# EMPIRE ## Class 1 battlegrounds Empire-class maps are used in premiere 1 vs 1 tournaments. They are balanced around the ongoing meta, with enough testing to confirm that they provide a canvas for great matches! This document logs changes to Empire-class maps. The current map listing always resides below this notice, followed by changes to the individual maps. Changes are listed from newest to oldest. ## Empire-class maps - 21 August 2026 - Aegis 1.1 by Veeq7 - Aeolis 1.3 by BtyB - Corrosion 1.2 by BtyB - Dyadic Shore 3.1 by BtyB - Impulsion 1.5 by BtyB - Lucidity 1.1 by BtyB - Monazite 1.1 by Kenoli - Tsunami 1.1 by JujiK - Water Spirit 1.0 by BtyB - Full Metal 1.0 by BtyB - Humbling River 1.0 by BtyB - Atacama 1.2 by BtyB - Decapitation 1.2 by Pr0nogo - Realignment 1.0 by Pr0nogo - Saberhand 1.0 by Pr0nogo ## Realignemnt 1.1 -- 24 September 2026 - Moved Vespene Ridges from cardinal bases to low-ground thirds - Added more buildable terrain in thirds - Fixed some broken tiles ## Map pool changes -- 17 September 2026 - IN FROM CLASS 0: Aeolis, Full Metal, Decapitation - OUT TO CLASS 2: Arctic Ablution, Knife's Edge, Maximus ## Tsunami 1.1 -- 2 September 2026 - Reduced underwater filter intensity ## Arctic Ablution 1.2 -- 2 September 2026 - Sealed various drop holes - Prettied-up unbuildable tiles near thirds ## Aegis 1.1 -- 2 September 2026 - Widened various chokes along central path - Added Psi Disrupters to middle to constrain early-game pathing ## Arctic Ablution 1.1 -- 29 August 2026 - Improved resource harvesting rates at naturals - Improved symmetry between main ramp sizes - Added missing witness slots ## Map pool changes -- 21 August 2026 - IN FROM CLASS 0: Arctic Ablution, Tsunami, Humbling River, Realignment - OUT TO CLASS 2: Crisis Vector, Estacion Fantasma, Gildedwall, Quasar Quartet ## Dyadic Shore 3.2 -- 9 August 2026 - Modify nat and 4th to be safer from harass over wall - Fix witness triggers - Change mineral fields from 1500 to 2000 ## Map pool changes -- 29 July 2026 - IN FROM CLASS 0: Lucidity, Water Spirit - OUT TO CLASS 2: Acid Test, Battle Spectre, Demilune, Frosted Forest, Germination, Macroglia, Magnetron, Near Impact, Serenity, Blackwater Bastion, Mass Destruction, Punch Drunk ## Maximus 1.2 -- 31 January 2026 - Plugged a bunch of holes and drop spots - Redesigned top and bottom central megaramps ## Acid Test 1.3 -- 24 December 2025 - Widened ramps from mains into naturals - Adjusted Vespene node placement in naturals - Removed neutral Temples - Added 4 Vespene Ridges to map center - Made 3 o'clock base highground with small ramps, and adjusted resource placement ## Magnetron 1.3 -- 24 December 2025 - Replaced neutral Sieves and Wellbores with Vespene Geysers - Patched cliff hole in 12 o'clock gas expo - Corrected various pathing zones ## Germination 3.4 -- 24 December 2025 - Removed Vespene Geyser from thirds - Replaced Vespene Geyser with neutral Reservoir in 3 & 9 o'clock - Added missing witness slots - Updated to modern triggers ## Serenity 1.6 -- 24 December 2025 - Fixed improper doodad at 6 o'clock main - Made pocket base accessible via ground (initially blocked by mineral fields) - Modified main and natural resources to be slightly more efficient ## Atacama 1.2 -- 20 December 2025 - Sealed various drop holes ## Map pool changes -- 6 December 2025 - IN FROM CLASS 0: Magnetron ## Battle Spectre 1.1 -- 2 December 2025 - Correct pathing in central bridges ## Estacion Fantasma 1.2 -- 7 November 2025 - Added neutral Treasuries to gas-only bases - Reorganized some Mineral Fields - Visual changes throughout the map ## Map pool changes -- 21 August 2025 - OUT TO CLASS 2: Radium - IN FROM CLASS 0: Estacion Fantasma, Maximus ## Crisis Vector 1.2 -- 8 September 2025 - Culled pathfinding regions on central high ground structures ## Punch Drunk 1.1 -- 8 September 2025 - Updated doodads near natural chokes - Updated doodads near middle rusty pits ## Acid Test 1.2 -- 31 August 2025 - Added 2x Mineral Fields to 2- and 4-o'clock bases - Reduced Stasis Chamber count to 1 (from 6) - Added a second Temple