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Please submit your map in the following format.
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Title: ASL Map Contest_NAME
[ATTACH MAP IMAGE]
> NAME OF THE MAPMAKER:
> TITLE OF THE MAP:
> NUMBER OF PLAYERS:
> SIZE OF THE MAP:
> TILESET:
> RUSH DISTANCE IN SECS:
> CONCEPT AND DISTINCTIVE FEATURES OF THE MAP:
> CONTACT:
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*Please remember,
- If you are submitting more than one map, please submit through a single email.
- You can only submit your work. Stealing others works in any way is unacceptable.
- Do not protect the map file. Protected maps will automatically be disqualified in this contest.
- Please adjust the map image smaller than 1000 x 1000 pixels. (EX: 768 x 768 pixels recommended for size 128 x 128 map)
Sincerely, AfreecaTV.
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ALLEYCAT BLUES49886 Posts
its here guys, lets go BW mappers!
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United States33195 Posts
daaaamn, excited to see what we get out of this one ^_^
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TLADT24920 Posts
Great to see! Hopefully we get some kickass unique maps! :D
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Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!!
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United Kingdom12022 Posts
On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!!
Scout vs Scout and then im in.
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On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Semi island is better than this one. My mean has many bases in one land. For example: Multiverse, 815, Paradoxxx and Third World
I believe that next season will have many good maps.
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I don't know how to make map, but I have an idea.
Description: This map has 3 areas (3 lands just arrive by air or drop units) for 2 players. Each players have 4 bases with 4 gas + 4 bases free for all in the top right, bottom left and middle. Total is 12 bases. Red, orange and blue are islands.
Concept: Players have to decide whether they take all-in with 2 bases, 4 bases from their islands or control and take orange island to get 2/3 map. Players have to decide whether they use air or infantry units are main force. Top right, bottom left bases are so far each other. This thing is enough to both players take one of them safely.
![[image loading]](https://i.imgur.com/HcebDSF.png)
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South Korea2105 Posts
i guess mapmakers dont need to bully terran anymore now that flash promised to take a break x)
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On October 01 2019 16:46 Ziggy wrote: i guess mapmakers dont need to bully terran anymore now that flash promised to take a break x)
I suggest triple gas in main combined with 2 mineral only pocket expansions + many semi-island expansions that can only be accessed by workers.
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On October 01 2019 15:44 Qikz wrote:Show nested quote +On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Scout vs Scout and then im in. Yes Qikz, scout vs scout would be great too ! I just found out, watching Bisu stream , that speed upgraded scouts have the same speed as sairs ! It would be awesome !!!!
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I hate how they always have such shot notice that makes it impossible to work on any brand new concepts (luckily I always have a ton of old ones to polish).
On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Will do.
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ALLEYCAT BLUES49886 Posts
On October 01 2019 19:37 Freakling wrote:I hate how they always have such shot notice that makes it impossible to work on any brand new concepts (luckily I always have a ton of old ones to polish). Show nested quote +On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Will do.
please let this get around to the rest of the BWMN community
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On October 01 2019 19:37 Freakling wrote:I hate how they always have such shot notice that makes it impossible to work on any brand new concepts (luckily I always have a ton of old ones to polish). Show nested quote +On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Will do.
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omggg I really want that keyboard
Time to make some BW maps then
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On October 01 2019 16:45 bovienchien wrote:I don't know how to make map, but I have an idea. Description: This map has 3 areas (3 lands just arrive by air or drop units) for 2 players. Each players have 4 bases with 4 gas + 4 bases free for all in the top right, bottom left and middle. Total is 12 bases. Red, orange and blue are islands. Concept: Players have to decide whether they take all-in with 2 bases, 4 bases from their islands or control and take orange island to get 2/3 map. Players have to decide whether they use air or infantry units are main force. Top right, bottom left bases are so far each other. This thing is enough to both players take one of them safely. ![[image loading]](https://i.imgur.com/HcebDSF.png) This kind of map is onesided for protoss.
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Maybe I should submit my old maps to troll ASL... I can't imagine they get past phase one though. Appropriate for games is such a dealbreaker for my design philosophy. I want players to fight my maps as much as they fight each other. To struggle against themselves or have their souls stolen and downloaded into my computer via the internet.
