks gets destroyed and rotations and flanks becomes easier. A rich expansion is nearby, but the area is exposed as it also serves as a pathway. | A low ground rich expansion (6 rich patches and 1 rich geyser) is located in front of the low ground third. The area also serves as a path that connects the high- and low ground area. Destructible rocks splits the entry to the high ground third and makes rotations much longer. Once destroyed, it opens up a second entry to the triangular third as well as a path down to the low ground expansion. A watch tower in the upper center can assist in scouting. | 7 | 7 | 6 | 4 | 24 | 3.43 | 3rd Place! | Tiebreaker loss- had less votes (4) than Eldeyja (5). | |||||||||||||
3 | anarchay | Fondness | 134x134 | Fondness features a unique diagonal symmetry layout. Players have the option for a pocket 4th to the bottom corner, or a riskier third rewarded with a 4th close to the Xel'Naga tower, and access to an up for grabs top corner base. Active map control is incentivized with LoS blockers and rock towers. | Gold base in the top left corner is available to one player only due to symmetry. | 0 | 0.00 | |||||||||||||||||||
4 | anarchay | Mantra of Scorpions | 136x132 | Mantra of Scorpions features a path extending around the edges of map, enveloping the outer areas and bases. This makes your 3rd base choice a hard one, but with proactive defense of the outer path bases are defensible. | N/A | 4 | 2 | 6 | 0.86 | |||||||||||||||||
5 | anarchay | Thornhill Pass | 140x140 | Thornhill Pass aims to create a balanced standard game where the corner bases are ambiguous, and where the center of the map changes based on player action. Players can destroy rocks to gain access to a Xel'Naga tower on the platforms next to the center, and rock towers can be leveled as well. | Xel'Naga tower on either platform next to the middle, not accessible until destructible 6x6 rocks are destroyed. | 0 | 0.00 | |||||||||||||||||||
6 | CharacteR | Maple Ridge | 152x152 | The middle is covered with los blockers, ramps, rocks, speed zones, and a xelnaga tower that overlooks most of it. Close spawn rush distances are short, however, the natural choke is tight and expansions are plenty. | 2 building natural wall off (think Deathaura/Eternal Empire). Central xel'naga tower. 8 speed zones, (4 closer to the center, 4 farther). many ramps, rocks and line of sight blockers throughout the middle, fully or partially overlooked by the xel'naga tower. 20 Standard mineral bases. | 5 | 5 | 10 | 1.43 | |||||||||||||||||
7 | CharacteR | Antuvak Forest | 128x124 | The map becomes more open and direct as rocks are taken down. 2 watchtowers overlook the outside lanes and give short forewarning of enemy attacks, but also provide high ground vision up the side-central ramps. | 2 central speed zones surrounded by los blockers, a kantu cross styled center, 2 wide ramp blockers in the middle and 4 wide rocks on outside paths. 2 xel'naga towers keeping watch of the outside pathways | 1 | 3 | 4 | 0.57 | |||||||||||||||||
8 | CharacteR | Eco-System | 124x124 | Eliminate all threats to this closed Ecosystem! While expansions are fairly closeby, they also become considerably closer to your opponent. Mining the golds and taking out the rocks will open up the map. | 1 standard reverse gold mineral wall base per side with 1 gas blocked by 5x5 rocks, but protected from the back by rocks and los blockers. 6 standard yield bases per side. 14 bases total. sets of rocks in los blockers below the corner base ramps. | 6 | 4 | 4 | 4 | 2 | 20 | 2.86 | ||||||||||||||
9 | depressed_marauder | Zebulun | 148x146 | A map that was created in order to change definition of taking third. An additional path at the natural that allows you to play in a variety styles. | mineral wall at the bottom of natural base. 5 patches, 10 minerals each. | 3 | 3 | 0.43 | ||||||||||||||||||
10 | depressed_marauder | Thurisaz | 144x148 | Thurisaz is a casual macro oriented map. | N/A | 0 | 0.00 | |||||||||||||||||||
11 | depressed_marauder | Naphtali | 148x136 | A map that possibly provides the three options to take your third base. The pocket base. The base is close to rich vespene geysers. And the third base at the front. Which is a rush base. | 1. mineral wall 6 patches, 15 minerals each one. 2. mineral line 4x15 minerals and destructible debris. | 2 | 2 | 0.29 | ||||||||||||||||||
12 | Legan | Eldeyja | 132x138 | Northern volcanic island where you start high up on a glacier and expand on high ground towards lower ground on sides. With four cliff levels there are a lot of ramps. | N/A | 2 | 3 | 6 | 6 | 7 | 24 | 3.43 | 2nd Place! | Tiebreaker win- had more votes (5) than Equilibrium (4). | ||||||||||||
13 | Legan | Amethyst Esker | 138x134 | Medium sized map with rake base layout. The middle is more open while the corners are very limited with pathing. | N/A | 1 | 6 | 1 | 8 | 1.14 | ||||||||||||||||
14 | Legan | Blooming Valley | 140x140 | A blooming valley between two glaciers starts from the top of glaciers and expands towards the valley. The four cliff levels give bases good defensive positions towards the middle. | N/A | 1 | 5 | 3 | 9 | 1.29 | ||||||||||||||||
15 | Marras | Moondance | 128x140 | Moondance is a map with a lot of bases but a short rush distance. A pocket third offers players a safe expansion but it has less mineral nodes than a regular base and only one gas geyser. | 9 bases per player, pocket base has 6 mineral nodes and one gas, other bases are standard. Rush distance is short. There are rocks on some of the ramps and los blockers on the lowground areas. No fancy features. | 5 | 7 | 1 | 7 | 7 | 27 | 3.86 | 1st Place! | |||||||||||||
16 | MiloOnFire | Vermilion | 142x134 | Choosing an expansion pattern on this map is crucial in maintaining a defensive position. The bases become progressively more spread out, harder to defend, and closer to the enemy the longer the game goes. | Forward triangle base with gases inside the mineral line, Two Xel'Naga towers, Gold base with 6 mineral nodes, Big open areas confronted with small chokepoints, Backdoor reaper jumping spot, The forward base is a defensive anchor once it's been established, but it's hard to secure against early aggression. | 0 | 0.00 | |||||||||||||||||||