to each highground spot and offset their positions to reduce worker pathing issues - Fixed unintended buildable spot near main ramp ## Frosted Forest 1.4 -- 21 August 2025 - Increased Mineral Field amounts from 1500 to 2000 ## Map pool changes -- 21 August 2025 - OUT TO CLASS 2: Apollo, Decapitation - IN FROM CLASS 0: Potidaea, Punch Drunk, Quasar Quartet ## Map pool changes -- 10 August 2025 - OUT TO CLASS 2: Brainstorm, Genesis Y, Qinngua Valley, Checkstealer - IN FROM CLASS 0: Acid Test, Knife's Edge, Atacama, Battle Spectre ## Apollo 1.6 -- 16 July 2025 - Various visual updates - Slight enlargement of 12/6 o'clock expansions ## Serenity 1.5 -- 16 July 2025 - Adjusted main resources and pocket island base to reduce the impact of drops - Various small visual tweaks ## Near Impact 2.1 -- 27 June 2025 - Visual overhaul! ## Blackwater Bastion 1.5 -- 21 June 2025 - Removed neutral Ministry and Vespene Geysers in mid - Added negative space to mid - Visual updates to mains, naturals, cardinals, and mid ## Checkstealer 1.3 -- 21 June 2025 - Visual updates to mid ## Brainstorm 1.2 -- 18 June 2025 - Increased all Mineral Field amounts to 2000, from 1500 - Corrected symmetry on left-side Treasury placements - Visual updates to mid and upper-left / lower-right corners ## Crisis Vector 1.1 -- 18 June 2025 - Converted center-most obstacle to an LOS blocker - Visual updates to mid ## Frosted Forest 1.3 -- 9 June 2025 - Moved bottom main up to allow passage behind resources ## Serenity 1.4 -- 9 June 2025 - Fix possible stuck units in main resource line ## Map pool changes -- 29 April 2025 - OUT TO CLASS 2: Paradise, Tesseract - IN FROM CLASS 0: Brainstorm, Crisis Vector, Qinngua Valley, Decapitation, Mass Destruction ## Blackwater Bastion 1.4 -- 30 April 2025 - Added space between central Vespene Geysers and nearby walls to prevent units from getting stuck (r. Krankendau) ## Checkstealer 1.2 -- 29 April 2025 - Converted 12 and 6 o'clock bases to highground - Added highground path leading to 12 and 6 o'clocks, between horizontal spawns ## Apollo 1.5, Dyadic Shore 3.1, Frosted Forest 1.2, Radium 1.5, Serenity 1.3 -- 27 April 2025 - Various visual improvements and updates ## Demilune 1.5 -- 29 March 2025 - Expand terrain in bottom left / top right expansion to prevent trapped workers (r. Krankendau) ## Tesseract 1.1 -- 26 March 2025 - Fixed asymmetric mineral effeciencies in bottom left / top right mains (r. shopkeeper dog) ## Germination 3.3 -- 21 March 2025 - Fixed bad region pathability (r. Krankendau) ## Paradise 1.4 -- 21 March 2025 - Reduced size of top right & bottom left natural chokes to be more in line with top left & bottom right natural chokes ## Map pool changes -- 26 February 2025 - OUT TO CLASS 0: Potidaea, Decapitation - OUT TO CLASS 2: Cold Sweat, Muspelheim, Old Scars, Spinaltap, Rageslave - IN FROM CLASS 0: Apollo, Dyadic Shore 3, Frosted Forest, Germination 3, Radium, Serenity, Tesseract ## (2)Potidaea 1.2 -- 16 January 2025 - Made bridges into natural (mostly) unbuildable - Will need feedback as to whether this is helpful/harmful - Blocked pathing in unwanted drop zones - Removed neutral town centers - Added Biotic Bastions to block island town center placement ## (2)Demilune 1.4 -- 6 January 2025 - Attempted to remove pathfinding regions that had no exit pathing ## (2)Demilune 1.3 -- 16 December 2024 - Add missing Start Location for final Witness slot ## (4)Decapitation 1.2 -- 22 November 2024 - Added Map Revealers to show Monuments of Sin - Updated decor near the northern ramp complex ## (2)Genesis Y 1.5 -- 21 November 2024 - Made various tile fixes ## (2)Demilune 1.2 -- 21 November 2024 - Made various tile fixes ## (2)Potidaea 1.1 -- 18 November 2024 - Made various tile fixes - Updated map description ## (2)Near Impact 1.1 -- 25 October 2024 - Added near-depleted Mineral Field nodes for natural wall assists ## (2)Demilune 1.1 -- 25 October 2024 - Removed smaller third ramp from large high ground pods, so that army movements against the 12/6 backstab route require more deliberate pathing - Removed secondary