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Active: 1915 users

New Worlds Map Contest: Semi Finals (VOTE HERE) - Page 8

Forum Index > Brood War Tournaments
197 CommentsPost a Reply
Prev 1 6 7 8 9 10 Next All
tQDanTe
Profile Joined January 2008
United States270 Posts
May 18 2021 05:13 GMT
#141
1) Wavelet
2) GOOD NIGHT
3) Turbine
4) Static
UniqueKnowledge on PSN; Sup
Oya187
Profile Joined May 2018
50 Posts
May 18 2021 12:15 GMT
#142
1. Wavelet
2. Bridging the Gap
3. Static
4. Verbetrae
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2021-05-18 13:50:50
May 18 2021 13:50 GMT
#143
Okay, let me post my vote (excluding my own contributions of course):

1. OFFENSIVE ALLCAPS MAP+ Show Spoiler +
GOOD NIGHT

Just the most finished, most standard, most polished one right now.

2. Vertebrae
Need to give these new map makers a chance.

3. Turbine
Not as standard, but still one of the most polished ones right now

4. Terraform
If this were more finished and polished I would rate it even higher.
ShibaT
Profile Joined April 2021
Germany11 Posts
May 18 2021 16:31 GMT
#144
From my previous vote list:
1. Tundra
2. Mayday
3. Sanctuary

new one:
4. Bridging the Gap

Good Luck ;-)
ox.tQ
Profile Joined November 2010
797 Posts
Last Edited: 2021-05-18 22:47:37
May 18 2021 22:47 GMT
#145
I've been updating the list of VOD links of various map analyses and play tests on the first page of this thread for anyone interested.

https://tl.net/forum/bw-tournaments/572810-new-worlds-map-contest-semi-finals-vote-here#3

The VODs will expire after a little while so if you got time to check them out, please do so. And of course, we welcome any comments you may have about any of the maps after watching their accompanying VODs.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
HerbMon
Profile Blog Joined June 2009
United States469 Posts
May 19 2021 00:54 GMT
#146
(2)Static 0.16
(2)Vertebrae 1.3
(4)Terraform 0.79
4)Wavelet 2.03

Always excited to see new ideas :D
I like the direction this community is heading. Keep it up everybody!
How we will win in the period ahead.
M3t4PhYzX
Profile Joined March 2019
Poland4264 Posts
May 19 2021 11:11 GMT
#147
Machine vs Dreamer on Terraform was one of the best showmatches so far. Maybe only Khala vs Scan on Wavelet was better.

Really hope both of the maps will make the top 4
Eidolonic
Profile Joined June 2020
29 Posts
May 19 2021 13:20 GMT
#148
On May 19 2021 20:11 M3t4PhYzX wrote:
Machine vs Dreamer on Terraform was one of the best showmatches so far. Maybe only Khala vs Scan on Wavelet was better.

Really hope both of the maps will make the top 4

Just wanted to say I really appreciate your support and feedback for Terraform!
CharactR
Profile Joined January 2020
Canada111 Posts
May 19 2021 20:54 GMT
#149
I'm going to pull Static out. While it's getting votes by a lot of people, from the input of mapmakers and high level players it's clear that it actually needs a complete rework to the point where it may not even totally the same map completely that people had voted for.
Even if I left it as the current version and ironed out the kinks, I'm not sure players would actually want to play on it, so what would be the point?
This is mainly my fault for not putting nearly as much work into it before it even made it into the voting stage. So if you want to raise the pitchforks at me it'd be pretty justified, especially since I kinda cost a different map from making top 12.
Anyway, hope you understand and feel free to change your votes if you voted for static.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
oxKnu
Profile Joined December 2017
1259 Posts
May 19 2021 21:33 GMT
#150
Were there any games played on it? Players' opinion on maps is 'subjective' to say the least. (just from watching some of the vods posted earlier by TQ this feeling has been reinforced even further)

Obviously this can also be a personal decision which is totally fine, however it seems rather tactless overall as stated in the original post.
oxKnu
Profile Joined December 2017
1259 Posts
Last Edited: 2021-05-19 23:59:30
May 19 2021 21:53 GMT
#151
On May 12 2021 07:13 oxKnu wrote:
1) Static - In my opinion the best map for competitive play. The mid-game favors aggression on this map and that will result in some very exciting games (probably shorter in length than something like Eclipse, but that's ok).

