http://s.163.com/15/0126/17/AGTF88K800314Q8K.html
Vaani Research Station
Very interesting inside-natural map, by the looks of it the imba Protoss seems to be invincible: a very easy expansion. It looks a two-player version of Alterzim Stronghold. How can other races deal with it? (Let's not talk about the convenience of Medivac drop and the 180° for Mutas to cut in here)
Enter the game, look at the entrance to the third.....and the terrain..
'Circled a ring!!! Causing a 60-supply difference' (Xiaose in WCS China trailer, see at + Show Spoiler +
http://v.youku.com/v_show/id_XODcwNDM1MjUy.html
I supposed every Protoss now has had this kind of experience. Your high-quality army supported by a comfortable 2-base economy gets surrounded in the middle of the map. Or get slaughtered by a endless concave when trying to open a third.
It is absolutely the worst for the Protoss to be forced to fight in open terrain.
PvZ: This map is the third to veto. If you don't like vetoing maps, please choose nexus first then go into 2-base all-in. You could choose a Forge opening and build a wall to be safe. Opening a third is not testing the Protoss's skills. It is testing whether the Zerg has ANY knowledge of the game.
Luckily 2-base all-in is rather powerful on this map. The mapmaker left a 'left to live' route. Going all the way on the far left. Attacking at the bush near your opponent's third. There is a crater makes Force Fields very powerful and easy. It also makes surrounds difficult. Small ramps to the main also make base trades difficult. Fighting near the crater poses imminent threat to Zerg's economy. If you end up there successfully, you may win the battle with less army with Force Fields and the help of the terrain. Unless the Zerg has a lot of Spines. In a word, if you don't want to frustrated by Zerg's surround, just be greedy and use multi-sentry all-in!
PvT: There isn't a single new map where PvT is easy. Small ramps make Terran defend more easily. 2-base economy can be running with ease. They won't be forced to lift their base. And Stargate openings are therefore much weaker; and Terran will be better in economy. For Terrans with good map adaptability, TvP relies heavily on Medivacs anyway. Early game is not very important to them; Medivac drops are what matters. But it happens that inside naturals make drops very convenient (Alterzim, Nimbus, to name a few). Defence against drops on this map is only a little easier than on Nimbus. The open space around the third is the most troublesome part for the Protoss. A lot opted for Phoenixes+Colossi (for Terran to counter:+ Show Spoiler +
http://www.teamliquid.net/forum/sc2-strategy/469897-guide-translated-xy-how-to-deal-phoenix-colossi
PvP: Narrow ramp means that you're betting money on your opponent making mistakes if you use super-easy all-ins. Very little pressure to go 1-gate expansion. Stargate as the first tech is the mainstream. Blink Stalkers are OK but it is hard to choke your opponent to death at once. You need to catch the chance to kill as many sentries as possible if you don't won't go to late stages.
As for mid-late stages, I say only that you would exhibit a lot of confidence if you choose Colossi.
Cyan for Protoss (1): + Show Spoiler +
http://www.teamliquid.net/forum/starcraft-2/476554-new-ladder-map-analysis-cyan-for-protoss-1
Cyan for Protoss (3): (Upcoming)
Cyan for Protoss (4): (Upcoming)
Sakya for Zerg: (Upcoming)
HunteR for Terran: (Upcoming)