New micro maps proposal

Main goals

  • Be purely about unit micro (No mind games)
  • Easy for new authors
  • Have enough depth to be easy to jump in but hard to master
  • Reasonably balanced matchups
  • Bot with better micro wins

Multiple maps

  • Early game skirmishes: From 5 supply up to 20 supply, extracted from one base all ins
  • Mid tech skirmishes: Up to 40 supply armies
  • Late tech skirmishes: Up to 60 units armies
  • Big armies: Up to 60 supply
  • Huge armies: 80+ supply

Map concept

  • No fog of war
  • Map ends after 10 rounds
  • On a round one bot play as attacker and the other as defender
  • On each round a new matchup is picked
  • They play the same amount of times as attacker and defender
  • A point is given to the side killing all enemy units before timer ends
  • A point is given to the defender side if they have at least one unit alive when the timer ends
  • Winner is the player with most points after 10 pairings (a tie if both players have the same amount of points)

Balance challenges

  • Fight area is a small enough playable area that defender can't just run to survive
  • Fight area is a large enough playable area that attacker can kite when needed
  • Attacker always win with perfect/equally good micro, defender wins with better micro

Map 1: Early game skirmishes matchups

ZvZ

Rounds 1 - 2: Early game

  • 24 Lings

Rounds 3 - 4: Early pool ling all-in

  • 8 drones + 8 lings

Rounds 5 - 6: Baneling nest opener

  • 14 Lings + 4 Banelings

Rounds 7 - 8: Switching tech from lings to roaches

  • 20 Speedlings + 5 Roaches

Rounds 9 - 10: Ravager rush

  • 4 Roaches + 4 Ravagers

PvP

Rounds 1 - 2: Early game

  • 5 stalkers

Rounds 3 - 4: Adept harass defense practice

  • 8 probes, 4 adepts

Rounds 5 - 6: Meat shield for stalkers

  • 4 zealots, 4 stalkers

Rounds 7 - 8: Mixed unit composition

  • 5 zealots, 4 adepts, 3 stalkers
  • 10 blink stalkers

TvT

Rounds 1 - 2: Early game

  • 10 marines

Rounds 3 - 4: Hellion harass defense practice

  • 8 scvs + 4 hellions

Rounds 5 - 6:

  • 3 hellions + 6 reapers

Rounds 7 - 8

  • 10 marines + 4 hellions + 2 marauders

Rounds 9 - 10

  • 10 marines (Stimpack + Combat Shields) + 5 marauders (Stimpack + Concussive Shells)

TvP

Rounds 1 - 2

  • 14 marines (Stim) vs 5 stalkers
  • 5 stalkers vs 13 (Stim) marines

Rounds 3 - 4

  • 10 stalkers vs 9 marauders (Concussive Shells)
  • 6 marauders vs 6 stalkers (Concussive Shells)

Rounds 5 - 6

  • 17 marines vs 7 zealots + 3 Adepts
  • 7 Zealots + 3 Adepts vs 16 marines

Rounds 7 - 8

  • 6 marines + 6 hellions vs 5 zealots + 3 stalkers
  • 5 zealots + 3 stalkers vs 5 marines + 6 hellions

Rounds 9 - 10

  • 6 zealots with charge + 5 stalkers with blink vs 9 Marines (Stimpack + Combat Shields) + 5 Marauders (Stimpack + Concussive Shells)
  • 10 Marines (Stimpack + Combat Shields) + 5 Marauders (Stimpack + Concussive Shells) vs 6 zealots (Charge) + 5 stalkers (Blink)

PvZ

Rounds 1 - 2

  • 5 Zealots vs 17 Zerglings
  • 19 Zerglings vs x 5 Zealots

Rounds 3 - 4

  • 8 stalkers vs 10 roaches on creep
  • 9 roaches on creep vs 7 stalkers

Rounds 5 - 6

  • 5 zealots + 3 stalkers vs 14 speedlings + 8 banelings
  • 16 speedlings + 8 banelings vs 5 zealots + 3 stalkers

Rounds 7 - 8: Zerg counter-attacks after adept harass

  • 14 speedlings + 5 roaches vs 4 adepts + 4 stalkers
  • 4 adepts + 4 stalkers vs 13 speedlings + 5 roaches

Rounds 9 - 10

  • on creep 11 Roaches + 3 queens (150 energy) vs 10 blink stalkers
  • 10 blink stalkers vs on creep 11 Roaches + 3 queens (100 energy)

