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Blood Bath

From Liquipedia StarCraft Brood War Wiki


[e][h]Blood Bath
Map Information
Tileset:
Space Platform
Size:
64x64
Spawn Positions:
4 at 1,5,7,10


Description[edit]

Blood Bath is a famous Blizzard map. The map quote is "A bloody little war". It is a 4 player, 64 by 64 sized flat map, separated by bridges that lead into the center, so distances between mains are uncomfortably short. Because of this, build orders emphasizing rushing or defending rushing are used rather than macro heavy or fast expand build orders commonly seen on larger maps. It is uncommon that a game on Blood Bath reaches the late game. The map relies heavily on harassing and defending in the early game in order to set you up for the mid game where you can commit to a tech and/or expand.

The map puts an emphasis on micro, timing, and build order more so than other maps which have larger distance which create a buffer of safety out of purely time and distance. This requires players to be more consistent, and means that even little mistakes hurt that much more, since scouting is so much easier and faster.

Positional Imbalances[edit]

The original map has many minor positional imbalances. Because of the small map size, these are somewhat more relevant than normal maps. (This is why there are fan made maps listed further down the page to address most of these issues)

  • The mineral configurations are not all equally fast, particularly bad is the bottom left.
  • Some mineral configurations allow buildings and units to go behind them, but not all.
  • The gasses are not all equally harassable (bottom left is protected, others are exposed).
  • Side mineral patches are different distances to main (distance mining is viable, so this matters)
  • Side mineral patches are different distances to bridge (relevant to Zerg which may want a hatchery at bridge for sunkens).
  • Side minerals can be seen across the gap in some positions but not all (useful for worker drill).
  • Side minerals are not all equally harassable across the gap (try storming from bottom left to hit right side's minerals for example)
  • The middle area is not centered, bases are different sizes (smallest is bottom right).
  • In some positions, but not all, tank range can completely cover adjacent bridges.
  • Terran can properly wall in (with 1 rax and 2 depots) versus zealots and greater in 2 positions (top left and bottom left). In the third (top right) it can, but marines will spawn outside. In the fourth it takes 3 depots.
  • Terran can zergling wall (rax,depot,acad) in 2 positions (top left and top right). But top right still suffers from outside spawning marine.
  • The base shapes are different. If you cannot secure your bridge (which is common early game), it is much easier to defend a skinny base like the top right than a wide base like the top left.

Common Strategies[edit]

Zerg[edit]

  • 4-5pools These are always a threat, and the basis of most build orders' timings.
  • 9pool speed and it's variations are fairly safe in every match-up. It offers early map control and harassment opportunities.
  • Overpool and 12 pool are less used because they are far too slow versus all in rushes.
  • 9hatch 9pool is an option but seems to be very vulnerable to early game harass and rushing.
  • A Typical Zerg game consists of: Early speedlings, Lurker Tech, Expansion, Hive tech (usually defiler).

Terran[edit]

  • 8 Barracks-9depot 10 bunker near CC is the standard safe build that counters 4pool
  • 9 Barracks 10 depot 10 bunker is the more standard variation which defeats 5pool. (you must have excellent micro to deal with 4pool rushes and will be severely weakened) Economically it is better versus more standard builds such as 9pool or 10gate.
  • 8-9 Barracks wall ins are also an option versus Terran and Protoss. (due to the speed of scouting though, it is sometimes difficult to finish the wall and/or create a refinery)
  • Typical Terran game consists of Bunker/Wall in, M&M/Mech, Expansion, Slow push and dropship play.

Protoss[edit]

  • 8pylon 10/12 2gate protoss is the standard build. (a few probes with your first couple of zealots is necessary to defend early ling harass or rush)
  • 8pylon 9-10 gate with a battery and additional pylon is much safer when scouting a 4-5pooling zerg.
  • Forge first builds can be used but are not suggested because of the lack of map control. (it makes it hard to take your bridge later and often allows the opponent to simply expand or tech)
  • Typical Protoss game consists of Zealots, Canons, Storm/Obs, Expansion, Zealot/Goon with tech-drops.

Fan Made Improvements (Maps)[edit]

Fans of Blood Bath have created their own balanced versions of the map.

  • New Blood Bath Advance 1.37 by SpoR, keeps the map's original shape, but balances mineral configurations and Terran wall in consistency.
  • Blood Bath 2.23 by flag, is a symmetrical reshape of the map. Because of this it is much more positionally balanced, but also less true to the original blood bath design.

Notable Features[edit]

  • The map's main feature is the simplicity and size. Each base has their resources and it's bridge. The bridge leads to an unbuildable solar array middle area with a crashed meteorite doodad in the center. The map is only 64x64 making it the most commonly played map of its size (and arguably the most balanced).
  • Each main base has 8 starting crystals (1500 each) and 1 Geyser (10,000 each) with 2x3 side minerals (3000 each). In the long run, this is like 2 bases in one.
  • Gameplay consists strongly around rushing/harassing and defending early on and then scouting and teching accordingly in order to counter the build of the opponent or to gain a foothold on the middle and/or another base.
  • The map often plays back and forth between players fighting for the middle area, much like a 'king of the hill'. The middle ground is tight and dangerous and is the key route to anywhere on the map. Very valuable terrain. This is especially notable in team games, where often the players are just trying to control the middle in an effort to 'divide and conquer'.
  • The close air proximity makes slow air units such as Carriers and Battlecruisers very deadly on this map. The lack of gas and bases reduces this threat considerably.
  • The narrow pathways and gaps offer excellent harassing and raiding opportunities via Lurkers, Sieged Tanks, Archons, Reavers, Plague, Dark Swarm, and Storm. Many claim the map is imbalanced because of this alone.
  • Due to the lack of natural expansions and geysers many standard openings will not work as well (such as muta rush, corsair opening, or Dropship tech-rush)
  • Due to the tightness of the map many unit massing strategies are countered by teching and defending (ex; SK Terran doesn't stand a chance vs a standard lurker build)
  • Another key feature is the layout of the minerals. Instead of a pseudo line of tightly packed together minerals on one face of the headquarters building (like most pro maps), the map makes use of an almost °180 degree arc around the building in 2x4 cluster of minerals. This not only helps harassing melee units maneuver throughout them but allows workers to resource walk much more easily and therefore create better defense. The side minerals also aid in this worker defense technique.

Notable Games[edit]