The map makers have finished polishing up their maps and are ready for YOU to place your votes and input. There is prize $ on the line, so select carefully and thoughtfully! ____________________________
What will happen now?
- We ask everyone here to publicly vote (in a comment below) with their top 4 favorite mapsin order. - We need exactly 4 votes from each person. Voters with 2 or 3 selections, or not in order, will not be counted. - Voting ends May 24 at 20:00 CEST. - We will then tally up public votes and proceed with the top four map finalists to move onto the final stage using the Dowdall system. - 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 Team Think Quick & RemastrTV. - After the map test tournaments are finished, we will have a final public vote on TL to decide the winner of the final four maps. - Top voted map created by a "new map maker" will be awarded 20% of our Map Makers prize pool. New map maker = has not had maps featured in any major league or tournament.
Test Tour #1 Play time 5/28 - 6/4 /// Stream on 6/5 Test Tour #2 Play time 6/5 - 6/11 /// Stream on 6/12 Test Tour #3 Play time 6/12 - 6/18 /// Stream on 6/19 Test Tour #4 Play time 6/19 - 6/25 /// Stream on 6/26 *Subject to change if we need to adjust
Please note I've been asking A/S rank players to analyse and play test some of the maps in the race right now on their individual streams with prizes for the winners. All active map makers (irrespective of whether they made the map or not) were encouraged to watch these educational streams, either live or the VODs, in order to help them further fine tune their maps in case the player analyses and games prove insightful for their own map making purposes. These streams were also intended to reward map makers for their efforts and further incentivize them to develop their respective maps to make them as balanced and acceptable as possible.
I hope this is a fun, convenient and educationally effective format for analysing and play testing newer maps for map makers and players alike, and perhaps viewers as well!
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.
1) GOOD NIGHT 1.2 - Clean design, easy to follow movement and expand path, good mix of open and closed paths. Looks to be a solid map. Concerns is the bottom right ramp, that's going to need to be changed, it's way more exposed than the ramps on other start positions. Also, possible balance issue with the natural mineral line parallel to the cliff.
2) Clock Strikes - Clean design, easy to follow movement and expand path, good mix of open and closed paths. Looks to be a solid map. Only concern is that the distance between expansions might be too much.
3) Sanctuary - Aesthetic is messy, but it has a good mix of open and closed areas. Looks to be reasonably balanced. P may have trouble sieging locations, and if so, I would recommend adding a gas and another mineral patch to the existing mineral only.
4) Turbine - Interesting design, possible balance issues related to high ground connected 3rd/4th base. But, seems interesting to play.
1) GOOD NIGHT - Looks like it would be the most fun to play, the star in the middle is also pretty cool. I think this map will produce some good games. But why shout when it's night? 2) Sanctuary - Also looks like it's fun to play. I think this map will produce some good games. 3) Vertebrae- Interesting concept. I think this map will produce some good games. 4) Wavelet - Seems like different starting positions can play out quite differently, also looks pretty cool. I think this map will produce some good games.
1) Static - I've played multiple games on this map in every P matchup, it has a good flow to it and feels better than some of the ladder maps for competitive play. It does favor aggression a bit which makes for some really fun games 2) Good Night - I look at this map and immediately picture solid macro play, from a players perspective I like the high ground around the 3rd both making it vulnerable and easy to hold depending on positioning. There's a very clear idea for the players to follow to get to the lategame, feels a bit like a more interesting CB 3) Tundra - Looks interesting to play, the base layout looks pretty solid for 2-3 base play and the center area looks really interesting to set up engagements in. 4) Sanctuary - This is a map that looks like it will be easy for players to adapt to, there are multiple angles of attack without losing good spots to efficiently defend.
