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Active: 1580 users

New Worlds Map Contest: Top 12 Submissions

Forum Index > Brood War Tournaments
42 CommentsPost a Reply
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MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-09 07:08:32
April 27 2021 00:22 GMT
#1

Welcome to the next phase of the
New Worlds Map Contest!

[image loading]


The original plan was to break down our submissions into 8 maps for this phase, but since there was an unforeseen amount of submissions we have chosen 12 maps to move into this round, giving opportunity to multiple new comers to really shine with their efforts.

What will happen now?
1) We present to you the top 12 maps of the contest.
2) We ask for your feedback on these maps on how you think each one can be adjusted appropriately, from a players or observers perspective. To be clear, we are not asking for your votes, yet!
3) Map makers are given two weeks to complete and polish their maps to further completion. (All submissions must be posted in this thread by May 11, 20:00 CET).
4) We will launch a public vote on TL to decided our final four maps in a future post in ~2 weeks.
5) The final four maps will be featured in four exciting map test tournaments, each focusing on one map, involving top foreign progamers exclusively casted by us Team Think Quick & pe RemastrTV.
6) Public voting on TL will select the winner of the final four maps in a public poll.
7) Top voted map created by a "new map maker" will be awarded 20% of our Map Makers
prize pool.


-- :: Download Map Pack :: --



[image loading] (2)Clock Strikes [image loading]
By CrystalDrag
+ Show Spoiler +
us
[image loading]
[image loading]



[image loading] (2)Static 0.13 [image loading]
By CharacteR
+ Show Spoiler +
ca
[image loading] [image loading]


[image loading] (2)Vertebrae 1.0 [image loading]
By HeMsK
+ Show Spoiler +
se
[image loading]
[image loading]


[image loading] (3)Tundra 0.95 [image loading]
By StyleZerg (concept) & Freakling (decoration)
+ Show Spoiler +
mx / de
[image loading]
[image loading]


[image loading] (3)Turbine 1.01 [image loading]
By Minerals
+ Show Spoiler +
us
[image loading][image loading]


[image loading] (4)Augustgrad 5.0 [image loading]
By nOm.CookiMaster
+ Show Spoiler +
ca
[image loading]
[image loading]


[image loading] (4)Bridging the Gap 0.81 [image loading]
by Freakling (concept) & StyleZerg (decoration)
+ Show Spoiler +
de / mx
[image loading]
[image loading]


[image loading] (4)GOOD NIGHT 1.2 [image loading]
By CrystalDrag
+ Show Spoiler +
us
[image loading][image loading]


[image loading] (4)Mayday 0.93 [image loading]
By nOm.Doglived
+ Show Spoiler +
us
[image loading]
[image loading]


[image loading] (4)Sanctuary 0.97 [image loading]
By JungleTerrain (concept) & Minerals (decoration)
+ Show Spoiler +
cl / us
[image loading]
[image loading]


[image loading] (4)Terraform 0.57 [image loading]
By SCSpider
+ Show Spoiler +
us
[image loading]
[image loading]


[image loading] (4)Wavelet 2.02 [image loading]
By Freakling (concept) & CrystalDrag (decoration)
+ Show Spoiler +
de / us
[image loading][image loading]


** Click on images for better view! **



-- :: NWMC All Submissions :: --

-- :: NWMC Original Post :: --

-- :: Donate to Map Makers Prize Pool :: --

-- :: Donate to Map Test Tournaments Prize Pool :: --




Massive shout out to DarkMatter for releasing Titan Reactor just in time for our map contest and helping us get these awesome 3d overviews of our map contestants.


Disqualifications and Why:
+ Show Spoiler +

Here is a screenshot of our data coming out of our recent voice conference to select these twelve maps.

[image loading]
*x in scoring = mapper cannot vote for themselves


As you can see we jumped round a little bit regarding the last few maps we selected. We talked back and forth about the last few maps since the scoring was so similar.

Reasons for skipping some maps:

Eurydice: CrystalDrag already had multiple submissions in the finals and we wanted to give opportunities to new mappers.

Carver: We wanted HeMsK to be able to focus on dialing in Vertebrae and not have to worry about juggling maps since we though Vertebrae is his most solid submission.