ramp from 3/9 to offer incentive to expand and hold the position across your bridge as a potential 3rd - Reduced 6/12 and 3/9 buildability around ramps to make them slightly easier to assault ## (3)Rageslave 1.2 -- 25 October 2024 - Reworked middle to be low-ground asteroid - Adjusted spacing around some low-ground expansions ## (2)Muspelheim 1.4 -- 24 October 2024 - Sealed several drop harassment spots from 3/9 o'clock to naturals (r. Art_Of_Turtle) - Replaced central shale terrain with ash - Improved visuals throughout the map ## (4)Decapitation 1.1 -- 23 October 2024 - Added two neutral Monuments of Sin to the four central pathways into the center - Give crushed rock on highground a thematic facelift ## (2)Spinaltap 1.3 -- 23 October 2024 - Make Mineral-only bases slightly more spacious - Correct minor asymmetry near Mineral-only bases - Slightly increase buildspace in 3/9 o'clocks - Crunch siege spots in upper and lower middle ramp areas ## Global change -- 19 October 2024 - Default Mineral Field amounts 1500 » 2000 ## Map pool changes -- 19 October 2024 - OUT: Impetus, Oblivion, Maxiom - IN: Demilune, Near Impact, Potidaea, Decapitation ## (2)Spinaltap 1.2 -- 19 October 2024 - Natural wall-assist Mineral Field amounts 8 » 15; now requires 2 trips to deplete ## (4)Checkstealer 1.1 -- 19 October 2024 - Natural expansion Mineral Field counts 6 » 7 - Cardinal base Vespene Ridge counts 0 » 2 - Converted center base into island ## (4)Maxiom 1.2 -- 2 October 2024 - Sealed unintended drop holes throughout the map - Made minor decor adjustments ## (2)Impetus 2.3 -- 2 October 2024 - Sealed unintended drop holes throughout the map - Made minor decor adjustments ## (2)Spinaltap 1.1 -- 1 October 2024 - Added near-empty Mineral Field nodes in natural chokes to help walls - Widened bridges from naturals into map center - Widened chokes into 3/9 o'clock and 4/10 o'clock ## Map pool changes -- 28 September 2024 - OUT: Derelict, Radium - IN: Spinaltap, Checkstealer ## (4)Blackwater Bastion 1.3 -- 28 September 2024 - Markedly improve resource layouts in all bases - Third base Mineral Field count 8 » 7 - Cardinal base Mineral Field count 7 » 8 - Fix various tile issues ## (2)Muspelheim 1.3 - 25 September 2024 - Added extra base at 11 o'clock and 5 o'clock - Adjusted resource counts ## (4)Paradise 1.3 -- 17 September 2024 - Finally remove the Btyb tile (and correct other tiles) ## Global change -- 16 September 2024 - Updated resources on all maps for new economy paradigm ## (2)Muspelheim 1.1 -- 13 September 2024 - Added Map Revealers to reveal Iron Foundries ## (2)Genesis Y 1.3 -- 18 July 2024 - Adjusted Geyser placement for consistent resource return rate ## (2)Oblivion 1.3 -- 15 July 2024 - Fixed terrain hole in bottom-right main ## (2)Oblivion 1.2 -- 13 July 2024 - Fixed stuck spot in center (r. Krankendau) ## (2)Genesis Y 1.2 -- 30 June 2024 - Fixed ramp vortexes (r. Krankendau) - Improved pathability across the map - Corrected symmetry issues ## (4)Blackwater Basation 1.1 -- 30 June 2024 - Added doodads for visual flair ## (2)Genesis Y 1.1 -- 26 June 2024 - Main base Mineral Field count 9 » 8 - Improved resource gather rates across the map ## (2)Oblivion 1.1 -- 29 May 2024 - Nudged main resources away from negative space - Shifted town center placement tiles in low ground bases - Slightly opened up terrain near upper and lower center ramps ## (4)Paradise 1.1 -- 28 May 2024 - Removed cliff adjacent to naturals - Added slight cover to thirds ## (2)Derelict 2.0 -- 8 April 2024 - All neutral town centers now have 40% health - Slightly extended main towards 12/6 o'clock - Retracted natural overlook, slightly tightened natural choke - Thirds: - Moved slightly towards mains, made smaller overall - Tightened choke towards 12/6 o'clock - Added small overhang from main to 3rd - 12/6 o'clock: changed two small ramps into one large ramp - 9/3 o'clock: added small terrain block at top of ramp - Corner expos: - Now lowest ground, island - Has neutral town center - Added 11.5/5.5 expos, with neutral anchor for early-game - Middle area