2) GOOD NIGHT 1.2 - This map screams macro games and in my opinion it has the fixes for the flaws of Fighting Spirit and Circuit Breaker (think of PvT on those maps). It favors creative attacks (since you can't defend everything especially towards the mid to late game.

3) Turbine - This map will most probably play out like a mix of Transistor and Blockchain. That's quite exciting to think about.

4) Tundra - Again the play-ability of this map, especially with the latest changes is very intriguing. It does have its flaws but it has enormous potential for some incredible late-game macro play. Definitely worth that wildcard.


Considering the latest withdrawal of Static from the contest but also after watching some of the games on these maps I've decided to adjust my top 4 accordingly.

1.Sanctuary - After more consideration and analysis it seems pretty obvious that this is the best map in the pool, even though I initially didn't like it as much and considered it just another FS clone.

2.Bridging The Gap - I still have trouble admitting that having 9 bridges funneling towards the center of the map is a good idea but even if that won't be reduced to something like 6, I still think this plays well and 'standard'.

3.Turbine - the unconventional map that will lead in some more left-field strategies. It's playable it seems which I was happy to see.

4. Wavelet - not perfect, not necessary a 'better CB' but pretty cool overall and it looked fine in the play-testing.

Notes on the maps that have fell through:

Tundra : unplayable against Terran both from Z and P perspective, especially in horizontal spawns. T literally has 10 2-base all-ins that it seems will work every time unless the player really hates building turrets or a bunker.

GOODNIGHT - good night for you I suppose. The base layout deserves a second chance but this map as is is way too imbalanced in favor of Terran. Too easy to just spam turrets and backlines of tanks that will be virtually impenetrable. Once Terran stabilizes on 4-base it's gg.
CharactR
Profile Joined January 2020
Canada111 Posts
Last Edited: 2021-05-19 22:04:49
May 19 2021 22:03 GMT
#152
I mean everyone's opinion is subjective, that's what makes it an opinion. Secondly, it was of the mapmaker's opinions as well and
it's in a bit of a rougher state than what you can tell from the overview. If I'm going to rework it anyway I might as well pull it out. Especially when it's hard to tell what people like about the map if you drastically change things from what people had voted for even while trying to keep it recognizable, but if you also want my personal opinion: even if I clean up what I have in the current state and don't change anything drastically there are more deserving maps of the top 4 that players would likely want to play on more in whatever showmatches oxtq will probably setup and will probably make for better games.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Eidolonic
Profile Joined June 2020
29 Posts
May 20 2021 00:12 GMT
#153
I believe it would be alright to change votes if you voted for Static, correct? It is unfortunate this happened.
MineraIs
Profile Joined September 2020
United States846 Posts
May 20 2021 02:33 GMT
#154
On May 20 2021 09:12 Eidolonic wrote:
I believe it would be alright to change votes if you voted for Static, correct? It is unfortunate this happened.


You are able to change your vote, just please verify and notify us of the changes in a new comment here so we can be sure to make sure everything is accurate on our side.

Thanks!
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Just_a_Moth
Profile Joined March 2012
Canada1968 Posts
May 20 2021 02:59 GMT
#155
Changing my vote because I had voted for Static. Should I wipe my old post?

1. Wavelet
2. Mayday
3. Clock Strike
4.Tundra
MineraIs
Profile Joined September 2020
United States846 Posts
May 20 2021 03:34 GMT
#156
On May 20 2021 11:59 Just_a_Moth wrote:
Changing my vote because I had voted for Static. Should I wipe my old post?