Largo: This map is unfortunately a 'back burner' map that was submitted and has little chance of being updated or adjusted. This competition rewards contestants for their efforts.

Serenity: Since this map is plain and boring, we would rather give opportunities to new mappers. I also would rather put my time into adjusting Turbine & Sanctuary.

The Dark Knight: This is an older map that was submitted with minor modifications that had some buggy issues. Asphalt is so hard to see burrowed units on. Lay-out wise this map is ok but the naturals and thirds are very wide open. The high ground of the side of the building deco can be confusing to someone who doesn't know what their looking at. The map has a neat theme.

Static: We selected this as our 12th map since it had a very high public rating and can become a promising one on one map with some adjustments and decoration.

Mystery Box: tba

Scarabee: tba

Chandelier: tba

Abyss of Remains: tba

Belt of Faith: Non-Standard DQ
Pearl: Non-Standard DQ
Gold Treasure: Non-Standard DQ
Dodgy Dunes: Non-Standard DQ
Midnight Crossing: Author removed.
Trinity: Author removed.
Cellular Automaton: Author removed.
Angelmaker: Author removed.

If you have any questions, please do not hesitate to ask.
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✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
MineraIs
Profile Joined September 2020
United States846 Posts
April 27 2021 00:24 GMT
#2
Congratulations to all of the contestants who made it into this phase, and thank you everyone for your awesome new world creations!
We were happy with so many great submissions and look forward to launching the next map contest a few weeks after this one is complete.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-04-27 00:53:30
April 27 2021 00:34 GMT
#3
nuked
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
ox.tQ
Profile Joined November 2010
796 Posts
Last Edited: 2021-04-27 04:09:54
April 27 2021 00:53 GMT
#4
For the most part, the systematic, democratic and meritocratic method used to select the top 12 maps took into consideration votes from four groups of evaluators:

1) TL users who listed their favourite maps in the submission thread (including high ranking players who may participate in the play test tournaments);

2) mapping contestants themselves (who were asked not to list their own maps in their top 8 lists) who privately shared their lists with me and their votes were recorded anonymously; except for two or three mappers who had already posted their lists publicly in the previous thread.

3) Koget who did an extensive review of all maps on his stream;

4) a three member impartial veteran evaluation committee.

The selection process involved cross referencing the map votes and scores of all these different groups while in a few rare cases, other factors were considered as Minerals noted.

For anyone interested, this document shows in detail the scores and votes of each group separately as well as total score averages across the different evaluation groups.

Designing and executing a map contest is extremely difficult and tricky but I think this is a democratic/inclusive, transparent, systematic, impartial and meritocratic method given what we had to work with. Big thanks to the veteran map makers who have been providing all the contestants with feedback in the BWMN discord since maps were submitted, and who were continuously re-evaluating those maps for their own selection purposes.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
M3t4PhYzX
Profile Joined March 2019
Poland4223 Posts
Last Edited: 2021-04-27 18:23:53
April 27 2021 18:16 GMT
#5
It's going to be insanely hard to pick only four maps from these remaining in the final 12.. Crazy high quality contest.

Will we see the remaining eight in some of the tq showmatches maybe? That would be cool

Thanks guys & cheers
odi profanum vulgus et arceo
oxKnu
Profile Joined December 2017
1234 Posts
Last Edited: 2021-04-27 19:30:16
April 27 2021 18:36 GMT
#6
I'm happy to see Static made it.I didn't get the chance to make a voting submission in the previous thread but from all of the maps it seems like this one has the most potential for the highest level of competitive Starcraft.

I would suggest working on the concept a bit (optimizing resouces, making some of the backdoor pathways a bit tighter etc)

In my opinion this is like a better Matchpoint and it would be great if this was forwarded/submitted to the Korean scene in some way with hopes of having this adjusted and accepted for competitive play.
ox.tQ
Profile Joined November 2010
796 Posts
Last Edited: 2021-04-27 20:32:33
April 27 2021 20:32 GMT
#7
On April 28 2021 03:16 M3t4PhYzX wrote:
It's going to be insanely hard to pick only four maps from these remaining in the final 12.. Crazy high quality contest.