reworked - Now open low ground in center - Ministry instead of Treasury - Geysers on nearby compound: can be used by T1 workers, but more efficient with T2 workers - Added 4 extra compound towers in general middle of map for cover and drops ## (2)Germination 1.1 -- 28 March 2024 - Fixed south spawn being able to harvest the flyer expo resources from the low ground - Fixed a few height issues througout the map ## (2)Titan Forge 1.2 -- 21 March 2024 - Expanded map eastwards by 16 tiles - Corrected various asymmetries and resarea assignments - Tided resource layouts throughout the map to improve harvesting - Merged ramps into center-left low ground - Significantly opened up pathability of central pathway - Added more ramps into central bases, and slightly improved pathability - Added 8 Mineral Fields to central bases, and removed 1 Geyser (now 2 total) - Added unit-only highrise for defending central attacks into 2 / 4 o'clock bases ## (2)Fata Morgana 1.2 -- 21 March 2024 - Expanded map southwards by 16 tiles - Added more pathability to center, facing 3 / 9 o'clock ramps - Expanded all north-facing central ramps by 2 tiles - Fused south-facing central ramps - Added cover to help split armies in southern pathway - Moved 6 o'clock base to new south border - Shifted 5 and 7 o'clock bases closer to compound ## (2)Impetus 2.1 -- 17 March 2024 - Added a third entrance to high ground side bases - Added Vespene Ridge to thirds and corner bases - Refined terrain in mid and on approaches to high ground side bases - Set in-game name to "Impetus 2" ## (2)Impetus 2.0 -- 11 March 2024 - Significantly reworked main & natural layout - Significantly reworked the center of the map - Significantly reworked the resource layouts - Adjusted negative space in few places ## (2)Axiom 1.1 -- 6 March 2024 - Expanded ramps from mains into naturals - Expanded all ramps into low platform areas - Adjusted terrain around neutral Treasuries - Tucked in 12/6 o'clock expansions for better ground movement - Made adjustments to resource layouts throughout the map - Sealed many drop holes throughout the map - Cleaned up visuals throughout the map ## (2)Sideshow 1.2 -- 6 March 2024 - Added 1 Mineral Field to top right / bottom left expansions (6 total) - Expanded all single ramps into double - Further expanded ramp from thirds into 12/6 o'clock expansions - Cleaned up pattern of unbuildable terrain outside 3/9 o'clock expansions ## (2)Derelict 1.2 -- 5 March 2024 - Significantly expanded ramps into 3/9 o'clock expansions - Added 1 Geyser and 2 Mineral Fields to 3/9 o'clock expansions - Widened small ramps into central platforms ## (4)Highwater 1.2 -- 5 March 2024 - Widened new ramps out of mains - Significantly expanded ramps into central north/south courtyards - Slightly increased negative space in thirds - Added some cover to courtyards - Added a touch of evil to the decor ## (2)Derelict 1.1 -- 4 March 2024 - Removed Ridges in mains - Mains: slightly reduced buildspace in defensive overlook - Added Ridges to 12/6 o'clock expansions - Fused defender-side ramps in middle for more open terrain - Removed cover cliff by 10/4 o'clock expansions ## (2)Sideshow 1.1 -- 4 March 2024 - Removed Ridges in mains - Shifted Geysers closer to town centers in mains - Added one Mineral Field to thirds (7 total) - Added thin bridges acting as shortcuts into middle - Slightly reduced buildable space near new bridges ## (4)Highwater 1.2 -- 4 March 2024 - Added small ramp from mains towards thirds - Added path joining thirds to each other - Added path joining thirds to central north/south courtyards - Added 1 Mineral Field to thirds (7 total) - Added 2 Mineral Fields to fourths (6 total) ## (2)Impetus 1.1 -- 20 February 2024 - Shifted mains a few tiles away from ramps - Shifted naturals a few tiles closer to ramps/chokes - Added more negative space behind naturals - Thirds: moved inward ramps closer to naturals - Thirds: slightly reduced buildspace near outward ramps - Sealed small back path into 12/6 o'clock expansions - Added a bit more negative space to 10/4 o'clock expansions