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On October 01 2019 16:45 bovienchien wrote: I don't know how to make map, but I have an idea.
It's super easy to make maps in SC, I was doing it when I was 8. Open up the map editor and make it happen!
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That is something i never thought i'd see one day.
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awwww yyyyiiiissss.. can't wait to see some great maps!
how many winners will be announced at the end? 2-3?
would be lovely to see some mini tournament organized on these maps that will win
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On October 02 2019 03:09 Chef wrote: Maybe I should submit my old maps to troll ASL... I can't imagine they get past phase one though. Appropriate for games is such a dealbreaker for my design philosophy. I want players to fight my maps as much as they fight each other. To struggle against themselves or have their souls stolen and downloaded into my computer via the internet.
yeah, mizU de chaud! This map's an instant classic. Who knows what they'll pick.
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On October 02 2019 03:09 Ideas wrote:Show nested quote +On October 01 2019 16:45 bovienchien wrote: I don't know how to make map, but I have an idea.
It's super easy to make maps in SC, I was doing it when I was 8. Open up the map editor and make it happen! Yeah, hardly any work involved at all ;P
On October 02 2019 03:36 Superouman wrote: That is something i never thought i'd see one day. You gonna make a map? Now that you are basically the god of SC2 map making its time to return to your roots!
On October 01 2019 20:55 BLinD-RawR wrote:Show nested quote +On October 01 2019 19:37 Freakling wrote:I hate how they always have such shot notice that makes it impossible to work on any brand new concepts (luckily I always have a ton of old ones to polish). On October 01 2019 15:30 prosatan wrote: Pleaseeee , at least one island map!! I want to see sair vs sair in PvP !!! Will do. please let this get around to the rest of the BWMN community Pretty sure they'll see it, but maybe I'll nudge them a bit ;D
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On October 02 2019 03:09 Chef wrote: Maybe I should submit my old maps to troll ASL... I can't imagine they get past phase one though. Appropriate for games is such a dealbreaker for my design philosophy. I want players to fight my maps as much as they fight each other. To struggle against themselves or have their souls stolen and downloaded into my computer via the internet. BW players are already used to fighting the game engine as much as each other, so this probably won't be as much of an issue as it would be in say SC2.
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Oh, you just haven't seen any of his maps yet
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TLADT24920 Posts
On October 02 2019 08:17 Freakling wrote:Oh, you just haven't seen any of his maps yet  haha. Now I'm curious!
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On October 02 2019 06:03 Freakling wrote:Show nested quote +On October 02 2019 03:09 Ideas wrote:On October 01 2019 16:45 bovienchien wrote: I don't know how to make map, but I have an idea.
It's super easy to make maps in SC, I was doing it when I was 8. Open up the map editor and make it happen! Yeah, hardly any work involved at all ;P
Hey I didn't say it was easy to make a GOOD map
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Yeah wtf are these short deadlines. Not worth.
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On October 02 2019 14:33 JungleTerrain wrote: Yeah wtf are these short deadlines. Not worth. just give them some of your old ones then..
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On October 02 2019 16:08 M3t4PhYzX wrote:Show nested quote +On October 02 2019 14:33 JungleTerrain wrote: Yeah wtf are these short deadlines. Not worth. just give them some of your old ones then.. 
I'd have to edit any old maps I have. Do you know how long it takes to make a fully fleshed out playable map? zzz Let me tell you I'm a lazy fuck.
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Just submit something, they don't have high quality standards anyway. When they pick it you can polish it.
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I have a new idea:
Description: This map has 3 areas (2 mains + 1 sea) for 2 players. Each players have 2 bases in their mains with 2 gas but another gas for only Zerg (similar Sparkle). 4 yellow bases are islands. Only dropping worker to build CC, Nexus and Hatchery. 2 white bases can go there by wokers and any units. Total, this map has 10 bases. Red line is a pretty narrow road but all of units even can go on it. They have to move in queue. Blue is sea.
Concept: Red line is distinctive feature in this map. It allows all of units move on it but the red line so long and so narrow. Air units seem so strong in this situation. You have to decide how many percent air units and infantry units as you move. Worker can take one of two bases at 1 o'clock or 7 o'clock early game. The red line obliges players who have to play safety early game to prevent 9 pool, dts rush and 2 fac all-in,... Bases are at 6 o'clock and 12 o'clock so cool. If enemy takes it to make a fulcrum and then attack into main base.