Will we see the remaining eight in some of the tq showmatches maybe? That would be cool

Thanks guys & cheers


Thanks for your interest and engagement as always.

Yes we were considering organizing at least one 9-game live showmatch between two top foreigners on those 8 maps that won't unfortunately make it to the top 4 (and adding another map that didn't make it to the top 12, to those 8 maps).

There will be another (but with a different focus) map contest in the future (which mappers can submit their maps to) and we are hoping to continue and improve upon the same format, which involves engagement from map makers, the public and players. It has the potential to become a really new, fun and exciting BW series that actively encourages the participation of different groups so everyone feels like they have a stake. It can also showcase wonderful new maps by Koreans and foreigners, which different leagues/events can consider adding to their own map pools.

Thanks oxKnu for your generous compliment about Character's map Static. While mappers always appreciate constructive criticisms, I think endorsements like yours go a long way towards raising their spirits and encouraging them to continue mapping.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Eidolonic
Profile Joined June 2020
29 Posts
April 27 2021 22:13 GMT
#8
On April 28 2021 03:36 oxKnu wrote:
In my opinion this is like a better Matchpoint


I'm not seeing it, could you elaborate please?
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-04-28 11:37:11
April 28 2021 07:42 GMT
#9

Sanctuary 0.9 --> 0.97

- - :: Download :: - -

[image loading]

Updates:
-Added an additional tight bridge to each quadrant. Scouting units will now travel through two small bridges from main to main. (see spoiler)
-Removed bridge going to 3rd gas base, replaced with spine ramp.
-Added rocky high ground spots to reduce some chokes a bit.
-Added more decoration.
-Reduced main size.

+ Show Spoiler +

Scouting:
[image loading]

Extra
[image loading]
[image loading]

✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
MineraIs
Profile Joined September 2020
United States846 Posts
April 28 2021 08:26 GMT
#10
On April 28 2021 07:13 Eidolonic wrote:
Show nested quote +
On April 28 2021 03:36 oxKnu wrote:
In my opinion this is like a better Matchpoint


I'm not seeing it, could you elaborate please?


Maybe because it is 2 player dual map on space tileset.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4223 Posts
April 28 2021 09:09 GMT
#11
On April 28 2021 05:32 ox.tQ wrote:
Show nested quote +
On April 28 2021 03:16 M3t4PhYzX wrote:
It's going to be insanely hard to pick only four maps from these remaining in the final 12.. Crazy high quality contest.

Will we see the remaining eight in some of the tq showmatches maybe? That would be cool

Thanks guys & cheers


Thanks for your interest and engagement as always.

Yes we were considering organizing at least one 9-game live showmatch between two top foreigners on those 8 maps that won't unfortunately make it to the top 4 (and adding another map that didn't make it to the top 12, to those 8 maps).

There will be another (but with a different focus) map contest in the future (which mappers can submit their maps to) and we are hoping to continue and improve upon the same format, which involves engagement from map makers, the public and players. It has the potential to become a really new, fun and exciting BW series that actively encourages the participation of different groups so everyone feels like they have a stake. It can also showcase wonderful new maps by Koreans and foreigners, which different leagues/events can consider adding to their own map pools.

Thanks oxKnu for your generous compliment about Character's map Static. While mappers always appreciate constructive criticisms, I think endorsements like yours go a long way towards raising their spirits and encouraging them to continue mapping.

Sounds excellent! Hopefully it will come to fruition.

This is a very good idea.
odi profanum vulgus et arceo
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-04-28 11:18:11
April 28 2021 09:34 GMT
#12
Updated thread with 3d images from Titan Reactor.

I recommend map makers use this program to snap some fancy shots of your maps with your updates.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
oxKnu
Profile Joined December 2017
1234 Posts
Last Edited: 2021-04-28 18:33:05
April 28 2021 18:32 GMT
#13
On April 28 2021 07:13 Eidolonic wrote:
Show nested quote +
On April 28 2021 03:36 oxKnu wrote:
In my opinion this is like a better Matchpoint


I'm not seeing it, could you elaborate please?


Sure.

First of all my comparison was not related to the obvious features of a map: main/nat base layout, direct path to opponent's main, layout of center of the map etc.

