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New Worlds Map Contest: Semi Finals (VOTE HERE) - Page 6

Forum Index > Brood War Tournaments
197 CommentsPost a Reply
Prev 1 4 5 6 7 8 10 Next All
ToastedBagel
Profile Joined September 2010
Canada93 Posts
May 14 2021 19:05 GMT
#101
1. Clocks Strikes
2. Static
3. Sanctuary
4. Tundra
TeamThinkQuick
Profile Joined March 2021
200 Posts
Last Edited: 2021-05-14 19:15:07
May 14 2021 19:11 GMT
#102
Depleted (tQ graphics person) who is a high level A rank Zerg player voted as follows:

"1. tundra
2. sanctuary
3. wavelet
4. terraform"

Comments from him:

"Maps are extremely important, map makers are the ones who keep sc alive, they are the ones who also influence the meta. I really hate ashworld themed maps like ground zero, i cant even see my own lurkers. I also don't like in base expo maps at all."
https://trovo.live/TeamThinkQuickTTV *** https://www.twitch.tv/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Freakling
Profile Joined October 2012
Germany1534 Posts
May 14 2021 19:20 GMT
#103
On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers."

Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues.
TeamThinkQuick
Profile Joined March 2021
200 Posts
Last Edited: 2021-05-14 20:11:53
May 14 2021 19:37 GMT
#104
bananatQ voted as follows:

1. static 0.16
2.vertebrae
3. sanctuary
4.wavelet
https://trovo.live/TeamThinkQuickTTV *** https://www.twitch.tv/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
TeamThinkQuick
Profile Joined March 2021
200 Posts
May 14 2021 19:57 GMT
#105
Rodion from foreign BW discord (brood_war channel) posted the following list:

1. Static
2. bridging the gap
3. mayday
4. terraform
https://trovo.live/TeamThinkQuickTTV *** https://www.twitch.tv/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Liquid`Drone
Profile Joined September 2002
Norway28850 Posts
May 14 2021 20:43 GMT
#106
1 turbine 2 wavelet 3 tundra 4 good night
Moderator
figq
Profile Blog Joined May 2010
12519 Posts
May 14 2021 21:24 GMT
#107
1. (3)Tundra 0.99
2. (4)Bridging the Gap 0.90
3. (2)Clock Strikes 1.03
4. (4)GOOD NIGHT 1.2

Some really really good looking maps, I love it. Gotta say, I also saw the current SC2 ladder maps and they look yummy too. The tingling sensation in the finger tips to go back to playing some Starcraft is palpable.
If you stand next to my head, you can hear the ocean. - Day[9]
WGT-Baal
Profile Blog Joined June 2008
France3503 Posts
May 14 2021 21:24 GMT
#108
1) static
2) vertebrae
then idk tbh...
Tundra has a neat layout but the coulour (esp right below the nat) is really painful to look at in game.Hard to know where you can walk or not, and overall just weird...
Most 4 player maps are CB/FS with weird quirks
so...
3) turbine (interesting idea with in base mining)
4) Augustgrad - this map is nice, it has ramps but they are very open/wide so you dont get funneled too much. GJ
Horang2 fan
M3t4PhYzX
Profile Joined March 2019
Poland4267 Posts
May 14 2021 22:39 GMT
#109
On May 15 2021 04:20 Freakling wrote:
Show nested quote +
On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers."

Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues.

Agreed..
johnnybenz
Profile Joined May 2021
United States3 Posts
May 14 2021 23:00 GMT
#110
Hello All,
Glad to be a part of this poll, cool to know my vote impacts where the greats will be battling.

1. (4)Bridging the Gap 0.90 this map deserves way more votes in my opinion, it looks beautiful, difficult to use tile set, offers uniquely placed expansions and the natural third without a gas which leads to interesting gameplay.

2. (4)Terraform 0.79

3. (2)Vertebrae 1.3

4. (3)Tundra 0.99 amazing decoration
Its Johnny Benz, i go by plenty of nicknames. Protoss for life
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 15 2021 00:28 GMT
#111
On May 15 2021 06:24 WGT-Baal wrote:
1) static
2) vertebrae
then idk tbh...
Tundra has a neat layout but the coulour (esp right below the nat) is really painful to look at in game.Hard to know where you can walk or not, and overall just weird...
Most 4 player maps are CB/FS with weird quirks
so...
3) turbine (interesting idea with in base mining)
4) Augustgrad - this map is nice, it has ramps but they are very open/wide so you dont get funneled too much. GJ



You should open Tundra in game before judging

If you leave pure snow in large patches.. yes it can be hard on the eyes.. but I added something called monguls ontop of it that helps out quite a bit, open it up on remastered and you will see
10%
youvegotbrail
Profile Joined May 2021
1 Post
May 15 2021 01:35 GMT
#112
1. Terraform
2. Tundra
3. Static
4. Augustgrad
MineraIs
Profile Joined September 2020
United States846 Posts
May 15 2021 02:52 GMT
#113
On May 15 2021 04:20 Freakling wrote:
Show nested quote +
On May 15 2021 04:11 TeamThinkQuick wrote:I really hate ashworld themed maps like ground zero, i cant even see my own lurkers."