TvZ

Rounds 1 - 2

  • 5 Marines vs 10 Lings
  • 17 lings vs 8 marines

Rounds 3 - 4

  • 5 Roach vs 11 Marines
  • 12 Marines vs 5 Roach

Rounds 5 - 6

  • 5 marauders (Concussive Shells) vs 2 queens + 15 lings on creep
  • 2 queens + 16 lings on creep vs 5 marauders (Concussive Shells)

Rounds 7 - 8

  • 20 speedlings vs 8 reapers
  • 10 reapers vs 27 speedlings

Rounds 9 - 10

  • 10 marines + 5 marauders (Concussive Shells) vs 25 speedlings + 10 banelings
  • 25 speedlings + 10 banelings (Centrifugal hooks) vs 10 marines + 5 marauders (Concussive Shells)

Map 2 Mid tech skirmishes:

ZvZ

Rounds 1 - 2

  • Zerg Units:
    • 15 Roaches
    • 1 Overseer
  • Upgrades:
    • Burrow
    • Roach Speed (Glial Reconstitution)
    • Tunneling Claws
  • Note: The Overseer dies if no Roaches are alive.

Rounds 3 - 4

  • Zerg Units:
    • 8 Roaches
    • 8 Hydralisks
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)

Rounds 5 - 6

  • Zerg Units:
    • 6 Roaches
    • 6 Ravagers
    • 6 Hydralisks
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)

Rounds 7 - 8

  • Zerg Units:
    • 6 Roaches
    • 6 Hydralisks
    • 4 Infestors (starting with 100 energy)
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)

Rounds 9 - 10

  • Zerg Units:
    • 6 Roaches
    • 6 Hydralisks
    • 4 Infestors (starting with 200 energy)
    • 16 Zerglings
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)
    • Grooved Spines (Hydralisk Range)
    • Metabolic Boost (Zergling Speed)
    • Neural Parasite

PvP

Rounds 1 - 2

  • 2 Immortals + 10 stalkers

Rounds 3 - 4

  • 7 zealots with charge, 2 Immortals + 7 blink stalkers

Rounds 5 - 6

  • 8 Stalkers + 4 zealots with charge + 2 full energy Sentries

Rounds 7 - 8

  • 6 Zealots with Charge, 4 blink Stalkers, 2 Immortals, 1 archon, 1 Warp Prism

Rounds 9 - 10

  • 8 Zealots with Charge, 8 Stalkers, 3 full energy sentry, 2 High Templar (with Psionic Storm)

TvT

Rounds 1 - 2

  • 10 marines, 4 hellions, 4 cyclones

Rounds 3 - 4

  • 20 Marines with combat shield and stim, 2 Siege Tanks

Rounds 5 - 6

  • 18 Marines with combat shield and stim, 6 Marauders with Concussive Shells, 4 Medivacs (50 energy)

Rounds 7 - 8

  • 14 Marines with combat shield and stim, 4 Siege Tanks, 2 ravens (100 energy), 1 medivac (100 energy)

Rounds 9 - 10

  • 15 Marines (combat shields and stim), 4 Marauders with Concussive Shells, 3 Siege Tanks, 1 full energy Ghost (with EMP), 3 Medivacs (50 energy)

PvZ

Rounds 1 - 2

  • Zerg Units:
    • 26 Zerglings
    • 8 Banelings
  • Upgrades:

    • Metabolic Boost (Zergling Speed)
    • Centrifugal Hooks (Baneling Speed)
  • Protoss Units:

    • 8 Stalkers
    • 2 Sentries (full energy)

Rounds 3 - 4

  • Zerg Units:
    • 20 Zerglings
    • 9 Hydralisks
  • Upgrades:

    • Metabolic Boost (Zergling Speed)
    • Muscular Augments (Hydralisk Speed)
  • Protoss Units:

    • 9 Zealots
    • 2 Archons
    • +1 Zealot when Protoss attacks
  • Upgrades:
    • Charge (for Zealots)

Rounds 5 - 6

  • Zerg Units:
    • 8 Roaches
    • 4 Ravagers
    • 6 Hydralisks
  • Upgrades:

    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)
  • Protoss Units:

    • 7 Adepts
    • 4 Stalkers
    • 2 Immortals
    • +1 Adept when Protoss attacks
  • Upgrades:
    • Resonating Glaives (for Adepts)
    • Blink (for Stalkers)

Rounds 7 - 8

  • Zerg Units:
    • 8 Roaches
    • 6 Hydralisks
    • 2 Infestors (starting with 100 energy)
    • 2 Overseers
  • Upgrades:

