Reconnaissance Report: Lost Temple

Reconnaissance Report: Lost Temple

Welcome to the Reconnaissance Report, your official look into the maps of StarCraft II: Wings of Liberty. To kick off the series, this week's featured map is Lost Temple, an original StarCraft favorite recently revamped and ready for action.

Located on the jungle planet of Bel'shir, the ancient ruin of Lost Temple is a multiplayer map capable of supporting up to four players. It's characterized by four possible starting locations, two Xel'Naga towers, two island expansions, two high-yield expansions, and plenty of high ground from which to attack and defend against enemy forces.

Situated in the upper-right and lower-left quadrants of the map, all four starting locations on Lost Temple feature narrow choke points that are great for defending against enemy attacks. Just beyond these choke points are natural expansions, guarded by slightly wider choke points and accessible cliffs, allowing players to grow their economies quickly and without much travel.

In the middle of the map, players can control up to two Xel'Naga towers to expand their view of nearby terrain and perhaps gain sight of an enemy's movement. Two island expansions and two high-yield expansions are also available in the upper-left and lower-right quadrants of the map. Players keen on tapping these highly sought after resources, however, must traverse a ravine or break through a wall of destructible rocks to reach them.

With all these elements in play, Lost Temple proves to be an exciting map for both new and veteran players, opening the field to numerous strategies. To get a bearing on those tactics and to see what's popular in the StarCraft II community, we'd like to hear from you. What sort of daring builds and maneuvers do you use when playing on Lost Temple? Do you rush the enemy's base? Expand early? Defend and push for air? Let us know!

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Comments (24)

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BroodingHero #709
BroodingHero
8/4/2010
In the Warcraft 3 version of Lost temple, the bottom base has the expansion on the left, unlike this SCII version. Make a note of it!
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Nameless #568
Nameless
8/2/2010
Maps that more easily allow for Terrans and Protoss to have the time needed to build early aerial units such as Banshees and Void Rays are absolutely killing Zerg players. The Zerg gets massacred by early Banshees and Void Rays because they have to bust out a Pool, Lair, and Hydralisk Lair just to get any sort of anti-air. Zerg almost ALWAYS get set back early if the enemy brings air units in the beginning. I'd like to see some more ground-based maps without barricades and such to completely screw the Zerg initial strength over.
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Beardhammer #764
Beardhammer
8/2/2010
@Diiphron: A couple of Queens can easily handle fast Banshee or Void Ray hits. For something more significant, you'll have had plenty of time to field Hydralisks.
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Bazoozle #678
Bazoozle
8/1/2010
I love quickly getting Banshees and getting them behind the bases to take out the workers and hopefully taking down the CC/Nexus/Hatchery. If I'm lucky, I can set 'em in a spot where they're out of minerals and they can't rebuild. If not, the Cruisers come in for the coup de grâce.
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undyinglight #398
undyinglight
7/31/2010
I like to expand and go for big macro Protoss.
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SiLeNtdeatH #313
SiLeNtdeatH
7/31/2010
good map:)..find it easy as toss to 2gate rush or even DT rush:)
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Altiier #791
Altiier
7/31/2010
I always start of with a barracks and a supply depot-bunker at my choke. I then upgrade my barracks to get reapers, make some reapers, upgrade their weapons and boost packs and go for their economy
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TheBoors #470
TheBoors
7/31/2010
More reports from non beta maps please xD!
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Sorenjai #528
Sorenjai
7/31/2010
I always start off with a double gate and scout the enemy's base. If I see teching I usually go straight for the throat, but if its a rush or turtle, I expand to the high-yield mineral base by dropping a nexus right next to the rocks and go from there.
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Deriboy #321
Deriboy
7/31/2010
Rush to build 2 stargates and two voidrays while making stalkers and zealots from 2 gateways.
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GeeZeRFroG #807
GeeZeRFroG
7/31/2010
don't BLINK or you might miss all those stalkers anialating your base
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Archon #889
Archon
7/30/2010
Tech to air, mass and harass to kick their ass. :)
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Shanghikid #112
Shanghikid
8/3/2010
Thats how I play :)
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Nikelbag #845
Nikelbag
7/30/2010
fear the cliff climbers
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CoinDrop #990
CoinDrop
7/30/2010
I play pretty conservatively as a player in quickmatches on lost temple. I find the expansion (as a terran) is fairly easy to defend and I have relatively easy access to the cliff as well but I have found I am not prone to abusing my opponent on it yet. I think I might need a few more games before I figure out all the nuances. So far it is one of my top 3 league quick match maps though = )
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Optimism #444
Optimism
7/30/2010
I have just been doing the campaign so far and its not too shabby, I think it could of had a little more story line so far with the screen plays but so far I am enjoying the game and the old school starcraft memories.
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nice map
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Mute #381
Mute
7/29/2010
Love the interesting high ground opportunities that this map gives. Watch out, your natural expo may be easy to secure but the nearby high ground makes you vulnerable to all sorts of nastiness like colossi, blinking stalkers, medivac drops, siege tanks, etc.
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Zeonredcomet #480
Zeonredcomet
7/28/2010
LT is my absolute fav from the original game. Its almost all i ever played like most everyone else. Its all about the block and then air if your terran OR a M cubed rush. I have yet to play it in SC2 though so we will see.
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Capitaine #534
Capitaine
7/28/2010
yea, he's a noob unfortunately
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Wolf #385
Wolf
7/28/2010
Wouldn't recommend using Christoph's advice. Once it's scouted, it's so easy to tech straight to air and kill the Terran forces.
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Christoph #630
Christoph
7/28/2010
with terran on this map you can lift off cc right at start and tech to banshees, make sure to reaper harass with a proxy barracks to make up the lost time for flying it and hopefully they wont have enough air by the time you've massed an air army that you can harass their mineral lines constantly, if you want to expand take the other island with an early 2ndary CC
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HPOT #768
HPOT
7/30/2010
@Christoph: As Zerg, the moment I realize you lifted to an island, I'll expand like a mad man all over the map; containing YOU with hydras which I can have up in massive numbers with no end in sight.

Even if your reaper harass is moderately successful, your lack of opportunity for a followup attack will still allow me to quickly expand and out-macro you many times over.
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Dakkon #991
Dakkon
7/27/2010
LT is nice for locking up the middle with tanks on the ridges, or even putting up some cannons if you doubt they will go air or drop on your base. Obviously you don't want to rely on containing them for too long, but because of the limited narrow paths on this map, it is more feasible than most others.