At this point, anything related to those features has been explored in some way or the other, it's just the combination of them that really sets a map apart these days along with the play-ability of the map in the mid-game and/or late-game.

For our example: Matchpoint is a terrible late-game map. I've literally seen some games between pros with early GG with equal supply in TvP. Similar income, similar number of mining bases etc but at some point it becomes almost impossible to maintain that split-map scenario.

So it seems like the maps that get the most usage out of all manage to maintain enough play at all stages of the game. Gone are the donkey maps of the mid 00s and novelty acts like we used to see in the pro-era of SC1.

One example that I think is telling is Eclipse. Probably the best 2-p map of all time, it offers a variety of ways to approach the mid-game and the early game: you can do aggression into macro-game, defend your third well enough to transition into late-game. There are multiple platforms to do dual fork attacks into opponents 4th or 5th, there are solutions to getting out of contains etc.

Everybody at first look of Eclipse started whining (oh my god it's not symmetric, how dare you?!?) but when it came to actual play it turned out to be incredibly well balanced and resourceful strategically.

So in my opinion Static presents the most potential from that point of view.
Eidolonic
Profile Joined June 2020
29 Posts
April 28 2021 21:22 GMT
#14
On April 29 2021 03:32 oxKnu wrote:
Show nested quote +
On April 28 2021 07:13 Eidolonic wrote:
On April 28 2021 03:36 oxKnu wrote:
In my opinion this is like a better Matchpoint


I'm not seeing it, could you elaborate please?

...

So it seems like the maps that get the most usage out of all manage to maintain enough play at all stages of the game. Gone are the donkey maps of the mid 00s and novelty acts like we used to see in the pro-era of SC1.

One example that I think is telling is Eclipse. Probably the best 2-p map of all time, it offers a variety of ways to approach the mid-game and the early game: you can do aggression into macro-game, defend your third well enough to transition into late-game. There are multiple platforms to do dual fork attacks into opponents 4th or 5th, there are solutions to getting out of contains etc.

Everybody at first look of Eclipse started whining (oh my god it's not symmetric, how dare you?!?) but when it came to actual play it turned out to be incredibly well balanced and resourceful strategically.

So in my opinion Static presents the most potential from that point of view.


I really appreciate you going into detail about this. It is particularly helpful to understand as a contestant what people are looking for. I'm curious if you feel this way at all about the other 2 player maps Vertebrae or Clock Strikes? What might be lacking from them which sets your opinion lower than Static?
oxKnu
Profile Joined December 2017
1234 Posts
Last Edited: 2021-04-28 23:05:13
April 28 2021 23:04 GMT
#15
Okay, I will post my thoughts on the selection of maps that made the cut.

Augustgrad 5.0
Quite visually appealing, however I think this suffers from the curse of Escalade. A map that at first looks fine and very much playable that turns out to be dreaded by pretty much every race.
Too much high-low ground disruption that will affect effective army control. Mixed armies of air + ground will also have trouble making their worth in engagements simply because it's not easy to maintain a clump of units from enough angles in the center tiles of the map.Very zerg favored in ZvP,, Z is incentivized to harass in early to mid-game while building up eco into big drop in late game. Protoss will have a hard time defending 3rd and 4th while effectively finding openings with their deathball in the middle of the map. Terran is will have problems against Arbiters here and generally is disadvantaged by the disruptive terrain features.

Main improvement: consider tightening the side middle bases and merging the ridges into at least one big platform in the center.

Bridging the Gap 0.81

First impressions are: too poor in resources for a large map, will probably end up in static games. Too easy to camp on 3 bases.

Possible improvement: creating a backdoor path between the mains and the 9 and 3 o'clock bases, re-adjusting the middle slightly to fit in some mineral patches in the middle of the map for very late game scenarios.

Clock Strikes

Mains are too big for this type of base orientation. I like that it offers good options for third expo and incentivizes players on establishing a strong middle defense position that in turn will allow for nice counter-play in drops or harass to 4th (or 3rd) depending on situation.

Improvements: Hard to say but I think the middle should be more refined somehow, maybe inverting the wings in the centre and relocating mineral patches?

GOOD NIGHT 1.2

On first glance it might look quite OP for Terran but I think that is fixable by adjusting the layout of 3rd and 4th bases. The early game on this might turn out to be quite bland on the regular which in turn might lead to a lull towards the mid-game.