    • Roach Speed (Glial Reconstitution)
    • Burrow
    • Tunneling Claws
    • Muscular Augments (Hydralisk Speed)
    • Infestors have Fungal Growth
  • Protoss Units:

    • 9 Stalkers
    • 2 Dark Templars
    • 1 Warp Prism
    • 2 Observers
    • -1 Roach when Protoss attacks
  • Upgrades:
    • Blink (for Stalkers and Dark Templars)

Rounds 9 - 10

  • Zerg Units:
    • 19 Zerglings
    • 5 Roaches
    • 3 Ravagers
    • 5 Hydralisks
    • 3 Infestors (full energy)
    • -3 Zerglings when Zerg attacks
  • Upgrades:

    • Metabolic Boost (Zergling Speed)
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)
    • Neural Parasite (Infestor)
  • Protoss Units:

    • 7 Zealots
    • 5 Stalkers
    • 2 Immortals
    • 2 High Templars (with Psionic Storm)
    • 2 Sentries (full energy)
  • Upgrades:

    • Charge (for Zealots)
    • Blink (for Stalkers)
    • Psionic Storm (High templar)

TvZ

Rounds 1 - 2

  • Terran Units:

    • 8 Cyclones
  • Zerg Units:

    • 3 Roaches
    • 6 Hydralisks
    • +1 Roaches when Zerg attacks
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)

Rounds 3 - 4

  • Terran Units:
    • 6 Marauders
    • 6 Hellions
  • Upgrades:

    • Stimpack
    • Concussive Shells (for Marauders)
    • Infernal Pre-Igniter (Blue Flame for Hellions)
  • Zerg Units:

    • 20 Zerglings
    • 8 Roaches
    • +1 Roaches when Zerg attacks
  • Upgrades:
    • Metabolic Boost (Zergling Speed)
    • Roach Speed (Glial Reconstitution)

Rounds 5 - 6

  • Terran Units:
    • 6 Hellbats
    • 6 Marauders
    • 2 Medivacs (50 energy)
    • +25 Medivac energy when Terran attacks
  • Upgrades:

    • Stimpack
    • Concussive Shells (for Marauders)
  • Zerg Units:

    • 5 Roaches
    • 20 Zerglings
    • 5 Hydralisks
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Metabolic Boost (Zergling Speed)
    • Muscular Augments (Hydralisk Speed)

Rounds 7 - 8

  • Terran Units:
    • 18 Marines
    • 4 Siege Tanks
    • 1 Medivac (100 energy)
    • 1 Raven (150 energy)
  • Upgrades:

    • Combat Shields
    • Stimpack
    • Raven has its standard abilities
  • Zerg Units:

    • 9 Roaches
    • 4 Ravagers
    • 4 Hydralisks
    • +1 Ravagers when Zerg attacks
  • Upgrades:
    • Roach Speed (Glial Reconstitution)
    • Burrow
    • Tunneling Claws
    • Muscular Augments (Hydralisk Speed)
    • Grooved Spines (Hydralisk Range)

Rounds 9 - 10

  • Terran Units:
    • 15 Marines
    • 4 Marauders
    • 3 Siege Tanks
    • 1 Ghost (full energy)
    • 3 Medivacs (50 energy)
  • Upgrades:

    • Combat Shields
    • Stimpack
    • Concussive Shells (for Marauders)
    • Ghost has EMP and Cloak
  • Zerg Units:

    • 26 Zerglings
    • 6 Roaches
    • 6 Hydralisks
    • 2 Infestors (starting with 200 energy)
    • 1 Overseer
    • +4 Zerglings when Zerg attacks
  • Upgrades:
    • Metabolic Boost (Zergling Speed)
    • Roach Speed (Glial Reconstitution)
    • Muscular Augments (Hydralisk Speed)
    • Grooved Spines (Hydralisk Range)
    • Neural Parasite (Infestors)

TvP

Rounds 1 - 2

  • Terran Units:

    • 10 Marines
    • 4 Marauders
    • 4 Cyclones (3 after 5.0.14 patch)
  • Protoss Units:

    • 8 Stalkers
    • 2 Immortals

Rounds 3 - 4

  • Terran Units:
    • 6 Marauders
    • 3 Siege Tanks
    • 2 Medivacs (50 energy)
    • +1 Marauder when Terran attacks
  • Upgrades:

    • Stimpack
    • Concussive Shells (for Marauders)
  • Protoss Units:

    • 6 Stalkers
    • 2 Immortals
    • 2 Sentries (full energy)
  • Upgrades:
    • Blink (for Stalkers)

