Late entries may be accepted as long as they are submitted before judging finishes, but you should provide a very good reason as to why it should be accepted other than "lol I wuz like drunk for f1v3 dayz and had a huuuuuuuuuuge hangover".
NOTE: Rules outlined in this topic are NOT STRINGENT. They may be violated to some extent reasonably, but they are mainly there so you can't make cheap maps such as an island with 10 gas expansions and no gas in main or something.
Someone had asked me to make an imbalanced map, so I whipped up this in about 5 minutes or so; unfortunately, it appears that the map was not as imbalanced as I thought, with fairly equal win rates for all non-mirror matchups from some preliminary testing. I asked myself: How imbalanced can a melee map be without creative deviations from the norm?
Which brings us to...
The Imbalanced Melee Map Contest
-Your map must be of a standard size. No 64x256 maps or anything bigger than 128x128.
-Your map must be symmetrical in all aspects (terrain, resources, etc.). The imbalance to strive for is race imbalance, not positional imbalance.
-Your map must follow the standard melee guidelines, meaning:
+ Show Spoiler +
-A ground type map. No island maps.
-A main of reasonable size.
-Expo layout must be standard (Nat, 3rd gas/minonly, etc.)
-Choke/ramp sizes must be standard. Terran must be able to wallin with at most 3 buildings at either the main or the natural, and zerg must require no more than 1 non-expansion hatchery to place sunkens.
-Neutrals are to be used sparingly for strategic reasons. No comsat at nat/nuke silos in base/9000 creep colonies in each main/other similar things.
-Islands are to be blocked with a 8-mineral field.
-Minerals are to be placed a normal distance from the mains. One or two gas per main.
-No more minerals at a double gas main than Baekmagoji.
-Mains must have 8/9 minerals if it has 1 gas.
-Naturals are to be gas expansions with 6-8 minerals.
-Gas Expansions and mineral-only bases must have no more minerals than your natural.
-Travel time between bases must not exceed 60 seconds.
-No "creative" ploys such as covering the whole map in creep/spider mines/DTs/Lurker eggs/sealing the main off with crystals/blocking gas expansions with stacked buildings/etc.
-Troy gates: use sparingly. Seriously.
-Other restrictions may be added and will apply retroactively at the judges' discretion, simply because there are too many loopholes to cover.
Sample entry: + Show Spoiler +
(Link to BWMN, Repdepot, Mediafire, or any other site that hosts WITHOUT the 45/60 second download waits)
Analysis of why it is imbalanced:
-Creeped ramp forcing 3-building wallins by terran away from the ramp.
-Three entries to main favoring backdoor pushes by T.
-Narrow pathways favoring mutalisks
-Cliffs close to mineral lines favoring mutalisks
-Back of main favoring guardians and drops
-Faraway 3rd gas and no min-only making P difficult to expand
-Use Repdepot. No exceptions.
Judging will be performed either by me (if no one else volunteers) or mapping/melee experts who volunteer themselves. The prize is a StarCraft Beta key for the first and second place winners.
Good luck and have fun!