Improvement: Maybe double ramp at 6 and 12o'clock bases. Making the mineral-only less chokey might favor some much needed harassment by the looks of it.

Mayday 0.93

I like the look of it, but out of all might be one of the hardest to see playing out well. The layout of the middle platforms favors armies avoiding each other since it's very easy to have a large army broken up (imagine a few control groups of hydras getting stormed in those bridges while they're trying to merge from rally points.

Improvement: To he honest I don't know. It feels like it's 2 maps into one. So maybe simplify it somehow?

Sanctuary 0.97

Although it might seem that it's a bit more open than something like Fighting Spirit I think it will end up playing quite similar in the end. The variations don't affect the regular play in most match-ups imo. PvZ might be a bit more difficult in the first 10 minutes of the game than FS.

Improvement: I think it's a decent map from a technical point of view. I've never been a fan of FS-like maps.


Static 0.13

My favorite out of the bunch. Review is in my first post.

Terraform 0.57

Feels like a redesign of La Mancha with some variations. I mean La Mancha is a pretty good standard map so this might turn out to be good if it gets any play.

Improvement: I would reduce the artifact buildings in the middle and around the middle. Too cluttery.

Tundra 0.95

Cool design. I like the placement of all expansions here but unfortunately this will still end-up being too imbalanced in PvZ even though there's a safe ramped third. The safety in the early game for P will be traded for a significant disadvantage in the late game. Clean map from a technical point of view.

Improvement: Don't know if for this map, but I'd like to see this base layout explored more. As in different orientation, air space exposure etc.

Turbine

A normalized version of Blockchain in some way. But maybe that's a stretch. Generally I think it's good, a little bit Protoss favored and maybe lacking some more features to make it stand out more. It's difficult to anticipate where the counter play could from when employing a macro strategy.

Improvement: I can't think of a good one. A drastic one that I would think of is pushing the mineral only expansions in the very middle, but leave the separator where it is now.

Vertebrae

Similar opinion to Augustgrad. Way too disruptive for large army control. I like the third and 4th placement, It could lead to some cheeky plays.

Improvement: same as Augustgrad.


Wavelet

Nice clean map. Obviously very similar to CB. Probably my second favorite out of all.

Improvement: I would add resources at 6 and 12 o'clock. Wild idea would be to add a gas there (maybe with a few mineral patches, maybe just gas).

ox.tQ
Profile Joined November 2010
796 Posts
April 29 2021 01:29 GMT
#16
You're a saint oxKnu! Be careful giving such thoughtful feedback! Map makers will never leave you alone
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Eidolonic
Profile Joined June 2020
29 Posts
April 29 2021 01:54 GMT
#17
On April 29 2021 08:04 oxKnu wrote:
Okay, I will post my thoughts on the selection of maps that made the cut.
...


Thank you, sir!
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
April 29 2021 06:18 GMT
#18
On April 28 2021 05:32 ox.tQ wrote:
Show nested quote +
On April 28 2021 03:16 M3t4PhYzX wrote:
It's going to be insanely hard to pick only four maps from these remaining in the final 12.. Crazy high quality contest.

Will we see the remaining eight in some of the tq showmatches maybe? That would be cool

Thanks guys & cheers


Thanks for your interest and engagement as always.

Yes we were considering organizing at least one 9-game live showmatch between two top foreigners on those 8 maps that won't unfortunately make it to the top 4 (and adding another map that didn't make it to the top 12, to those 8 maps).



BWCL is considering using projects like this for upcoming seasons. Be it ordinary league procedure or other events like the King of Kings.
oxKnu
Profile Joined December 2017
1234 Posts
April 29 2021 09:29 GMT
#19
On April 29 2021 10:54 Eidolonic wrote:
Show nested quote +
On April 29 2021 08:04 oxKnu wrote:
Okay, I will post my thoughts on the selection of maps that made the cut.
...


Thank you, sir!


No problem.