![[image loading]](https://i.imgur.com/r3YCI4j.png)
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![[image loading]](https://i.imgur.com/GKyE1OV.jpg) Tanks like this map so much! I think you should remove red lines. It will be better than so it's just 2 locations (1 o'clock and 7 o'clock).
![[image loading]](https://i.imgur.com/0C39Osr.jpg) You can move but you can't attack  This map is completely able to use for next season. I think it is very balance and so amazing to watch. It looks like from SC2. Actually a nice revolution!
Your maps are always useful and so beautiful.
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ALLEYCAT BLUES49886 Posts
guys don't link images from panschk/BWMN they don't load, reupload them on imgur.
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What's actually the problem with images from the site?
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ALLEYCAT BLUES49886 Posts
they don't load for everyone
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Croatia9489 Posts
They don't load for anyone probably (I guess it depends on the browser). The problem is that you can't load the non-HTTPS content over HTTPS.
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As much as I want to submit for this my last experience left a rather bad taste in my mouth. I also know I can't compete with Freak/Jungle/Crystal if they're submitting. I'll see if I come up with anything interesting.
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On October 03 2019 01:40 Excalibur wrote: As much as I want to submit for this my last experience left a rather bad taste in my mouth. I also know I can't compete with Freak/Jungle/Crystal if they're submitting. I'll see if I come up with anything interesting.
What happened last time?
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On October 03 2019 03:14 JungleTerrain wrote:Show nested quote +On October 03 2019 01:40 Excalibur wrote: As much as I want to submit for this my last experience left a rather bad taste in my mouth. I also know I can't compete with Freak/Jungle/Crystal if they're submitting. I'll see if I come up with anything interesting. What happened last time? Map I submitted was rejected with no response when I satisfied all criteria given. I've already heard all the justifications for why that was ("they couldn't POSSIBLY respond for why they rejected every submission" ect) but I personally do not find it worth it to invest the time it takes to create a map at a level acceptable for submission only to have it sent back with just a 'No.' attached to it.
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Yeah, we could really need something like TLMC for BW maps, where you can get actual feedback and the whole judging process is transparent.
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ALLEYCAT BLUES49886 Posts
Yeah what an idea, would love to do it.
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On October 03 2019 05:01 Excalibur wrote:Show nested quote +On October 03 2019 03:14 JungleTerrain wrote:On October 03 2019 01:40 Excalibur wrote: As much as I want to submit for this my last experience left a rather bad taste in my mouth. I also know I can't compete with Freak/Jungle/Crystal if they're submitting. I'll see if I come up with anything interesting. What happened last time? Map I submitted was rejected with no response when I satisfied all criteria given. I've already heard all the justifications for why that was ("they couldn't POSSIBLY respond for why they rejected every submission" ect) but I personally do not find it worth it to invest the time it takes to create a map at a level acceptable for submission only to have it sent back with just a 'No.' attached to it.
they cant pick all the maps... they are picking like 5 that go to vote? out of around maybe 500ish sent in what do you expect they are going to write down and critique everybodys map in an email ofcourse not
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On October 03 2019 05:13 Freakling wrote: Yeah, we could really need something like TLMC for BW maps, where you can get actual feedback and the whole judging process is transparent. sounds amazing, I would love to see it!
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United States10095 Posts
On October 03 2019 05:13 Freakling wrote: Yeah, we could really need something like TLMC for BW maps, where you can get actual feedback and the whole judging process is transparent. I'd be down to judge this. I critiqued SC2 maps way back when. Doesn't take much time either besides getting players to test the map with games.
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Flash Tshirt ? Let me recolorize Fighting spirit and submit
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On October 04 2019 05:52 FFW_Rude wrote: Flash Tshirt ? Let me recolorize Fighting spirit and submit Haha  Maybe a Fighting Spirit made of ice and full of Christmas Spirit !
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On October 04 2019 06:10 prosatan wrote:Show nested quote +On October 04 2019 05:52 FFW_Rude wrote: Flash Tshirt ? Let me recolorize Fighting spirit and submit Haha  Maybe a Fighting Spirit made of ice and full of Christmas Spirit !
