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[e][h]New Super◆빠른무한
Map Information
Space Platform
Spawn Positions:
8 at 12, 1, 3, 5, 6, 7, 9, 11
  • 1.1
Competition Span:
June 2020 - currently in use
Leagues Featured:

Map version images[edit]


Fast Infinite Map or Fastest Possible Map, are maps which are designed to allow for the quickest resource gathering, unit creation, and tech tree climbing as quickly as possible, compared to traditional maps.

The bases are optimized as it employs minerals which are directly stacked on top of each other, and placed directly beside each primary building (Nexus, Hatchery, & Command Center). As only a single worker can mine in a mineral patch at a time, multiple workers can be mining from the same position due to 50 stacked minerals. Vespene geysers are similarly enhanced with a row of 10 geysers along the inner walls of the primary base. These modifications greatly decrease the time needed to mine the necessary resources and enables the game to progress much faster regarding both movement up the technology tree and unit production. This feature also changes the game dynamic as once the default main base is destroyed it cannot be rebuilt in the same place.


There is a widespread perception that "money maps" fail to challenge development of build order and expansion-taking skills, and that these maps are therefore favorites of weaker players. As there is essentially an infinite amount of resources, there is less of an emphasis on micromanagement and more for the potency of "massing".

However, defenders of money maps claim that the game remains strategic and skill-based even without the need to expand, as the lack of expansions places an emphasis on defending the main building from being destroyed to preserve perfect mineral income. Build orders continue to be optimized, both in teamplay & 1v1, dependent on matchups & positions, similar to those of traditional ladder maps. As of March 2023, there continues to be a competitive scene within the Fastest player community, featuring clans such as nG, Wk, LgX, pGf, GanGstEr, L-Mx], PrO], LeGenD, [aV], & tQ amongst the US West & Korea servers which specialize in Fastest players.

There are also Starcraft streamers that solely play Fastest map, ranging from 2,000 to 10,000 viewers on YouTube & more from Twitch & AfreecaTV.

Notable Korean streamers include Shin, Brain, BurgerSasu, & DoeJuly.

Notable non-Korean streamers include RJBTV, Cross_tv1, & J2digital.

Notable Features[edit]

Certain Fastest maps feature various styles & additions, such as:

  • 6-player Fastest maps with no spawns at 6 or 12 (to provide fairness to 3v3 teams, as the 6 & 12 locations provide poor pathing when mining gas & inefficient sim-city/building placement)
  • Grid-tilesets to provide references for sim-city
  • Undroppable cliffs
  • Mineral patches on the edges of the Vespene geysers to provide additional mining for allies who've lost their original bases & had to relocate

Build Order & Strategies[edit]

Common strategies often revolve around gathering a strong economy to fully accomodate the mineral-abundant map & allow for extreme mass potential. Strong macro abilities are emphasized with units being produced at a much higher rate compared to traditional maps, as 10+ production buildings (Gateways, Factories, Stargates, Robotics Facility, Starports, Hatcheries) per player are not uncommon & thus, individual control of units to maximize the potential is greatly diminished due to the sheer volume of the units, although the early game of Fastest still requires some moderate micro to gain an early advantage with harassing the economy or preventing potential Cannon rushes.

As workers are heavily stacked on the mineral patches near the main building, area-of-effect (AoE) attacks or spells provide an effective method of harassment, often times used in conjunction with drops to kill the workers extremely quickly. Terrans are able to utilize Firebats in the early stages of the game & potentially use Vultures with Spider Mines or Siege Tank drops to potentially catch the players off-guard; the drawback being both units require setup (Vultures to lay the mines & Siege Tanks to enter Siege mode) & may be delayed long enough for the player to retreat/re-position their workers as needed. Zergs only method of AoE primarily involve utilizing Lurkers, often via drops (though Lurkers pushes can also prove to be effective) to clear the workers with at most 3 attacks from Lurker(s). Protoss hold the strongest arsenal with harassment potential, as both Reavers & High Templars with Psionic Storm require no pause to setup (save for target firing with Reaver & casting the spell with High Templar) & Shuttles are able to fly as one of the fastest air units in the game.

Mid to late game consist of filling out one's base while solidying the economy, preventing drops/harassment, creating drop defense via the outer ring of the base, establishing upgrades, & establishing position. Siege Tanks provide positional support by often Sieging over the cliffs either to kill any buildings & defense setup along the choke and/or to prevent ground support that travel through the middle of the map; the 3, 6, 9, & 12 positions are the ones most often occupied. Once center has been captured, Protoss & Terran allies will fortify their position with mass Photon Cannons through the middle or Missile Turrets to provide detection & to provide obstacles for AI pathing. As the Protoss army scales poorly into the late game compared to fully upgraded Siege Tanks or the Zerg army coupled with Plague & Dark Swarm, Protoss can opt to utilize the Dark Archon's Mind Control to effectively increase their supply cap from 200 to 400 or even 600.



