Blizzard has added new maps to the Ladder map pool. You can find all of them online now when you log onto Battle.net.
Aside from the current map updates, Blizzard has stated that they plan to add more maps within the next few weeks as well as one GSL map that is currently being used.
Here is a quick summary of the maps added and the maps removed from the ladder:
1v1 Ladder Maps Staying:
(2)Scrap Station
(2)Xel'Naga Caverns
(4)Delta Quadrant
(4)Metalopolis
1v1 Ladder Maps Removed:
(2)Blistering Sands
(2)Blistering Sands
We wanted to reduce the number of rush maps in general, and Blistering Sands was one of them. On top of that, Blistering Sands matches resulted in too many all-in games due to the rocks into the main base. The frequency of all-in roach/speedling, 4 warpgate push, or even mass marine/marauder stimpack push by breaking the rocks was a bit too high, so we decided to pull this map from the ladder.
(2)Jungle Basin
(2)Jungle Basin
Jungle Basin has a few traits that make it extremely favorable for Terran, so we decided to remove it from the ladder. These include:
# It's possible to set up siege tanks right below the main base of your opponent and harass his natural expansion while preventing his forces from leaving his base.
# Too many choke points everywhere on the map made it difficult for Zerg to deal with marines, marauders, or siege tank-based skirmishes.
# Difficult access to second expansion
High ground right in from of the ramp leading down to main. Setting up units at both this high ground as well as part of the low ground was too powerful, especially for Terrans that use siege tanks.
(2)Steppes of War
(2)Steppes of War
Again, we wanted to reduce the number of rush maps, and Steppes was the most rush-friendly rush map we decided to cut. It's not that we don't like rush maps, but we have learned over the course of season 1 that two-player rush maps are generally more one-sided than four-player rush maps. For the ladder map changes, the rush possible maps we'll have will be four-player maps only.
(4)Lost Temple
(4)Lost Temple
Problems of Lost Temple:
# If one side controls one of the center watch towers, there's no alternate ground-based route to half of the map, meaning it's too easy for the game to become a stalemate with each side taking half of the map.
# Small islands in the corners were problematic in that they were difficult to assault as each of the three races. We noticed it's possible to hold out at one or both of these islands and drag on a game for longer than needed. It was also problematic in that in some matchups, these islands were just free expansions that almost never get attacked, which is not what we wanted in an expansion.
# The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings.
(4)Shakuras Plateau
(4)Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we felt there aren't enough interesting features of this map. The natural expansion is easy to take and defend; there are only two possible attack paths only one of which is generally used, and main bases aren't easy to harass. For a change, we wanted to replace this relatively plain map with something new.