No that was Fighting Breaker. There's also Circuit Spirit somewhere
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Amazing! What kind of keyboard is the Afreeca Freecs Keyboard by the way? Thanks Afreeca for being amazing
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konadora
Singapore66145 Posts
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I have a new idea!
![[image loading]](https://i.imgur.com/iPNd9zv.png)
Description: This map is for 2 players at 1 o'clock and 7 o'clock Every main base has 3 mineral lines and 3 gas 4 other bases Total: 10 bases include 2 islands Brown is road that infantry units can move on it Blue is sea.
Concept: 3 o'clock and 9 o'clock make this game is mind game. Because those roads are so far but you can come by your infantry units. Also they are so near but you have to come by your air units. It's too difficult to take 4th and 5th base in this map. But it's easy to attack them. What will you do in this case?
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I like this map. How about you?
(3)White Dragons Valley
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I am submitting this map on behalf of TossGo (TkTkVrooM)
Download: http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm
![[image loading]](https://i.imgur.com/tPSS1Wp.jpg)
1) Shadow Valley 2) TkTkVrooM 3) 4 4) 128x128 5) Jungle 6) 46 seconds
7) Features:
- Valleys leading to the natural can be used to hide unit movement and buildings. You only have vision into the valleys if you have a unit in there or a flying unit above. (This area is buildable)
- 2 island expansions
- Game play will develop very differently depending on spawn locations. >> If you spawn top left or bottom right you have easier ground access to two 3rd base locations. >> If you spawn top right or bottom left, you have a natural 3rd and closer access to the island expansion.
Download: http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm
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On October 07 2019 18:53 razorsuKe wrote:I am submitting this map on behalf of TossGo (TkTkVrooM) ![[image loading]](https://i.imgur.com/tPSS1Wp.jpg) 1) Shadow Valley 2) TkTkVrooM 3) 4 4) 128x128 5) Jungle 6) 46 seconds 7) Features: - Valleys leading to the natural can be used to hide unit movement and buildings. You only have vision into the valleys if you have a unit in there or a flying unit above. (This area is buildable) - 2 island expansions - Game play will develop very differently depending on spawn locations. >> If you spawn top left or bottom right you have easier ground access to two 3rd base locations. >> If you spawn top right or bottom left, you have a natural 3rd and closer access to the island expansion.
Can we have the map download link?
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On October 07 2019 20:13 1030xxx wrote:Show nested quote +On October 07 2019 18:53 razorsuKe wrote:I am submitting this map on behalf of TossGo (TkTkVrooM) ![[image loading]](https://i.imgur.com/tPSS1Wp.jpg) 1) Shadow Valley 2) TkTkVrooM 3) 4 4) 128x128 5) Jungle 6) 46 seconds 7) Features: - Valleys leading to the natural can be used to hide unit movement and buildings. You only have vision into the valleys if you have a unit in there or a flying unit above. (This area is buildable) - 2 island expansions - Game play will develop very differently depending on spawn locations. >> If you spawn top left or bottom right you have easier ground access to two 3rd base locations. >> If you spawn top right or bottom left, you have a natural 3rd and closer access to the island expansion. Can we have the map download link?
Yes, sorry http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm
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On October 06 2019 22:44 bovienchien wrote:I like this map. How about you? (3)White Dragons Valley + Show Spoiler + Looks really interesting, but the paths are quite narrow. It's a cool concept for a semi island map. The rush distances are a little short at least until you destroy the assimilator. I think because Terran can close off his base fairly early, then just build up mech really efficiently, then knock down the temples and slow push toward enemy main... It looks difficult against Terran. But every map ever produced people think is Terran favoured unless there is a huge open middle. Same for Protoss vs Zerg, Protoss can close off early, really efficiently make a strong army, then walk toward Zerg base after reopening his main.
This is just based off a rule of thumb about narrow paths favouring certain matchups. I don't know how it would play of course. Maybe if Terran or Protoss close off their base too early, Zerg and Protoss can just freely expand / tech to carriers / tech to the weird muta guardian style. I like your map, I would enjoy seeing it played a high level.
