Index
Ladders
New micro maps proposal
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
Rounds 3 - 4: Early pool ling all-in
Rounds 5 - 6: Baneling nest opener
Rounds 7 - 8: Switching tech from lings to roaches
20 Speedlings + 5 Roaches
Rounds 9 - 10: Ravager rush
PvP
Rounds 1 - 2: Early game
Rounds 3 - 4: Adept harass defense practice
Rounds 5 - 6: Meat shield for stalkers
Rounds 7 - 8: Mixed unit composition
5 zealots, 4 adepts, 3 stalkers
Rounds 9 - 10: Blink rush all-in
TvT
Rounds 1 - 2: Early game
Rounds 3 - 4: Hellion harass defense practice
Rounds 5 - 6:
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 6 zealots + 4 adepts
6 zealots + 4 adepts 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
15 Roaches + 1 Overseer
Upgrades : Burrow, Roach Speed (Glial Reconstitution), Tunneling Claws
Note : The Overseer dies if no Roaches are alive.
Rounds 3 - 4
8 Roaches with Roach Speed (Glial Reconstitution), 8 Hydralisks with Muscular Augments
Rounds 5 - 6
6 Roaches with Roach Speed (Glial Reconstitution), 6 Ravagers, 6 Hydralisks with Muscular Augments
Rounds 7 - 8
6 Roaches with Roach Speed (Glial Reconstitution), 6 Hydralisks with Muscular Augments, 4 Infestors (starting with 100 energy)
Rounds 9 - 10
6 Roaches with Roach Speed (Glial Reconstitution), 6 Hydralisks with Muscular Augments and range, 4 Infestors (starting with 200 energy), 16 Zerglings with Metabolic Boost
Abilities : Infestors have Fungal Growth and 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
20 speedlings 8 speed banelings vs 8 stalkers, 2 sentries (full energy)
Rounds 3 - 4
20 speedlings, 9 hydras vs 9 zealots, 2 archons
+1 zealot when protoss attacks
Rounds 5 - 6
8 speed roaches, 4 ravagers, 6 speed hydras vs 7 adepts (with resonating glaives), 4 blink stalkers, 2 immortals
+1 adept when protoss attacks
Rounds 7 - 8
8 speed roaches with burrow and tunneling claws, 6 speed hydralisks, 2 infestors (100 energy), 2 overseers vs 9 blink stalkers, 2 dt with blink, 1 warp prism, 2 observers
-1 roach when protoss attacks
Rounds 9 - 10
16 speedlings 5 speed roaches, 3 ravagers, 6 speed hydras, 4 infestors (full energy, neural parasite enabled) vs 7 charge zealots, 5 blink stalkers, 2 immortals, 2 high templars, 2 sentries (full energy)
-3 zerglings when protoss attacks
TvZ
Rounds 1 - 2
3 marauders (Concussive Shells) + 2 blue flame hellions vs 19 speedlings
21 speedlings vs 3 marauders (Concussive Shells) + 2 blue flame hellions
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
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