Megaton

From Liquipedia StarCraft 2 Wiki
[e][h]Megaton
Creator:
Blizzard
TLPD:
Tileset:
Agria
Size:
172x164
Spawn Positions:
8 at 5, 5, 5, 5 and 10, 10, 10, 10
Versions:
1.1
Competition Span:
07/2010 - 07/2011
09/2012 - present
Megaton.jpg

Overview[edit]

Megaton is an 8 player map that was released by Blizzard with the launch of StarCraft II. It is intended for 4v4 play.

Official Map Description[edit]

Team play map. You share a fortress with your allies. Expansions are scattered on the outskirts. A central Xel'Naga Tower overlooks the main attack path.

Notable Features[edit]

  • Similar to Extinction, Megaton features a large main-mass for all 4 allies to share and equally defend together.
  • Megaton has only two large ramps: one that is medium-sized and leading out to a single expansion and another that is a large-sized slope leads to 3 natural expansions.
  • 3 Towers sit on the symmetric line separating the two team bases. They offer a view of any potential attacks coming from the center, 7 o'clock, and the 8 o'clock positions.
  • Similar to High-Ground, Megaton holds 4 gold expansions that are vulnerable to enemy attack, requiring players to draw attention away from the defense of their natural expansions and main bases in order to defend them.
  • Each main has a large open area the mineral line at the 5 and 11 o'clock position that enables drop and Nydus play.
  • Players spawning at the 5 and 11 o'clock positions are also very vulnerable to air attacks due to the large open airspace at those positions enabling air harass.
  • This map is geared towards mid-game two-base pushes.

Strategies[edit]

  • The suggestion to rush on this map because to the expansions being very dangerous and wide-open is perhaps disadvantageous. While rushes are not uncommon on this map, allowing Zerg to fast-expand at the 6 o'clock position will give the a Zerg player the ability to build up a mid-game army.
  • This map is geared towards two-base play, permitting a third at the gold expansion if the team have the mobility and the numbers to support defending an expansion so far from the main base and path of attack.
  • It is suggested that players should attempt to hold all three towers on this map, allowing their team to see the incoming enemy force strength and direction.
  • Denying enemy expansions will help put your team ahead economically.