Map Information
Spawn Positions:
4 at 1, 5, 7, 11

1.05, 1.06

Leagues Featured:


Eddy, aka. In the Way of an Eddy is a four player map that was added to the iCCup map pack on March 3, 2015[1].

In August 2018 it was announced as a new ladder map as well as well as being used in the Korea Starcraft League Season 2, making it only the second foreign-made map after (4)Roadkill to be introduced into a major Korean tournament. In 2019 an updated version was back for Season 3 of the Korea Startcraft League.

Notable Features[edit]

  • Low ground mains - Players have to go up a ramp to take their natural
  • Long, twisted ramps - The map features an open middle dominated by a series of four long, mostly radial ridges which offer players opportunity to acquire superior army positioning through high ground advantage. The map name alludes to the asymmetrically twisted shape of these ridges, which is probably the most optically conspicuous feature of the map.
  • Reduced third gas geysers - The geysers of the expansions outside the players' naturals yield only 3000 gas each
  • Island expansions - Players have the option to take an island expansion, close by air to the natural, but need to clear out a 700 HP neutral building first to be able to build a Command Center, Nexus or Hatchery there.

Pathing Map and Scout Timings[edit]

Traveling times for scouting workers are given in game seconds (gs) from main to main (location of Command Center/Nexus/Hatchery).

Buildable Area[edit]



All wall-ins are displayed with collision boxes for the buildings and units to display gap sizes accurately.

  • Zerglings are placed to show that a gap is Zergling-tight.
  • Zealots are used to highlight gaps which are tight against zealots, but not against Zerglings or to demonstrate how many Zealots are needed to block out Zerglings in an FFE wall.


Main Ramp (bottom): These are wall-ins for Terran on the bottom of the main ramps with Marines spawning on the inside of the wall. Note that the top right and bottom right ones are not tight enough to prevent Zerglings from entering the base (replacing the Barracks with a Factory or Command Center would make them Zergling-tight, though).
Main Ramp (top):These are alternative wall-ins on top of the ramps. Note that for all positions these are Zergling-tight, but have Marines spawn on the outside of the wall.
Natural: Zergling-tight wall-ins for all naturals. Note that marines will spawn on the outside of the wall for the top positions, though.


Natural: FFE walls
Third Gas Expansions: These are Pylon walls against Vulture harassment.
Pylon Trap (for Probe to allow easy Corsair stacking) at SE Main base.


Natural Sim-City (Variant 1): Tightness against terrain edges of either variant of these walls will not be impaired if any of the buildings are moved a bit further out towards the choke.
Natural Sim-City (Variant 2): Note that using the Larva Trick with variations of this variant will allow for further tightening or blocking of the choke with morphing eggs.


Terran vs. Zerg Zerg vs. Protoss Protoss vs. Terran Mirrors
Map # Σ Terran Zerg Terran % Σ Zerg Protoss Zerg % Σ Protoss Terran Protoss % Terran Zerg Protoss
EddyEddy    169 43 20 23 47% 55 27 28 49% 39 13 26 33% 5 10 14


In the Way of an Eddy at broodwarmaps.net