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Don't really like horizontal spawns in Tk's map, seems very linear. I think I would like to see games played in vertical or cross spawns. PvT might be hard because of the narrowness of everything. I don't see why he didn't give some of the unused space to the mains and make them bigger, they look like they are on the smaller side. Symmetry probably could be improved, too.
edit: the starting locations should probably be pushed all the way to the corners and flipped mineral lines to have them face the edges of the map.
Wonder if Tk is around and what he thinks of the submission XD
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There is also a rule that prohibits submitting maps you haven't made yourself.
That being said, White Dragons Valley has been sitting on the "maps to be remade" list on BWMN for a ling time now, some one should properly adopt it.
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On October 08 2019 06:49 JungleTerrain wrote: Don't really like horizontal spawns in Tk's map, seems very linear. I think I would like to see games played in vertical or cross spawns. PvT might be hard because of the narrowness of everything. I don't see why he didn't give some of the unused space to the mains and make them bigger, they look like they are on the smaller side. Symmetry probably could be improved, too.
edit: the starting locations should probably be pushed all the way to the corners and flipped mineral lines to have them face the edges of the map.
Wonder if Tk is around and what he thinks of the submission XD
On October 08 2019 07:42 Freakling wrote: There is also a rule that prohibits submitting maps you haven't made yourself.
That being said, White Dragons Valley has been sitting on the "maps to be remade" list on BWMN for a ling time now, some one should properly adopt it.
He told me specifically to post it, I let him read what I wrote including the description before posting. I also wrote in the email to the Judge that I am only acting as his communicator, if his submission is successful all acknowledgements/prizes will go to him and not to me.
He also seems open to making changes, he likes feedback and suggestions.
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Why doesn't he just do it himself lol
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I like these maps:
(2)Code Of Honor
![[image loading]](https://i.imgur.com/Ya1lgsk.jpg)
(2)SpiderMonkey
![[image loading]](https://i.imgur.com/L4P5n3D.jpg)
(2)Stupid Mind
![[image loading]](https://i.imgur.com/yqpe0xz.jpg)
(4)Lucid Dream
![[image loading]](https://i.imgur.com/RnYYuWD.jpg)
(4)RazorsEdge
![[image loading]](https://i.imgur.com/P17GQOC.jpg)
From: here
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^ Spider Monkey & Lucid Dream look cool, but I'm afraid that they would be hella imbalance in pro play..
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^ If they are imbalance. That's why we have many maps in a tournament.
Actually It's hard to say imbalance from maps, except island maps.
For example: Block Chain was considered a map that Terran can't win in TvZ and TvP. After ASL season 7 and 8, the fact doesn't show it.
Block Chain in ASL 7:
![[image loading]](https://i.imgur.com/b3x95t2.png)
Block Chain
Block Chain SE in ASL 8:
![[image loading]](https://i.imgur.com/030CpRp.png)
Block Chain SE
Another one from Sparkle, a map that Zerg can't win in ZvT and ZvP
Sparkle in ASL 5:
![[image loading]](https://i.imgur.com/ImMFb6l.png)
Sparkle
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^ I agree with you at Shizi. But I still prefer Lucid Dream than the others. So It's so harder to play ^^!
p/s when I picked these maps. I didn't know who was author completely.
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I have a new version for Circuit Breakers map
Black is space We have 4 island bases (12, 3, 6, 9 o'clock) + 12 land bases. Total is 16 bases.
Concept: If 2 players are in 1 and 11 o'lock or 5 and 7 o'clock. This match is normal. But they are in cross of the map. This match is so hard to play, maybe it becomes air war or marco war. You move less, you have to think more!
![[image loading]](https://i.imgur.com/5zLCbcc.png)
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On October 10 2019 23:05 bovienchien wrote:I have a new version for Circuit Breakers map Black is space We have 4 island bases (12, 3, 6, 9 o'clock) + 12 land bases. Total is 16 bases. Concept: If 2 players are in 1 and 11 o'lock or 5 and 7 o'clock. This match is normal. But they are in cross of the map. This match is so hard to play, maybe it becomes air war or marco war. You move less, you have to think more! ![[image loading]](https://i.imgur.com/5zLCbcc.png)
Are you waiting for someone else to make a map based on your concepts or what?
