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Map Analysis

Steven Stinson edited this page May 8, 2013 · 5 revisions

http://legionbot.blogspot.com/2012/09/analysis-results-for-sscai-2012-maps.html has the maps broken up based on some dude's algorithm based on Skynet's algorithm. Not BWTA, but still useful for determining strategy.

MAP STRATEGIES:

Benzene (2): Two player map, so only one path to eventually push. Third gas base is most likely the one on the opposite corner; despite the fact that it seems like a long way you don't really need to worry about that much surface area (the bridges in front of the bases is sufficient. This map is difficult aggressively but has a lot of bridges and chokepoints so spider mines can be effective for zoning where the army is.

Destination (2): Similar to benzene, except the third base is even easier to take, and the map is a bit more open in the middle (though obviously divided into by the bridges in the middle).

Heartbreak Ridge (2): Pushing here is difficult as there are two paths (the circle of "ridges" around the center base), and the other team's army could easily ignore your slow push and just circle around you. This could be mitigated by liberal usage of spider mines on the other path and faster pushing strategies.

Aztec (3): Main base is on a lowground; if we can secure a highground area outside of it (there seems to be a couple near the natural but actually outside of its area on some of the starting locations), it would be very strong as it threatens both the natural expansion and the main base from a position which can only be effectively accessed from the natural expansion. There is a somewhat easy to take third base in the middle area of the map as well, so we can play both aggressively and passively on this map.

Tau Cross (3): Cliffs above the natural expansion can be abused with tank drops. No highground areas besides this means we have to use generally good positioning here instead of trying to secure highground areas. It's possible to cover four bridges and have four bases as a result, making this a good passive map.

Andromeda (4): Huge map, very difficult to play fast and aggressive on. Island expansions that we can secure without needing drop tech, which cannot be killed without flying units or drop tech.

Circuit Breaker (4): Very open center, difficult to access the three bases around the main base (though one is a mineral only base). Going to be hard to execute a slower push on this map, though sieging and controlling the access points out of those three bases is very difficult to break.

Empire of the Sun (4): Center is interestingly shaped with a highground ridge ring. Third base is somewhat defensible, though it has a highground we can siege it from easily.

Fortress (4): Wide open map, very few highground areas. Hard to do a slower push here. Has island-ish expansions, but you have to mine out minerals blocking their placement. Bases beyond two are difficult to hold.

Python (4): Prototypical huge, wide open map. Very hard to take third bases and execute a slower push. Have to play fast and be aggressive.

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