Forgot to mention this but usually by base layout I mean: main + nat + 3rd. The most convenient combination of the three for the map.
ox.tQ
Profile Joined November 2010
796 Posts
April 29 2021 15:35 GMT
#20
On April 29 2021 15:18 GeckoXp wrote:
Show nested quote +
On April 28 2021 05:32 ox.tQ wrote:
On April 28 2021 03:16 M3t4PhYzX wrote:
It's going to be insanely hard to pick only four maps from these remaining in the final 12.. Crazy high quality contest.

Will we see the remaining eight in some of the tq showmatches maybe? That would be cool

Thanks guys & cheers


Thanks for your interest and engagement as always.

Yes we were considering organizing at least one 9-game live showmatch between two top foreigners on those 8 maps that won't unfortunately make it to the top 4 (and adding another map that didn't make it to the top 12, to those 8 maps).



BWCL is considering using projects like this for upcoming seasons. Be it ordinary league procedure or other events like the King of Kings.


What wonderful and exciting news! This is a great way to stimulate the foreign map making scene and add a little novelty to the experience of watching or playing games in foreign events. Big shout out to all the organizers, both past and present, who have featured newer or different maps in their map pools.

I understand there is some ambivalence towards newer maps on the part of players sometimes and of course organizers take those concerns seriously. But I think if the map is of sufficient quality (meaning it is well designed, balanced, standard enough with a new twist, aesthetically and technically developed), then it should deserve some consideration. While the definition of such a map may be a contentious issue and topic of debate (and a very interesting/productive one!), I think it is still possible for a newer map to achieve popular acceptance and approval. This has happened to some degree with the map contest submission called Wavelet for example.

I am particularly interested in seeing the creation and/or adoption of a foreign made map that is widely accepted and preferred by most players. Kind of like a new and different yet equivalent version of say a Python, Fighting Spirit, Circuit Breakers, Eclipse, Neo-Sylphid, etc. which were all made by Korean map makers. It would be nice to see a similar foreign made map with a long life span.

But regardless of the desired contents of the map, I think it can be more easily achieved by creating an open dialogue between map makers and players and the public. Feedback really helps map makers and any opportunities to have their maps featured in events (if they are deemed worthy/acceptable) certainly goes a long way toward motivating them to continue on a tradition that has survived on the margins of BW for far too long.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-10 21:39:39
April 30 2021 07:50 GMT
#21
Turbine 1.01 -> 1.15

[image loading]

Updates:

-Opened a back door to the back door of the 3rd bases.
-Move neutral creep colonies closer to each other so the opening in between mimics a normal ramp (until creep's are killed) with 1 zealot blocking most and 2 zealot blocking lings.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
oxKnu
Profile Joined December 2017
1234 Posts
April 30 2021 08:26 GMT
#22
Nice change to put in that backdoor. Will really open up the mid-game.
CharactR
Profile Joined January 2020
Canada108 Posts
Last Edited: 2021-04-30 14:09:25
April 30 2021 13:34 GMT
#23
Static 0.13 -> 0.14

[image loading]
Minor update:
  • cleaned up some of the terrain tiling
  • 2/8 bases are now slightly less open
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-02 04:55:20
May 02 2021 04:12 GMT
#24
On April 30 2021 22:34 CharactR wrote:
Static 0.13 -> 0.14



I think the mineral only still needs a bit of adjusting.
It might be better to just put actual catwalk in the area that you have it currently.

Does the direct scouting path go thru the mineral only ramps or through the bridges?

Would be nice to see something creative with the decoration. Most of the map is pretty bare and straight.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
CharactR
Profile Joined January 2020
Canada108 Posts
May 02 2021 06:18 GMT
#25
iirc the scout paths go like this.
+ Show Spoiler +
[image loading]

Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Freakling
Profile Joined October 2012
Germany1529 Posts
May 02 2021 09:41 GMT
#26
Pathfinding will definitely only recognize one of these as the shortest, so that skews the map's functional symmetry.
sPriNgArN
Profile Joined July 2010
Sweden19 Posts
May 03 2021 15:13 GMT
#27
Vertebrae 1.2

- Changed mineral lines for high ground bases
- Moved overlord spot between mineral-only and nat to tighten space
- Added more buildable terrain and removed some asphalt
- More deco and terrain changes
- Opened up mineral-only choke abit

[image loading]

Download
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-06 05:38:53
May 06 2021 03:24 GMT
#28
Just a friendly reminder to all mappers!