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On October 10 2019 23:05 bovienchien wrote:I have a new version for Circuit Breakers map Black is space We have 4 island bases (12, 3, 6, 9 o'clock) + 12 land bases. Total is 16 bases. Concept: If 2 players are in 1 and 11 o'lock or 5 and 7 o'clock. This match is normal. But they are in cross of the map. This match is so hard to play, maybe it becomes air war or marco war. You move less, you have to think more! + Show Spoiler + In StarCraft there is always a dynamic of one race expands more than the other, the other is slower and has to turtle more. If you create a map with one narrow path, all you do is make splitting the map very easy, which favours the race that is normally supposed to be one base behind in an even game.
This issue was present on good old Gaia, and that map even had a wider middle than what you are proposing.
Good maps generally have a few different paths which allow for flanking or counter attack maneuvers, because there is also usually a dynamic of one race having a stronger but less maneuverable army. So one obvious choke point makes it easy for them to prevent flanking and just slow push toward the enemy. The whole dynamic of Hitchhiker was one that played on this problem, but gave some opportunities for taking the battle to other parts of the map.
Hitchhiker Gaia
I think if you are interested in generating map ideas, you should have a look through TLPD to see what's been done over the ages. Lots of crazy things have been tried, although anything before 2005 is probably going to be such a different meta the balance stats will tell you nothing. Really anything before 2007 when Bisu showed Protoss how to play is going to be invalid for PvZ stats.
One thing you will have to understand though is that there's a good reason maps gravitate toward a certain shape, so you have to be thoughtful when you try to subvert that shape if you want to do something interesting. I used to like trying to create maps where I thought I would have no idea how to play them, because I thought you can't say anything about balance if the map doesn't conform to any meta. But at the same time, there's simple mistakes like one narrow path that make a map unplayable in a very boring way, because it's obvious how to abuse it. Not to harp too much on this particular issue, but it's one of a couple of things people first try, and the best way to find out it doesn't work is to play some games on it yourself with a friend.
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^ Thank you so much. You explained for me! I thought gosus will have way to take their games. Athough it's hard to do.
Are you waiting for someone else to make a map based on your concepts or what? Yes, I hope so. I can't make map so I know it's not simple to do. When I was a child, I usually make map to play with computer by myself.
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** had a post asking for help adding observers, but I've got it figured out! **
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I love these maps:
(2)Giza Strip II
![[image loading]](https://i.imgur.com/PUSFZop.jpg)
(4)Crystal Cavern 0.004
![[image loading]](https://i.imgur.com/HK93jNR.jpg)
(4)Greedy Line
![[image loading]](https://i.imgur.com/gEM2CHS.jpg)
From here
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Holy balls, I knew map making was hard but seriously its real hard. I've loved how SC is shaped and changed by its in game geography and this competition has made me appreciate all the detail and work that goes in map making.
I worked hard on my entry and I still had so much I could have improved.
To any prospective entrants: Submission ends TODAY. I reckon you have about 7 hours to get your email in by 5pm KST.
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Finally submitted 10 maps… I hate map contests. Pulled an all-nighter again just to compile the map pack according to the demanded specifications @_@
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On October 17 2019 13:47 Freakling wrote: Finally submitted 10 maps… I hate map contests. Pulled an all-nighter again just to compile the map pack according to the demanded specifications @_@
glorious! which ones did you sent in? or you dont wish to announce that right now?
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United States337 Posts
On October 17 2019 13:47 Freakling wrote: Finally submitted 10 maps… I hate map contests. Pulled an all-nighter again just to compile the map pack according to the demanded specifications @_@
Haha I heard about your submission. Interestingly, I heard that Korean submissions were usually only one map, where as non-Korean submissions were multiple.
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Because non-koreans have years worth of maps that have gone unnoticed XD
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And the Korean BW map making scene basically decided to commit suicide after Kespa switched to SC2 by closing down all relevant map hosting sites…
I submitted
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Russian Federation249 Posts
Dies Irae FTW. I was trying to get this map in BSL since season 5 without any luck. I hope it will now receive more attention.
