SEL 2v2 Maps • Differences From Ladder Editions
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The following is a list of differences between the SEL editions of certain 2v2 maps and their respective Ladder Editions (LEs).
There are many small changes which have been applied for the SEL editions of these maps. There are too many of these changes to mention each one, but they broadly fall into the following categories:
- Moving doodads that are visually obstructing pathable areas
- Adjusting pathing blockers to be smooth and aligned with the building grid
- Fixing small texturing mistakes
- Removing unmarked pathing blockers:
- Adding visual elements (doodads) to mark the location of pathing blockers:
- Fixing the pathing blockers on diagonal cliff corners so SCVs/Probes do not get stuck after building Missile Turrets, Pylons, etc.
You may assume that all of the SEL editions have had these fixes applied except where specified otherwise. Some extraordinary cases of these fixes may be noted explicitly.
Crimson Research Lab LE → Crimson Research Lab SEL
- Rotated mineral lines in the mains and naturals: these bases now have full mineral income
- Substantially reworked pathing blockers and doodads in and around the natural bases
Gemgarden LE → Gemgarden SEL
- Rotated mineral lines in the mains: these bases now have full mineral income
- Removed an unmarked square pathing blocker in the center of the ramp
- Removed unmarked pathing blockers from the central ramps facing the natural bases at 4 and 10 o'clock
- Added a 4x4 rock at the forward-facing natural ramp: walling off the natural chokes is now easier overall
- Cleaned up unnecessary unbuildable rocks in the pocket expansion area
- Rotated mineral lines in the pocket expanion area: these bases now yield slightly higher income and permit more unit movement
- Broad addition of doodads in unmarked pathing blocking zones
- Broad removal of unmarked pathing blockers
New Bed of Chaos LE → New Bed of Chaos SEL
- Nothing in particular of note.
Reclamation LE → Reclamation SEL
- Rotated the central natural expansion and moved it away from the cliff: Liberators attacking this base can now be attacked by ground units
Rhoskallian LE → Rhoskallian SEL
- Rotated mineral lines in the mains: these bases now provide full income
- Added unbuildable plates at the foot of the main ramp: a 2-Pylon cannon walloff that was previously possible is now blocked
- Added pathing blockers and doodads at the cliff of the natural base closer to the center of the map: Reapers can no longer use this path to enter the natural base directly
- Adjusted Vespene geyser placement at vertical mineral line bases: these now yield marginally higher (i.e. standard) income
- Added 6x6 debris at the natural ramp: walling off this ramp is now easier
- Rotated mineral lines in the natural and third base: these now provide full income and the minerals in the natural base are less exposed to Siege Tanks
Rohana LE → Rohana SEL
- Moved Protoss ramp doodads: these doodads now accurately reflect the boundaries of the ramps underneath them
Rust Bucket LE → Rust Bucket SEL
- Rotated mineral lines in the mains: one pair of them now provide more income, but both are slightly more exposed to drops/air units
- Added doodads to the sides of the central horizontal/vertical ramps: the pathing blockers on the sides of the ramps are now properly indicated
- Added 6x6 debris at the natural ramp: walling off this ramp is now easier
Undercurrent LE → Undercurrent SEL
- Blocked the center pillar: units can no longer jump onto, or be dropped on top of, it
- Added doodads to the bottom of the left middle and top of the right middle ramp: the pathing blockers on the sides of the ramps are now properly indicated
Yellowjacket → Yellowjacket SEL
- Rotated mineral lines in the mains: these bases now have full mineral income
- Rotated and shifted mineral lines in the naturals: these mineral lines now have full income. The minerals can no longer be attacked by Siege Tanks on the forward low-ground area, instead a Vespene geyser is exposed, but Siege Tanks can only reach the geyser itself, and not the workers mining it
- Fixed an issue where Stalkers could get stuck after Blinking down from the main base
- Added doodads to the sides of the vertical natural ramps: the pathing blockers on the sides of the ramps are now properly indicated

