1. Wavelet
2. Mayday
3. Clock Strike
4.Tundra


Got it. You can wipe your post
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2021-05-20 05:15:48
May 20 2021 05:13 GMT
#157
On May 20 2021 06:53 oxKnu wrote:
GOODNIGHT - good night for you I suppose. The base layout deserves a second chance but this map as is is way too imbalanced in favor of Terran. Too easy to just spam turrets and backlines of tanks that will be virtually impenetrable. Once Terran stabilizes on 4-base it's gg.


I have been doing updates on the side while watching the showmatches that oxtQ have been supporting.

Here is v 1.26 (has been through a bit since the one posted on the OP.
+ Show Spoiler +
[image loading]


Here is the current buildability.
+ Show Spoiler +
[image loading]


Changelog of updates since last update.
+ Show Spoiler +
NW and NE Mains now have 2 tile gap between edge of map and geyser
Swapped tile for the northern edge of SE for better visuals

Adjusted natural mineral lines to have turrets behind mineral line
Adjusted natural geyser to be against the edge of the map.
Reduce natural mineral count 8 -> 7
Replaced doodads contributing to NW and SE natural choke to terrain to mitigate units getting stuck.
Unbuildable area added to platform outside of natural, 4x2 left for 2 turret space.
Small buildable area counterclockwise going from natural to the thirds. (no room for rax)

Added decoration to the mineral onlies.
2 Pylons will block vultures along the cliff at the mineral onlies.

Reduced the size of 3 and 9 thirds slightly.
Tile indications for two pylon wall added to the thirds.
Unbuildable area added to platform outside of thirds. (Room for turret, no room for turret+depot, no room for rax.)

Deleted ursadon.
aegyo
Profile Joined February 2011
Canada4 Posts
Last Edited: 2021-05-20 05:56:08
May 20 2021 05:53 GMT
#158
1. Wavelet
2. Mayday
3. Terraform
4. Vertebrae
oxKnu
Profile Joined December 2017
1259 Posts
Last Edited: 2021-05-20 06:56:07
May 20 2021 06:53 GMT
#159
On May 20 2021 14:13 CrystalDrag wrote:
Show nested quote +
On May 20 2021 06:53 oxKnu wrote:
GOODNIGHT - good night for you I suppose. The base layout deserves a second chance but this map as is is way too imbalanced in favor of Terran. Too easy to just spam turrets and backlines of tanks that will be virtually impenetrable. Once Terran stabilizes on 4-base it's gg.


I have been doing updates on the side while watching the showmatches that oxtQ have been supporting.

Here is v 1.26 (has been through a bit since the one posted on the OP.
+ Show Spoiler +
[image loading]


Here is the current buildability.
+ Show Spoiler +
[image loading]


Changelog of updates since last update.
+ Show Spoiler +
NW and NE Mains now have 2 tile gap between edge of map and geyser
Swapped tile for the northern edge of SE for better visuals

Adjusted natural mineral lines to have turrets behind mineral line
Adjusted natural geyser to be against the edge of the map.
Reduce natural mineral count 8 -> 7
Replaced doodads contributing to NW and SE natural choke to terrain to mitigate units getting stuck.
Unbuildable area added to platform outside of natural, 4x2 left for 2 turret space.
Small buildable area counterclockwise going from natural to the thirds. (no room for rax)

Added decoration to the mineral onlies.
2 Pylons will block vultures along the cliff at the mineral onlies.

Reduced the size of 3 and 9 thirds slightly.
Tile indications for two pylon wall added to the thirds.
Unbuildable area added to platform outside of thirds. (Room for turret, no room for turret+depot, no room for rax.)

Deleted ursadon.


That's much better.

But you also have to modify the main bases so that they have far less vision of the nat area. I think a whole triangle of the top right of the main has to be replaced with a blocker. (top right as you go from the main outward for each base)
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-20 07:35:36
May 20 2021 07:33 GMT
#160
Update since the recent show matches have happened.

Sanctuary 0.98 -> 0.99

Updates:

Naturals are a bit bigger.
'Outer' bridges are a little wider for better unit flow.
Some simcity adjustments

[image loading]

Size demonstration:
+ Show Spoiler +

[image loading]
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
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