Troy is a reverse semi-island map. A regular semi-island map is a map that starts off as an island, then becomes land by destroying neutral buildings (such as Arkanoid). The reversed semi-island map does the opposite. The entrance to your main from your natural is partially blocked by two Assimilators. The Assimilators, however, are far enough from each other that even Ultralisks can pass through. However, if you break the Assimilators, the path becomes more narrow and only ghosts can pass through. As with any creative map, the balance of Troy has been a point of contention, and towards the end of its lifespan it became apparent that it heavily favoured Protoss, and was most difficult to play on for Zerg players.
- Neutral Assimilators - At the choke between every Main Base and its natural there are two neutral Protoss Assimilators. While both Assimilators exist, any ground unit can pass through this choke. If one is destroyed, however, and only one Assimilator is present, only small units may pass through. Once both Assimilators have been destroyed, the choke becomes impassible for all units except Ghosts. This can lead to strategies such as taking your opponent's Assimilators out early in order to trap him or her inside his or her main. Another popular tactic is to send a worker inside an unused base and take out the Assimilators so the opponent cannot harass or attack that base using land units.
- Raised Natural - While the natural being on a raised platform makes attacking it more difficult, the ramp is also quite wide, and this can easily offset the height advantage.
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