Protoss offers the strongest early game in Fastest with 1v1, with Zealots being produced almost as early as Marines while maintaining a similar rate of production with Terran due to the rate of income in Fastest. Builds will often involve Nexus first to saturate the mineral patches quickly & gain an advantage towards the mid-game, either advancing towards Robotics Facility tech for Shuttles & Reavers, a Gateway-centralized army of Zealots & Dragoons with emphasis on Forge upgrades, Zealot speed & Templar Archives for the meta-dominant Storm Drop, or a combination of all 3 to hold a firm grasp of army strength & eco harassment.

Nexus First
  • 7 - Pylon
  • 10 - Nexus
  • 11 - Gateway[1] (#1)
  • 12 - Forge
  • 14 - Gas (Assimilator) + Pylon
  • 15 - Photon Cannon + Cybernetics Core
  • 18 - Gateway (#2)
  • 24 - Pylon
  • 26 - Gas + Citadel of Adun
  • 32 - Gas
  • 34 - x2 Pylon
  • 40 - Templar Archives & +1 Ground Weapon Upgrade
  • @ 300 minerals - x2 Gateways[2] (#3 & #4)
  • Upgrade Zealot movement speed when money allows
  • 4:40 - Dragoon attack range
  • 4:55 - Gateway (#5)
  • 7:15 - Research Psionic Storm upgrade & Robotics Facility
  1. The Probe goes out to scout
  2. Roughly around 4:30 game time
2 Robo Speedlots
  • 8 - Pylon
  • 10 - Nexus
  • 11 - Forge
  • 12 - Pylon
  • 13 - Gateway
  • @ 300 minerals - x2 Photon Cannons
  • @ 200 minerals - x2 Gas (Assimilator)
  • @ 100% Gateway - Cybernetics Core
  • @ 100% Core - Robotics Facility (#1) then Citadel of Adun
  • @ 66% Robo - Robotics Facility (#2)
  • x3 Gateways[1] (#3 & #4)
  • @ 100% Adun - Upgrade Zealot movement speed & +1 Ground Weapon Upgrade
  1. Build as minerals allow
3 Gateway + Forge
  • 7 - Pylon
  • 9 - Gateway (#1)
  • 11 - x2 Gateway[1] (#2 & #3)
  • 12 - Pylon
  • @ 100% Gateway - Zealot
  • 15 - Forge
  • 23 - Pylon + Photon Cannon
  1. The Probe goes out to scout


Terran usually has a much weaker early game compared to Zergs & are often playing to defend from the early pressure vs Protoss & often face containment with cannons in the mid while facing potential pressure at the choke from Reavers or drops involving Reavers or Dark Templars. However, similar to Terran in traditional maps, maxed out, fully upgraded Terran mech armies will pose problems in both matchups due to the Siege Tanks dominance over ground units paired with the a control group of Valkyries to fare vs the Shuttle drop play from Protoss or Guardians & Devourers from Zerg.

3 Barracks
  • 8 - Supply Depot
  • 9 - Barracks (#1)
  • 10 - Barracks (#2)
  • 12 - Barracks[1] (#3)
  • 14 - Supply Depot
  • 15 - Gas (Refinery)
  • 18 - Academy
  • 22 - Supply Depot[2]
  1. The SCV goes out to scout
  2. The SCV building Depots continue to build Depots upon completion
Double CC into 3 Barracks
  • 8 - Supply Depot
  • 12 - Command Center
  • 12 - Barracks (#1)
  • 13 - Barracks (#2)
  • 14 - Barracks (#3)
  • 14 - Supply Depot


Zerg is woefully considered the hardest race in Fastest 1v1, due to little map control capabilities during the early game & often requires multiple defensive holds against drop play or a frontal assault at the base entrance. Commonly Zergs will look to develop their economy first prior to building units, opting to defend with Sunken Colonies until Hydralisk tech. Once able to defend & mass, Zergs pose the greatest threat during the late game with Defilers & Queens providing support in defense & attacks whilst Guardians are able to push back any possible contains with Photon Cannons.

  • 9 - Hatchery[1]
  • 9 - Spawning Pool
  • 9 - Drone
  • 9 - Overlord
  • 9 - Hatchery
  • 9 - Drone
  • @ 100% Spawning Pool - Send 2 Drones to the choke to build 2 Sunken Colonies
  • @ 100% Spawning Pool - 6 Zerglings

If no Zealots come to attack - continue to produce Drones
If vs Center Gateways (proxy) - produce more zerglings

  1. Hatchery is built at the choke

Building Placement[edit]

Zerg Wall-Ins[edit]

Zerg simcity.jpg

Recent Games[edit]

This automatically generated table shows the 10 most recent games with VODs and can be modified here.
DateTimeTournamentOpponentVs. OpponentVOD
2016-03-0212:30 UTCKCM Race StrongestLast Terran South KoreaZerOSouth Korea Zerg ZerOWatch VOD
2015-12-10KCM Legends MatchPianO Terran South KoreaTysonSouth Korea Protoss TysonWatch VOD


Terran vs. ZergZerg vs. ProtossProtoss vs. TerranMirrors


Cross_tv1's Fastest Guide

External Links[edit]

External links and Download[edit]