2014 Ladder Season 2 – Ladder Map Update

General Discussion
Today we published updated versions of two maps for the 2014 Season 2 Ladder map pool. The changes that were made on these versions were to address a few bugs that were identified after the maps were released. Here is a summary of the upcoming changes.

Merry Go Round
  • Corrected an issue where air space surrounding the starting bases was inconsistent.
  • Corrected an issue where mineral collection rate was inconsistent between the starting bases.
  • Corrected a minor art issue found in some starting locations.

Waystation
  • Added destructible plates to the bottom of the starting base ramps.

With Season 2 right around the corner, these will be the last changes that that we expect to make to the maps for now. We’re happy to see that the overall reception has been quite positive on these maps, and we’re looking forward to getting them added to the ladder map rotation next week.

Thanks to everyone who has provided feedback and playtesting!
are you guys gonna fix the mineral patches for all bases?
I think island should have rocks or something to prevent terran from abusing easy base
thank you for the update!

Are these map updates available in the custom games?
04/10/2014 05:17 PMPosted by AVIONBLADE
thank you for the update!

Are these map updates available in the custom games?


Yes. The updated maps are currently available for play in the Custom Games section, and will be added to the ladder map pool when the new season begins next week.
04/10/2014 12:28 PMPosted by Psione
Today we published updated versions of two maps for the 2014 Season 2 Ladder map pool. The changes that were made on these versions were to address a few bugs that were identified after the maps were released. Here is a summary of the upcoming changes.

Merry Go Round
  • Corrected an issue where air space surrounding the starting bases was inconsistent.
  • Corrected an issue where mineral collection rate was inconsistent between the starting bases.
  • Corrected a minor art issue found in some starting locations.

Waystation
  • Added destructible plates to the bottom of the starting base ramps.

With Season 2 right around the corner, these will be the last changes that that we expect to make to the maps for now. We’re happy to see that the overall reception has been quite positive on these maps, and we’re looking forward to getting them added to the ladder map rotation next week.

Thanks to everyone who has provided feedback and playtesting!


LOL

Yeah, those GSL maps would be *awful*.
Why not make way-station's only spawn-location top and bottom.
Seems way better to have the map with solid spawn-positions than hoping for that 50% chance of getting the right positions.

Also think most people prefer a longer map than a small map since there are already so many of those.
04/11/2014 01:07 AMPosted by Acronym
Why not make way-station's only spawn-location top and bottom.
Seems way better to have the map with solid spawn-positions than hoping for that 50% chance of getting the right positions.

Also think most people prefer a longer map than a small map since there are already so many of those.


Having two different spawn points makes this map almost two maps that will play different depending on spawn locations.
04/11/2014 01:13 PMPosted by Aristarcus
04/11/2014 01:07 AMPosted by Acronym
Why not make way-station's only spawn-location top and bottom.
Seems way better to have the map with solid spawn-positions than hoping for that 50% chance of getting the right positions.

Also think most people prefer a longer map than a small map since there are already so many of those.


Having two different spawn points makes this map almost two maps that will play different depending on spawn locations.


It will also mean every Zerg ever vetoes this map in all tournaments and on ladder. Close spawn waystation is the new Yeonsu.
04/11/2014 06:30 PMPosted by Ciaus
It will also mean every Zerg ever vetoes this map in all tournaments and on ladder. Close spawn waystation is the new Yeonsu.


Same thing for toss. Two base all-ins for toss on the close spawns will be horrible and taking a third versus either terran or zerg way too difficult; whereas the terran gets nearly a free third.
It is not a "free" third. Have you seen the games played on it? I don't think I've seen it taken once with any success. It's simply far to easy to destroy through air, and any resources you use to defend it are resources that you no longer have in your army. It's a good strategic decision, the kind of decisions that make the game worth it.
04/12/2014 12:25 AMPosted by Lannister
It is not a "free" third.
let me just make some void rays to kill your 3rd. wait lol
Waystation short cross spawn (i.e. w/ island nearby) requires expanding to 3rd behind 2-base aggression. This is because this spawn configuration gives you a map with a very open center and short rush distance. You have to play this map aggressively short spawns. My feeling is the short spawn does not favor Terran over Toss as Blink can reach the islands via the original mains, and there's a lot of general blink space to the main. There's also a lot of space for reaper scouts to get in. Both would be favored over Zerg short spawn. Short spawn feels similar to Scrap Station without the rocks blocking the short rush path.

Long spawns are different. Expanding south down the left side or north up right gives you a 3rd base with a ramp that opens essentially into your natural. It's so defensible that the long spawn configuration favors Zerg. 2-2 roach max builds are crazy good on these long spawns (and aren't too shabby w/ at least 1 macro hatch short spawn). Aggression with similar timing is equally efficient. The downside for zerg is the middle is not as open due to the split hallways from the center to the long spawns, with the caveat that dual hallways do allow for neat surrounds when planned properly.

Overall, the map has more balance going long spawn. Less blink space, less reaper scouting, easier 3rds and longer rush distance yield a more macro intensive play style. The short spawns are not as balanced (islands and terrans, substantially more blink space, no easy 3rds unless you tech to get the island), and require aggressive expand strategies.

Looking at pro games right now, the meta is shifting away from large army battles in the mid-game and more toward a harass based agro style. The new maps play into this trend quite well.

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