17 | MiloOnFire | Golden Forest | 142x120 | It's a medium-size map with safe linear expansions, but a hard to establish open triangle base located next to the high ground, which is a perfect spot for a siege. This map promotes careful positional playstyle and encourages players to fight for vision and map control. | Forward triangle base with gases inside the mineral line, Two Xel'Naga towers, Ambiguous corner bases, Restricted movement in the early game before the rocks in the centre are destroyed, Open areas are meant to allow Zerg to contest the siege, Short vertical paths contrast with long horizontal paths. | 4 | 2 | 2 | 3 | 1 | 6 | 18 | 2.57 | |||||||||||||
18 | OmniSkeptic | Monastery | 158x132 | Despite its ostensibly large size, this macro map's corner bases' tight corners means players that keep their army out of their base and on the map will have an advantage. Being out of position is damaging due to a never-before-seen opposed main/nat ramp and a choked-out high ground third. While the low ground third is closer to the enemy and doesn't provide additional air protection for the main, it rests next to a natural spot for friendly unit rallies and more easily allows for concaves against attacking forces. | Hybrid base in the corner, high ground 3rd has non-standard mineral line, unbuildable but pathable zone below main ramp, adjusted pathing at bottom of main ramp. | 0 | 0.00 | |||||||||||||||||||
19 | Patches | Golden Hills | 150x134 | A Rich Planet, Miners flocked to the booming world as gold was discovered. The Triangle Third opens up a path to the main, Rich Minerals can be found below the corner base, exposed but worth the risk. | Triangle Third opens up ramp to main, rich base below corner base. Many LOS blockers around the center and near the corner ramp. | 2 | 2 | 0.29 | ||||||||||||||||||
20 | Patches | Cupid | 130x148 | 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 | Interesting high ground base towards the center, LOS blockers along the middle path, low ground rich geyser base, AZG in center of map and on the sides in unpathable areas. | 0 | 0.00 | |||||||||||||||||||
21 | Sha | Vinlandsaga | 152x122 | This map has an easy macro setup, where it promotes more safe standard expansion route. However if a player wishes to expand to other areas of the map or is forced to do so, he can either destroy the rocks or mine the mineral wall at the ramp entrance to the natural which have 35mineral value per mineral cluster. | 3 entrances to the natural, mineral wall at the natural with 35 minerals. | 0 | 0.00 | |||||||||||||||||||
22 | Sha | Underworld | 126x146 | This map was made with slightly bigger map bounds than Kairos Junction, but the way the map was designed is a bit different. It has a lot of bases and a lot of paths that surround those many bases. Third bases are also easier to collapse onto than Kairos Junction so the map can be played both in macro and rush. Most of the paths are rather narrow and surround the bases making smaller armies easier to maneuver. | N/A | 0 | 0.00 | |||||||||||||||||||
23 | Sha | Mediterranean | 142x148 | Pretty standard map but with large map bounds. Features very tucked in triangular third base which usually sets up player for more aggressive approach as it makes you expand towards your opponent, or standard safer linear third. Its modernized Catalyst approach layout, but with a lot more bases and expanding pattern eventually forces you to expand towards your opponent. | Another interpretation of Catalyst layout with way more bases (18 in total) and features a lot wider paths and more attack angles to compensate for its increased size. The map is just plain standard with maybe early bases being closer to one another and waaay better triangular third base position unlike Catalyst (leaning more towards Blueshift in this regard) There isnt much else to say about this map. | 3 | 7 | 3 | 5 | 1 | 19 | 2.71 | ||||||||||||||
24 | Skypirinha | The Heart of Darkness | 156x136 | The heart shape creates much air space around bases, which has some inhibitor Zone Generators slowing down air units. The two third base options provide an interesting decision for players. When the large rocks are taken out the rush path shortenes drasically. | Inhibitor zone generator in the air space around main nat and the foreward third limit air unit harassment potency. xelnaga tower in the middle provides a lot of vision which is otherwise obstructed by the many los blockers close by , therefore a valuable position. The rush path shortens when the large rocks in the upper center is taken out. | 4 | 4 | 0.57 | ||||||||||||||||||
25 | Skypirinha | Place of Henry E. Quaevase | 152x144 | A huge line of debris creates a large pocket area only accessible from directly in front of yout natural. Chose expansion wisely and think about opening up one of the lines of debris to get an advantage. | A lot of debris creating a huge pocket area, which can be walled off completely with a foreward wall. | 0 | 0.00 | |||||||||||||||||||
26 | Skypirinha | Emerald Princess | 144x128 | While early bases are easy to take, it will get considerably more difficult to take further bases, The debrise in the middle block a quick path across. | 4 terrain levels grant a bit more defenders advantage to early bases. later bases are way more difficult to hold. destroying the large debrises increases manouverability in the centre consiberably. single ich geyser half base on the diagonal axis some accelleration zones to speed up movement in areas which are important later on. | 5 | 5 | 0.71 | ||||||||||||||||||
27 | Timmay | Canis Majoris | 172x144 | Wow! Four Player map with special features. Such levels. Can zoom towards your opponent in cross positions. Send Doge. | All spawns are enabled (cross only 4p are just bad 2p maps). Mineral wall patches have five minerals each. | 6 | 5 | 11 | 1.57 | |||||||||||||||||
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