Ladder Map Updates

Ladder Map Updates

We’ve recently made several updates to the 1v1 and 2v2 ladder map pools. A list of those changes is included below, as well as a bit of insight into why they were made.

1v1

  • (4) Backwater Gulch ramps have been re-positioned so that expanding to your natural is now slightly easier. We believe this will promote more mid/late gameplay on this map.
  • (4) The Shattered Temple has had an issue corrected that was previously allowing stalkers to blink from one main base to another using the center high ground.
  • (4) Shakuras Plateau has been added back into the 1v1 ladder map pool, but several changes have been made to its design to address previous balance concerns (detailed further below).
  • (4) Tal’darim Altar has been added, but several adjustments have been made to its original design (detailed further below).

Player feedback is incredibly important to us, so we decided to bring back Shakuras Plateau due in large part to popular demand by the community. There were two issues with this map, however, that we wanted to address before adding it back into the ladder pool (issues that we felt were severe enough to merit the removal of the map in the first place). The first issue was that the horizontal starting locations were extremely unfair in TvZ matchups (in favor of terran), and the second issue was that players only had one path to navigate around the map’s center.

To help correct these balance issues, we’ve made the following changes to its layout:

  • The backdoor ramp and rocks leading into main base have been removed to address the horizontal start location issue.
  • Two rocked-off ramps have been added leading from the 6 o’clock and 12 o’clock expansions towards the middle to create an alternate path in the mid/late game to navigate around the center of the map.
  • The rocks by the center Xel’Naga Towers have been removed. We were noticing that if these rocks were there, it became very difficult to utilize the new rocked off-paths in the middle of the map (due to how difficult it was to clear out the Xel’Naga Tower area).

We feel the changes we’ve made will allow this player favorite to return as a strong ladder map and are looking forward to seeing new strategies develop.

Addition: Tal'darim Altar

Back in February, we put up several new maps on the PTR for testing, during which time we explored their strengths and weaknesses. In addition to making improvements to some of the test maps before putting them on the live ladder rotation, we also decided to explore adding user-made GSL maps to our own ladder. Tal’darim Altar stood out due to its macro-heavy layout, well-protected natural, solid Xel’Naga Tower placements, and variety of harassment options. We had some concerns about certain aspects of the map’s design, though, and have therefore made the following changes:

  • The high ground area near the center Xel’Naga Tower is now larger. This makes it easier to tell if units on the lower ground can see up.
  • The size of the area around the second expansion has been increased. We noticed that a lot of fights tend to occur in this area of the map, but that the area itself was just too narrow to allow for decent mid-sized battles.
  • Added a path for cliff walking units just outside of the natural expansion leading into the starting base. With this addition, we believe that players will be less likely to just sit back and defend their natural.
  • The size of the ramps leading to the natural and second expansions has been increased, as they were a bit too narrow and easy to defend previously.
  • Several short line-of-sight blockers have been removed. We felt that many of these LoS blockers were just too short and exposed to be effective.
  • The second expansion has been changed to include full minerals, but destructible rocks have been added to compensate for this base's increased value. We want players to be able to plan their strategy on an expansion-per-expansion level, not on a mineral patch-for-mineral patch level. We also feel that partial resources can be a confusing way to balance maps for many players and, in general, it's not something we want to do for normal ladder play.
  • The shrub area around the third expansion has been extended. The original area suffered from the same issue as most of the short LoS blockers, but we also thought it would be cool to extend it so that attacking this expansion becomes slightly more difficult when air units are not in play.

2v2

  • (4) Omega Sector has been removed from the 2v2 ladder map pool.
  • (4) Discord IV has been added back into the 2v2 ladder map pool to replace Omega Sector.
  • (4) Khaydarin Depths starting bases have been slightly redesigned. The ramps leading out from the bases have been repositioned to face the nearby natural high-yield expansion, and the nearby shrubs have been removed.

We keep a close eye on the strategies our players use in each of the ladders pools and, lately, we’ve seen fast speedling + hellion strategies becoming extremely popular in 2v2. While we feel this strategy is legitimate, we’re concerned that it’s being used too frequently and starting to dominate the bracket. The changes we’ve made should help tone down the use of this particular strategy on certain maps, and players not playing a terran/zerg composition will now also be able to veto the remaining three maps where this sort of strategy can still be really effective.

In the meantime, we’re going to continue watching 2v2 matches closely to see how these changes play out. While we’re confident that the updates will help improve 2v2 ladder games overall, we’re not opposed to making additional balance changes in the future to keep ladder play fair and challenging.