Sad to see people not even giving Bridging a chance for this reason when the map uses a completely new approach to decoration that explicitely avoids the super dark terrain types and stark contrasts that could cause visibility issues.


I agree. I haven't played Bridging the Gap yet but it does seem to fix the visibility issue the best that is possible.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
cRoSsy
Profile Joined August 2019
66 Posts
May 15 2021 04:01 GMT
#114
1. wavelet
2. tundra
3. mayday
4. sanctuary
Just_a_Moth
Profile Joined March 2012
Canada1969 Posts
Last Edited: 2021-05-15 07:34:17
May 15 2021 06:28 GMT
#115
1. Static
2. Clock Strike
3.Tundra
4. Wavelet
oxKnu
Profile Joined December 2017
1261 Posts
May 15 2021 10:16 GMT
#116
I am impressed with how nicely decorated Bridging The Gap is for an ash-world map as well. Really nice effort on that end.

My problem with it is large army control in macro games. It's very difficult to control a max army push, unless you're Terran in here. Which might propel some more diverse strategies like multiple location recalls, drops (from both Z and P).

Usually in this type of scenarios the latter doesn't happen though and the map becomes a bit too difficult to handle and mostly vetoed in tournaments.

Very much hope I'm wrong of course.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2021-05-15 17:45:44
May 15 2021 16:07 GMT
#117
Clock Strikes
* early mech open in zvt is hard for zerg to defend against vulture -- the first vulture can either go behind nat minerals or just straight into main
* third is a bit far, zvp might be hard for P

Static
* looks pretty good as a macro map, lots of chokes to consider, I'd play this
* the tiny distance between the high third and the main is a bit concerning for the defender; basically if you lose control of that area you're pretty much dead
* also I hope that tanks can't hit, for example, the 7 oclock high ramp third base from the ledge north of it?

Vertebrae
* interesting layout, lots of bases and ramps separating left / right could lead to split map scenarios

Tundra
* interesting macro style map, I generally don't like ice tilesets because it's too bright

Turbine
* I generally don't think these maps are balanced, where the nat is free, choke is small, but third is hard to take (like Dies Irae) -- basically zerg is at a big disadvantage because P/T can greed like crazy and push out before zerg can reasonably control the map to secure third / fourth

Augustgrad
* interesting map, the number of pathways are a bit overwhelming, but probably gets better with practice
* the opening to nat is too far from the nat hatchery, so vulture runby behind nat minerals or main is too strong; remember that zerg's first sunk usually can be at most one space away from nat hatch

Bridging the Gap
* interesting concept, standard-ish looking macro map but the existence of many bridges makes army placement important, I'd play this map

Good Night
* interesting map, the center left / right bases seem very close, you basically get two of them if you get any one of them

Mayday
* looks interesting, standardish macro map, gives a Ride of Valkyries feel

Sanctuary
* very beautiful, the overall look is just detailed and doodads fit in well
* I like this map quite a bit, there's a lot of chokes and pathways so army positioning very important
* the bases have good spacing between them -- close enough to tempt expo continuation but far enough for opponents to threaten, especially from the upper terrain leading down into them

Terraform
* terrain layout and pathways look interesting

Wavelet
* this looks very interesting, there are a lot of paths from center, so it's quite open, but there are definitely some walls, so some frictions

my top 4: (top 1 first)
Sanctuary
Static
Wavelet
Bridging the Gap
Ars longa, vita brevis, principia aeturna.
Ley[tQ]
Profile Joined September 2020
11 Posts
May 15 2021 16:48 GMT
#118
Awesome!

My votes are:

wavelet
sanctuary
tundra
terraform
IceAxe
Profile Joined December 2020
United States4 Posts
Last Edited: 2021-05-15 17:47:12
May 15 2021 17:08 GMT
#119
Great maps
Give Up
Eidolonic
Profile Joined June 2020
29 Posts
May 15 2021 17:28 GMT
#120
On May 16 2021 02:08 IceAxe wrote:
1. Mayday
2. Tundra
3. Sanctuary
4. Augustgrad

I see you've voted earlier in the thread. Are you changing your vote?
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