> > > All submission updates must be posted in this thread by May 11, 20:00 CET < < <
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2021-05-06 10:12:04
May 06 2021 10:11 GMT
#29
Wavelet 2.03 preview
  • Reset gas to 5k default and added additional mineral patch at close 3rds.
  • Changed natural mineral and gas positions.
  • Widened outer natural chokes.
  • Added low ground path leading into the middle bases.
  • Inverted mineral and gas positions in the centre bases and added lots of doodads.
  • Further fine adjustments.
  • Some redecoration.
[image loading]
sPriNgArN
Profile Joined July 2010
Sweden19 Posts
May 10 2021 14:14 GMT
#30
Vertebrae 1.3

- Made mains smaller
- Moved 6,12 bases and mineral only's closer to mains
- Added 2 high ground bases at 5 and 11, M: 7x1500 G: 1x2000
- Opened up area around the middle
- Changed some mineral lines
- Some deco changes

[image loading]

Download
MineraIs
Profile Joined September 2020
United States846 Posts
May 10 2021 21:43 GMT
#31
Turbine 1.15 -> 1.02

[image loading]


Map Information
Name: Turbine 1.02
Tileset: Structure (Badlands)
Players: Three (3)
Starting: 2, 6, 10
Size: 128x128
Creator: Minerals

Resources
Main Base: 8x1500 1x749 + 1x5000
Side Yard: 7x1500 + 1x5000
Mineral Front Yard: 7x1500
"3rd Gas" Multi: 7x1200 + 1x4000(gas)

Concept
This map is based on top of a very large warehouse structure on planet Mar Sara.
The vision is to be able to expand clockwise or counter clockwise with the same distance and scouting units will automatically walk outside dirt path. The "3rd bases" are reduced to 1200 + 4000 because so many multi on top of ramp and forcing players to continue to expand and eat around the map.
Yes, there may be some positional variety involving spawning in bottom position - but since the Main base and Side yard are "one base" then the positional variety should be balanced out.

Features
-Scouting units follow outer circle around center of map with smaller ramps.
-Big armies move through center area and big ramp.
-Main base has "pocket" for unit control behind minerals.
-Front yard sim city is easy for all races.
-All players can properly block all entrances with 3-4 pylons.

Player Notes
-Neutral Creep Colony: If zerg player spawns, Neutral creep colony will create creep near ramp for defense structures. **
-Yellow "Grid" (center) = Unbuildable.
-Dirt pathway = Buildable.
-Neutral main base has "X" blocking efficient mining because of two multi above one ramp (same as (3)Transistor). *

Rushing Distance
Main Ramp to main ramp = ~25 seconds (Polypoid = ~27 seconds)
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
ox.tQ
Profile Joined November 2010
796 Posts
Last Edited: 2021-05-10 22:19:36
May 10 2021 22:12 GMT
#32
Final map updates are due in this thread by May 11, 20:00 CET!

And then the voting process will begin! TL users, players, map makers and pretty much everyone will be welcome to vote on their top four favourite maps (out of the current 12 submissions).

A new thread will be created for that purpose.

The top four maps that receive the most votes will then be featured in four separate play test tournaments featuring the best foreign players with monetary prizes for the winning players!

Each tournament will feature one map, so all the games and match ups in a play test tournament will be played on a single map.

Minerals will post about all this soon!

Thanks to those who checked out this thread, especially those who offered comments/feedback.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Eidolonic
Profile Joined June 2020
29 Posts
Last Edited: 2021-05-11 03:37:48
May 11 2021 03:08 GMT
#33
[image loading]
Download

Terraform 0.79

--Symmetry fixes
--Lots and lots and lots of aesthetic fixes
--Better blends to convey similar height levels
--Civilians are the new critter (Welcome to Terraform)


Special thanks to Minerals and Freakling for all the mentorship and guidance.

Thanks to the following maps for ideas and references
-- Oil flow
-- Scarabee
-- Desert Dwellers

Desert is a very hard tileset to work with.
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-11 10:40:47
May 11 2021 08:03 GMT
#34
Sanctuary 0.97 --> 0.98


[image loading]

[image loading]

Download


✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4223 Posts
May 11 2021 08:55 GMT
#35
Can't wait for the final results

What about the 8 other maps that will not make the top 4? Will we actually see couple of games on each of them? Would be cool.

