http://s.163.com/15/0126/17/AGTF88K800314Q8K.html
The difficulty to open a third and keep it running generally determines a map's Protoss-friendliness. But how do new ladder maps go?
Expedition Lost
The only map I consider advantageous to Protoss. In early stages, all-ins are made easy by the existence of destructible rocks leading to the main. Static defence became harder to hold up. Xel'naga Towers cover a higher portion of the map than usual. Protoss can feel safe so long they see what is happening around the rocks and controlling the Towers. Wrapping zealots into opponents' gold base might surprise them.
PvZ: It is a map that protoss could be active, rather than passive, in choosing the strategy. Any types of all-in could give Zerg enormous pressure. Zergs can only expand horizontally. But very few Force Fields are needed to cut them into two halves or keep them away. Defending will bring Zerg army back and forth. Even if they decided to base their strategies on 2 bases. There is still a rock to work with.
If Protoss chooses to go macro, then they just give up the advantage. Base trades would be very effective, even though mutas don't have very good spots to cut in. Because of the terrain, Protoss would be on very heavy pressure to defend or open a fourth. And as we know, the gold base never belongs to Protoss.
So, I suggest using 2-base all-in, which is easy and effective.
PvT: It is not very good to get PvT on this map. But why did I say this map is 'advantageous'? Because other maps are simply unplayable. Rocks make harassment a lot easier. Also, you must expand horizontally, which still gives Terran countless choices to attack. Worst of all, there is a space as large as the cosmos between the natural and the third, where vikings can shoot colossi with little interference. Rocks are easier for Terran to destruct. Also, because Terrans usually control the Xel'Naga Watch Tower, Warp Prism's outside Pylon's lives became a lot harder. Terran can have advantage in terrain and vision control on this map. So the best choice is things like fast Immortal push, 2-base Immortal push, Oracle→Void Ray push and blink Stalker all-in. Blink Stalkers can also pin down your opponent's army. Besides, 2-base Immortal/Colossus all-in could be effective, as well. However, Medivac could make things difficult.
PvP: In mirrors, the only things the map can influence is early-stage strategy choice and the tech tree. On this map, outside buildings are easily scouted because of its plainness. Solving things up at an early stage is recommended, given the path directly to the main. Oracles do not have good spots to cut in if your opponent sit on one base. Twilight Council opening is the popular way in PvP, and should be more advantageous on this map. Even if you opponent choose to go Oracle→Expansion→Immortal, they need to worry about the path to the main, which is a grave vulnerability, making this map much riskier to expand.
If things went into later stages, given the narrowness of this map, it looks Colossi are hugely favoured on this map. However, Chargelots, Immortals with Archons still have their places. They can work with Wrap Prism to obtain you much lead. You can harass the main with Zealot+Stalker with Wrap Prism, forcing your opponent reinforce from his main army. Then you ambush his main army at between the natural and the third. Mission accomplished.
Even if you opponent gets a lot of Colossi, you can still play the same trick, and ambushing his Colossi with Tempests at ramps. There are a lot obstruction on the map that his army can approach your Tempests.
To sum up, this is a very imbalnced Map in terms of attack/defence. The one on the offensive is always in the active. It is a very interesting and belligerent map. (only playable map)
Cyan for Protoss (2): + Show Spoiler +
http://www.teamliquid.net/forum/starcraft-2/476976-new-ladder-map-analysis-cyan-for-protoss-2
Cyan for Protoss (3): (Upcoming)
Cyan for Protoss (4): (Upcoming)
Sakya for Zerg: (Upcoming)
HunteR for Terran: (Upcoming)