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5 at 1, 3, 5, 8, 11
- Five spawning locations - Unlike typical melee maps with up to four starting locations, Quintessence features five main bases, making early game scouting to identify what one's opponent is up to even the more crucial. However, due to the relatively short rushing distances on close positions, there is still a latent thread of early game aggression.
- Backdoor mineral only expansion - Behind each players natural there is a mineral only expansion on a hill that can be taken as a safe third base, similar to Medusa and Electric Circuit. The hills can also act as a good spot for drops to harass the natural. The front entrances to those expansions is initially blocked off from the centre by a stack of eight neutral Power Generators (800HP each, repairable by SCVs), which take a while to be taken down with normal attacks, but will quickly succumb to splash damage later in the game. There are also 2 stacks of four empty mineral patches each, which can be use by an attacker to glitch units through the buildings onto the cliff behind he natural dour harassment or scouting. Reavers' Scarabs can pass by the neutral buildings.
- Short air distances - at close spawns. Hence, depending on how players spawn relative to each other, Mutalisk harassment and later on drops, Arbiters and Carriers can pose a significant thread at certain stages of the game.
- Middle expansion - Similar to Fighting Spirit, Gladiator or Andromeda, there is a double gas expansion on a plateau in the centre of the map, which is very open and hard to defend, but also offers a lot of resources, giving and player who has the map control to defend it a huge boost in income. However, all the mineral patches and geysers have greatly reduced yields (2x2000g + (8x744+6x496)m), so they also run out relatively quickly. This expansion site is also a strategically favourable location for army positioning, due to the high ground advantage it offers, as well as, similar to the aforementioned maps, being equally close to each main base, a good spot for proxying buildings, so players should be aware of it in their scouting patterns.
- Altered worker spawn - to facilitate an easy and fast worker split at game start, the initial worker spawning positions for the 1 o'clock starting location is shifted clockwise, as can be seen in the screen shot on the right
Pathing Map and Scout Timings
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.
- Marines are placed where they would spawn in-game.