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On October 18 2019 04:34 Freakling wrote:And the Korean BW map making scene basically decided to commit suicide after Kespa switched to SC2 by closing down all relevant map hosting sites… I submitted
Shadowplay is amazing.
Hopefully it gets some attention in BSL (maybe??)
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Hoping finally they will pick a map or even two of Freakling, even KSL surrendered to beauty of them but ASL being stubborn thinking only koreans can make decent maps.
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On October 18 2019 05:45 outscar wrote: Hoping finally they will pick a map or even two of Freakling, even KSL surrendered to beauty of them but ASL being stubborn thinking only koreans can make decent maps. ASL Season 8 used Overwatch aka Neo Overwatch which is western (non-kor) made, afaik
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Overwatch was made by Negativezero, who is primarily a SC2 mapmaker, but shows great talent in BW mapmaking as well. He is here on Teamliquid
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Freakling is taking this one home, those are beautiful maps man!
Well I'm out for the count... this was my submission :S Also noticed after submitting that the 7-8 o'clock path is one tile narrower than the others *facepalm*
![[image loading]](https://i.imgur.com/OuM3bnM.jpg)
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Incidence looks rad. In fact, most of these maps do. Good luck on the vote.
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This contest has just one participator?
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i have a revolutionary idea, we take "The Lost Temple" and we reverse it.
we can call it Backwards temple or something like that.
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On October 18 2019 15:19 XenOsky wrote: i have a revolutionary idea, we take "The Lost Temple" and we reverse it.
we can call it Backwards temple or something like that.
i dont know if you are throlling or joking or serious anyways there is a reverse LT version.. from back in the days
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On October 18 2019 04:34 Freakling wrote:And the Korean BW map making scene basically decided to commit suicide after Kespa switched to SC2 by closing down all relevant map hosting sites… I submitted
Shadowplay would be an awesome pick for this season! definitely my favorite of those
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On October 18 2019 16:23 oEkY wrote:Show nested quote +On October 18 2019 04:34 Freakling wrote:And the Korean BW map making scene basically decided to commit suicide after Kespa switched to SC2 by closing down all relevant map hosting sites… I submitted Shadowplay would be an awesome pick for this season! definitely my favorite of those
Agreed, my fav
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2 Posts from me:
Working to finish a 3rd (time is tight)
![[image loading]](https://i.imgur.com/yNJIaus.png)
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On October 08 2019 15:44 bovienchien wrote:I like these maps: (2)Code Of Honor ![[image loading]](https://i.imgur.com/Ya1lgsk.jpg) (2)SpiderMonkey ![[image loading]](https://i.imgur.com/L4P5n3D.jpg) (2)Stupid Mind ![[image loading]](https://i.imgur.com/yqpe0xz.jpg) (4)Lucid Dream ![[image loading]](https://i.imgur.com/RnYYuWD.jpg) (4)RazorsEdge ![[image loading]](https://i.imgur.com/P17GQOC.jpg) From: here
Thank you for submitting Spider Monkey :D glad you like my map!
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One more I will get into the contest
very experimental
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A lot of good maps are in this page
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Do we have any news about the maps that are doing well in this contest?
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On October 20 2019 16:43 M3t4PhYzX wrote: Do we have any news about the maps that are doing well in this contest? 10/24
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On October 20 2019 18:04 Freakling wrote:Show nested quote +On October 20 2019 16:43 M3t4PhYzX wrote: Do we have any news about the maps that are doing well in this contest? 10/24 ok, Cool
we will be able to vote for our favourite ones, right?
I hope so.
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Schedule is in OP:
I'll just assume it is a public vote (and you'll probably need an Afreeca account to post a vote at least that's how it was done last time).
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On October 20 2019 23:27 Freakling wrote:Schedule is in OP: I'll just assume it is a public vote (and you'll probably need an Afreeca account to post a vote at least that's how it was done last time). kk, got it
thanks a lot
hope one of your creations will be chosen again
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Some update:
Okay, so I have been informed that both (3)Flight Path and (3)Inner Coven are in the next round. I also got some feedback from three anonymized judges on both of them, including English translations (albeit not very good ones). So this tells us a) that they are again looking for maps that are a bit on the crazy side, and b), that they are running a well organized and thought out map contest this time, which is really nice to see for a change.