Thanks for all this, my dudes. Very fun stuff, indeed.
odi profanum vulgus et arceo
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2021-05-11 15:47:36
May 11 2021 15:45 GMT
#36
Wavelet 2.03
  • Reset gas to 5k default and added additional mineral patch at close 3rds.
  • Changed natural mineral and gas positions.
  • Widened outer natural chokes.
  • Added low ground path leading into the middle bases.
  • Inverted mineral and gas positions in the centre bases and added lots of doodads.
  • Further fine adjustments.
  • Some redecoration.
  • Perfunctory mining fixes.
[image loading]

Bridging the Gap 0.90
  • Moved mineral only closer to natural.
  • Relocated ramp to 3rd.
  • Lots of adjustments.
  • Lots of doodads.
  • Decoration.
  • Perfunctory mining fixes.
[image loading]

Tundra 0.99
  • Relocations and readjustment of all bases
  • Added additional paths connecting to the centre, close 3rds and high ground expansions.
  • Moved mineral only closer to natural and added partial wall around it.
  • Readjusted the middle area.
  • Added some vision blockers in centre and at new back choke to close 3rd.
  • Redesigned naturals to be easier to wall-in.
  • Extensive redecoration.
  • Perfunctory mining fixes.
[image loading]

Download map pack
nOm.CookiMaster
Profile Joined July 2020
5 Posts
May 11 2021 16:22 GMT
#37
Update: Augustgrad (Korhal City)

- Eliminated hundreds of sprites.
- Added new terrain in middle of map using rusty pit for a better appearance.
- Fixed many blending issues around ramps and edges where I had sprites to cover up mistakes.
- Created different expansions in center of the map.
- Added 4 bridges to the map for easier to take 3rd expansions. (6 and 12)
- Closed off chokes to make expansions easier to hold at (9 and 3)
- Created choke points on the map in the open areas that were not there previously
- Added a lot more detail to the decoration and appearance of the map.
- Added egg sprites at naturals to make the choke point more defined and easier to use.
- Changed all 4 mineral lay outs of the gasless third expansions and 6 and 12. Also I figured out how to randomize all minerals on the map which makes the map much nicer as well.

[image loading]

sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2021-05-11 16:52:24
May 11 2021 16:34 GMT
#38
TUNDRA
EYE CANDY

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+ Show Spoiler +

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BRIDGING THE GAP
EYE CANDY

[image loading]

+ Show Spoiler +

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10%
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2021-05-11 16:42:56
May 11 2021 16:42 GMT
#39
On May 12 2021 01:22 nOm.CookiMaster wrote:+ Show Spoiler +

Update: Augustgrad (Korhal City)

- Eliminated hundreds of sprites.
- Added new terrain in middle of map using rusty pit for a better appearance.
- Fixed many blending issues around ramps and edges where I had sprites to cover up mistakes.
- Created different expansions in center of the map.
- Added 4 bridges to the map for easier to take 3rd expansions. (6 and 12)
- Closed off chokes to make expansions easier to hold at (9 and 3)
- Created choke points on the map in the open areas that were not there previously
- Added a lot more detail to the decoration and appearance of the map.
- Added egg sprites at naturals to make the choke point more defined and easier to use.
- Changed all 4 mineral lay outs of the gasless third expansions and 6 and 12. Also I figured out how to randomize all minerals on the map which makes the map much nicer as well.

[image loading]

Could you upload a bigger image?
nOm.CookiMaster
Profile Joined July 2020
5 Posts
May 11 2021 17:16 GMT
#40
[image loading]
nOm.CookiMaster
Profile Joined July 2020
5 Posts
May 11 2021 17:39 GMT
#41
[image loading]
CharactR
Profile Joined January 2020
Canada108 Posts
May 11 2021 17:58 GMT
#42
last second
static 0.16
[image loading]
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
[SK]doglived
Profile Joined September 2017
5 Posts
May 11 2021 20:40 GMT
#43
Mayday 0.95

Download

[image loading]
Normal
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