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Comments (49)

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Ghost #1563
Ghost
06/05/2011
mog

omg
omg
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Uppsala #341
Uppsala
04/05/2011
lD :D XD ;D ^^
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FreeThinker #605
FreeThinker
03/05/2011
hi i FreeThinker pls i code 605
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KING #107
KING
28/04/2011
how can I update my game with new maps?
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Tokamak #535
Tokamak
30/04/2011
@KING: you already have them.
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DyingFetusPH #890
DyingFetusPH
16/04/2011
hi there.
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termanator #139
termanator
13/04/2011
i do like these maps they are quite new and fresh however i would have kept the older maps in as i was out of my water when this patch happened =( but a gd overall job blizard keep it up
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iSilver #751
iSilver
24/03/2011
Great new maps and changes! Still hoping that Slag Pits will be changed/removed though.
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Moip #133
Moip
24/03/2011
Agh, they still left the evil, anti zerg map, slag pits....:(
I couldn't even get near the foes base because there wall is positioned soooo well, far away, tight ramp, and an expo tied round the edge where a planetary fortress would make you scream "gg...GG!"" in agony
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Lemontime #314
Lemontime
24/03/2011
Shakuras Plateau >< no, the most boring map of all returns, otherwsie Blizzard, your maps are fantastic and l love you desgin team
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Sathuros #345
Sathuros
24/03/2011
I love the (new?) map Cinder Fortress! Me and my two friends was playing the map for the first time in 3v3 ladder yesterday and we focused hard on going for rush, then we realized it was more fun to play with various kinds of tactical gameplay. I think the longest (and funniest!) match was almost one hour long!
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SolidRasmus #712
SolidRasmus
24/03/2011
Nice seeing Blizzard promoting Macro gaming. :) Those rush maps where starting to get a bit tiresome. Great job. I also dig the Tal'Darim Altar map alot. Already been there a couple of times, and it is just awesome for long macro games.
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Marsupian #816
Marsupian
24/03/2011
Too bad blizzard changed the 3rd expansion on Tal’darim Altar. The original setup promoted much better play and made a 3 base turtling protoss a lot less scary.
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niilzon #753
niilzon
24/03/2011
great for the GSL map import ! and the rest as well by the way :)
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SpiderVoid #176
SpiderVoid
24/03/2011
Good job of bringing in one of the gsl maps!
I play all of them vs my clan where im in and vs random people.
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Good job Blizzard !
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OverVoid #221
OverVoid
24/03/2011
That's good.
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ProbeRush #195
ProbeRush
24/03/2011
Awesome new patch! :D
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BeefMcStud #437
BeefMcStud
24/03/2011
Yeah, I would definetly like to see some new 3vs3 and 4vs4 maps. The new 4vs4 is great, but some more would be fun.
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RedSnake #587
RedSnake
24/03/2011
Shakuras Plateau back are u kidding me... why don't they just delete that disgusting thing >:(
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MythLastbil #889
MythLastbil
24/03/2011
@RedSnake: Because it's the best map ever made :D
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Deflow #347
Deflow
24/03/2011
I'd still love if crevasse and terminus was added, terminus is sooo awesome.
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UsbDrake #218
UsbDrake
24/03/2011
@Deflow:
Yeah can't agree more, have seen thous maps in the GSL and I whould love to play them.
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HrBanan #169
HrBanan
24/03/2011
Bring back Desert Oasis! :O
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Deathscythe #614
Deathscythe
24/03/2011
I still like to see more 3vs3 maps.. although there is now one new map, I'd like to see Blizzard say something about their future plans for 3vs3maps.
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MythLastbil #889
MythLastbil
24/03/2011
Loving the gsl map, and the new Shakuras! <3 thanks for giving my favorite map back :D
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TeSLa #612
TeSLa
24/03/2011
Tal’darim Altar is so hard for T in TvP. by the time you get to Z;s base they have 200 supply army after you killed a max supply in the middle of the map
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DiehardNoob #888
DiehardNoob
01/05/2011
@TeSLa: TvZ*?
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Scourge #325
Scourge
24/03/2011
While having our win/lose ratio would be great, I suppose it was removed to address the issue of high ranked players losing games on purpose to go to lower ladders to farm achievements? Or am I missing some other reason for this?
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imPermanenCe #433
imPermanenCe
30/03/2011
@Scourge: No, it's to prevent low level players from getting demotivated over their losses.
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KarlSpaat #517
KarlSpaat
24/03/2011
Thx for removing this @**%ing omega sector :D.

And would you please add some large 8 player maps to the 2v2 ladder??? The maps are pretty small and double Protoss deathball favored.
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Bamsethebear #946
Bamsethebear
23/03/2011
Thank you blizzard for adding GSL map in map pool. Hope for more in future!! But where did my win/lost ratio go???
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BraveHeart #839
BraveHeart
23/03/2011
Hellions? That's a great idea >:9

What was I doing going bio, so weak and slow stim now.
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nreo #679
nreo
23/03/2011
"The first issue was that the horizontal starting locations were extremely unfair in TvZ matchups (in favor of terran)"
NO %@!% SHERLOCK
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Gevurah #473
Gevurah
23/03/2011
Love the fact that GSL maps are entering the Ladder domain! Thanks Blizzard, awesome work!
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MoskoPwR #840
MoskoPwR
23/03/2011
the taladrim map is really nice, except in PvP, in which the 4gate is even more powerful! (sentries have almost no power since no ramp)
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DeLiriuM #628
DeLiriuM
23/03/2011
Adding Terminus Re would be great! :)
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Duncan #921
Duncan
23/03/2011
I like the new map i just played on :)
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thedarkdream #133
thedarkdream
23/03/2011
And there is a new 3v3 map, they seem to have forgotten about it :)
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Tendoi #752
Tendoi
23/03/2011
All is nice about the maps now.