The map pool for the upcoming season of GSL has been announced. Ohana has been removed and replaced with a brand new map, Bel'Shir Vestige (벨시르 잔재) by Crux_EastWindy. The map pool change will occur starting from Code S Round of 32.
2012 GSL Season 5 Map Pool (listed in order as specified in announcement) GSL Whirlwind GSL Cloud Kingdom GSL Entombed Valley GSL Antiga Shipyard GSL Daybreak GSL Abyssal City GSL Bel'Shir Vestige
New map: GSL Bel'Shir Vestige, by Crux_EastWindy
2 Player Map Tileset: Bel'Shir (Jungle) Size: 124×144 Starting locations at 5 and 11 o'clock All expansions 8m 2g except for the central two expansions which are 5m 1g (standard yield)
Description (Translation from the announcement): Bel'Shir Vestige has main paths located on the two central hills with a faster road available through the center when the destructible rocks are destroyed. As the game progresses the Xel'Naga watch towers see increased usage so it is expected that engagements will occur focused on control of the center of the map, but as there are detours available one cannot become complacent even with such control. Battles in the center of the map between main armies as well as multi-pronged attacks through the detours can be expected from this map.
That map seems really interesting, and the fact that the both low min / gas expos are in the middle, gives a bit more dynamic into the game, hope this map goes well
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I'm not so sure about the middle rocks/XN towers position of Vestige. It came more natural at daybreak. This highground towers together with the fact that it seems like an up vs down situation there in contrast to the left/right on Daybreak make me wonder if this feature will be successful.
pencil_ethics New Zealand. October 23 2012 21:29. Posts 171
On October 23 2012 21:30 Arachne wrote: I don't think Toss can beat a zerg on this map
Edit: Hang on, does anyone see this as Daybreak, except the spawns have been swapped with bottom left to top left, and top right to bottom right? Its like the whole map has been rotated 90 degrees.
Rocks in the middle, xelnaga giving sight of the rocks, a pocket 3rd just outside the nat, a 3rd long the side, a 4th further down from the 3rd, etc etc
1. See a map for the first time 2. Making sweeping generalization
Map looks great and the pool is fantastic overall. I am a Z and I hate Antiga but I know it can create some interesting games -- not every map needs to favor us.
See map 1st time, Look at map, look at ramps, see multiple large access points to where protoss's 3rd can be, analyze likelihood of toss making mutiple 4 gateway walls, cross reference with the distance of the natural's minerals to the main's minerals to the likely location of the 3rd, and the distance to those mineral's, predict Muta from zerg most games vs toss, see toss scrambling to hold muta play, leaving two base timings as the stronger option, realize that toss 2 base timings have been mostly figured out, even the dreaded 2 base sentry immo push,