Feedback so far is mostly that both maps are so far out layout- and mechanics-wise that it is basically impossible to predict how gameplay and balance would turn out and eventual adjustments would have to be determined through game testing (no surprise). I guess for me personally the drawback is that these maps making it all the way through now entirely hinges on the delicate balance (or lack thereof) of these crazy maps.
I'll keep you updated.
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from all the maps you posted those two were the one that i thought will not make the cut hm.
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You probably haven't take into account the kind of map policy Afreeca has been consistently employing over the last five instalments of ASL…
EDIT: Though it may also be the case that they just didn't want to take to many maps from me (or any single map maker) and just picked the most "interesting" (in the sense of far-out-there) ones, so maybe if I had not submitted those island maps my more middle-of-the-road-crazy submissions like Dies Iræ and Incidence would have made it through, who knows. I'd definitely have liked to have the pretext to finally really flesh out the latter ones. Or maybe some of my submissions (such as the these latter two) got sorted out because of minor bugs/incomplete editing (such as mining bugs etc.) which is regrettable and probably not the ideal way to approach the whole thing, but would at least mean they apply their submission criteria and do it fairly for every one. I'll try to find out some details, maybe get some feedback on other maps as well.
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By the way, does any one have a link to the original Afreeca source for this?
EDIT: Okay, found it: Korean announcement English announcement
Doesn't seem to contain any public info about the maps selected yet, though.
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I prefer (3)Inner Coven. It's beautiful and balance. I think it will be so fun to watch. Players will use more their mind to get this map.
//What is this? http://afreecatv.com/
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Any updates on Inner Coven? @freakling On the streams it seems like they are giving feedback and suggesting changes to the map, such as removing some of the disruption webs. It also seems like they're playing different versions of the map to see what improves balance. Are you actively involved in this process? As it stands, it seems like Terran win rate in spon games is terribly low versus Zerg (20%?).
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LatiAs is now modifying Inner Coven. I've heard he has been delegated for bug fixing and balancing, after 1.06 version of Inner Coven.
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Right now I am lucky if I ever even receive any of the newest versions O_o. They seem to be in a bit of a panic mode right now, maybe two weeks before the competition is a tiny bit late for players to start grinding games on the map. But no one could have seen that coming @_@. So for now I am content to settle back, watch the trainwreck unfold and waiting for the debris to settle down, so maybe I can stitch the pieces back together again, and mold what right now looks like some gutted and hastily patched back together piece of junk into a proper map.
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51398 Posts
looks like this is 1.20; the version that they will use for the ASL
![[image loading]](https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2Fb8CHtH%2FbtqBQnMmlsL%2Fl6HfOQ4O2HC0bf4EMkhfWK%2Fimg.jpg)
from 910's blog (https://910map.tistory.com/43?category=853856); the changes: - path to the center has been changed from webs and eggs to 2 stacked neutral buildings of 2000hp. - side expansion neutral buildings (chrystalis, sunken) have been removed - a 50hp gun turret trap has been installed in its place - various adjustments to the mineral values of expansions (i don't know what part of the map they are defining the "inner side expansion" as so i can't really translate it)
+ Show Spoiler [korean] +- 중앙 통로 웹, 에그 제거 - 중앙 통로 중립 건물(2겹 x 2000) 설치
- 중앙 통로 넘기기용 안쪽 미네랄 설치 - 사이드 멀티 중립 건물 제거 (크리살리스, 성큰) - 사이드 멀티 건 트랩 설치(체력 50, 디텍팅 유닛이 있어야 파괴 가능, 파괴 전에는 건물 건설 불가)
- 사이드 멀티 안쪽 미네랄 삭제- 본진 자원 미네랄 2기 자원 감소(1500 -> 750) - 사이드 멀티 자원량 증가(1000 -> 1250)
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konadora
Singapore66145 Posts
to add on to GTR's post,
- the 50hp turret requires detection to be destroyed, else building cannot be built on it - 2 mineral patches in main reduced from 1500 to 750 - increased value of mineral patches in outer expansions from 1000 to 1250 - outer expansion's inner mineral deleted (?)
other note is that the inner island expo is now changed to 1 single expo per side and there's also a mid expo, though i'm not sure when that change was made
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Russian Federation541 Posts
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