Rounds 5 - 6

  • Terran Units:
    • 10 Marines
    • 4 Hellbats
    • 6 Marauders
    • 2 Medivacs (100 energy)
  • Upgrades:

    • Combat Shields
    • Stimpack
    • Concussive Shells (for Marauders)
  • Protoss Units:

    • 5 Zealots
    • 2 Archons
    • 5 Stalkers
    • 1 Warp Prism
    • +1 Stalker when Protoss attacks
  • Upgrades:
    • Charge (for Zealots)
    • Blink (for Stalkers)

Rounds 7 - 8

  • Terran Units:
    • 15 Marines
    • 5 Hellbats
    • 3 Siege Tanks
    • 2 Ravens (75 energy)
  • Upgrades:
    • Stimpack
    • Combat shields
    • Inteference Matrix
  • Protoss Units:
    • 2 Dark Templars
    • 8 Zealots
    • 3 Immortals
    • 5 Stalkers
    • +2 Dark Templars when Protoss attacks
  • Upgrades:
    • Charge (for Zealots)
    • Blink (for Stalkers and Dark Templars)

Rounds 9 - 10

  • Terran Units:
    • 12 Marines
    • 6 Marauders
    • 2 Siege Tanks
    • 2 Ghosts (starting with 150 energy)
    • 3 Medivacs (50 energy)
    • -1 Zealot and -1 Stalker when Terran attacks
  • Upgrades:

    • Combat Shields
    • Stimpack
    • Concussive Shells (for Marauders)
    • Personal Cloaking (Ghosts)
  • Protoss Units:

    • 8 Zealots
    • 5 Stalkers
    • 2 Immortals
    • 2 High Templars (with Psionic Storm, starting with 100 energy)
    • 2 Sentries (full energy)
    • 1 Warp Prism
    • 1 Observer (for detection)
  • Upgrades:
    • Charge (for Zealots)
    • Blink (for Stalkers)
    • Psionic Storm

Proposed matchups

TvP

  • 6 marauders, 4 marines, 2 medivacs (50 energy) (stim, cs) vs 10 stalkers (blink)
  • 13 marines, 5 marauders, 3 ghosts (75 energy), 3 medivacs (50 energy) (stim, cs, concussive) vs 7 zealots, 7 stalkers, 2 high templars (75 energy), 1 archon, 1 sentry (100 energy) (blink, charge, storm)
  • 15 marines, 10 marauders, 2 ghosts (75 energy), 3 medivacs (50 energy) (stim, cs, concussive) vs 8 zealots, 9 stalkers, 2 colossi, 2 sentries, 1 archon (blink, charge, colossus range)

TvT

  • 32 marines, 8 marauders, 6 vikings, 5 medivacs (50 energy), 1 liberator, 1 raven (stim, cs, concussive, interference matrix, advanced ballistics, 2/2 bio) vs 33 marines, 4 tanks, 6 vikings, 2 medivacs (stim, cs, 2/2 bio)
  • 27 marines, 3 marauders, 1 raven (100 energy) (stim, cs, interference matrix) vs 23 marines, 3 tanks, 2 vikings (stim, cs)
  • 4 cyclones, 2 hellions, 1 medivac vs 4 reapers, 2 cyclones, 1 marauder

Other

  • Roach/Ravager vs bio tank with all upgrades enabled
  • Banshees vs Blink stalkers + observer
  • Banshees+Vikings vs Speedy Hydras + Overseers/infestors
  • Banshees+Vikings vs marine + cyclone + raven
  • Blink Stalkers vs regular stalkers
  • Blink Stalkers vs Siege Tank + Marines
  • Blink stalkers vs Speedlings
  • DT's + Blink stalkers vs Siege Tank + Marine + Raven
  • DT's + observer vs lings + hydras + infestors

Changelog

Alpha 1

  • Round match flow

Alpha 2

  • New matchup per round
  • Respecting Race when choosing matchups
  • Map increased to match current micro map size
  • More matchups
  • Previous matchups adjusted to have at least 3 units

Alpha 3

  • Score on timer title
  • New PvT matchups
  • Delay when round ends by kills
  • Messages between rounds

Alpha 4

  • Extending time when defender unit dies
  • Fixing liberator unit type
  • Adjusting some matchup numbers

Alpha 5:

  • Tier 1 test matchups
  • Matchups can have creep
  • Matchup selection not random anymore
  • Minor random on spawn position
  • 1 second delay when map ends

Version 1:

  • Removed debug messages
  • Extending timer when any unit dies, was only incrementing when attacker dies
  • Included on AI Arena map pool

Version 2:

  • Fixing extend timer conditions
  • Adjusting balance