Without voting for my own maps, here are my votes in order:
1)Good Night - I think almost any player can figure this map out without looking at the map preview. 2)Bridging the Gap - The theme of this map is great. The quirky center allows for a lot of positional variations which I enjoy. The ash decoration is 10/10 on this map. 3)Tundra - Layout is rational and tidy, this will produce strong games on this map. Also the ice decoration is 11/10. 4)Terraform - I have enjoyed watching this map become terraformed. I did play some games on this map and it plays solid.
1. Clock Strikes : Looks good for mass games and protoss 2. Wavelet : might be shown different game style depending on the position of each spawn 3. Turbine : natural inside of main base 4. Bridging the Gap : just looks complicated
1. Turbine: What can I say it's a cool concept, One that I had attempted before and failed to make work, so in that regard I kind of wish I had made Turbine. It's also not a map I would mind playing on at all. 2. Terraform: Out of all of them, It just looks like the most comfortable 4 player map to play on for me. 3. Tundra: Neat layout, thirds should be pretty easy to grab. 4. Sanctuary: Solid standard 4 player map.
are you happy oxtq? art thou not satisfied? Seriously though, I don't know what to tell you because I don't have better reasons there's my 4 votes. Peace.
1. Clock Strikes 2. Static 3. Tundra 4. Goodnight I'm usually big on the 4 player maps being a 2v2 user, and although these are in order, it's still how I view them, Wasn't me being lazy I promise haha Cool maps though. Great job you guys
1.Bridging the gap - It is impressive to see such a map from the very limited ash tileset.Anyone who has spent time in the editor will know how restricted it is. 2.Clock strikes 3.Terraform - Looks like a lot of work has gone in to it since the first vote.It is better, so it gets my vote this time. 4.Good Night
Being apart of this tournament has been a great experience for myself being a new map maker. It has been very inspiring to see everyone's creations. Congrats to all the map makers for the maps they have made. To choose 4 maps from these 12 was very hard but here are my selections!
1.) (4)Bridging the Gap 0.90 -I think this map has some beautiful terrain decoration, the lava pools are blended so smooth and the bridges look very cool. The third expansions are set up nicely and should be easy to hold. Overall the map looks very natural and has great decoration.
2.) (4)Terraform 0.79 - The blending on the middle of the map and near the tar pit areas (3&9) looks very smooth and the combination of terrain and sprites creates a war torn wasteland like appearance. I would like to see some battles at the center of the map in that pit. The decoration on the grey tile set in the center of the map and the darker red terrain is very nice. I like the overall layout of the map.
3.) (3)Turbine 1.02 - When you first look at this map its very eye catching, the symmetry really stands out. All the teal colored walls on the map are very interesting. The blending on the mains terrain into the roof terrain without having a high ground wall is pretty great. This map has potential to create different build orders and game styles that you would normally not see.
4.) (3)Tundra 0.99 - This map is the most decorated map I've ever seen and It looks amazing. The ramps exiting the natural expansions are blended into the ice terrain so nicely it looks very natural. All of the dead areas on the map have such great decoration that it appears so real.
My runners up were: Vertebrae, Good Night and Wavelet.
I wrote a lot about the maps I like and why I like them in the previous topics, so I'm just going to post my top 4 list, since not that much changed about them since then.
1. Tundra 2. Terraform 3. Bridging the Gap 4. Wavelet
Cheers
P.S. - what about the other 8 that wont make the top 4, ox an Minerals? will we see any games on them? Would be cool. Anyways, thanks a lot for hosting this, my dudes. You're the best.
None other meet the requirements of being up to par with FS or CB, and this is mostly because of the reason of building placability wich differ to much from FS and CB. Also the chokes right outskirts of the naturals are to different, to far away or none existing.
Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform
1. (3)Tundra 0.99 Snow tileset + being a 3 player map already makes me like this one a ton. The fight to get a 3rd gas here seems like it could get pretty intense in some matchups. The possible variations in starting positions would also potentially (to my untrained eye at least) make for very different games. That's always a good thing in my book.
2. (4)GOOD NIGHT 1.2 A "standard"-looking 4 player map that doesn't feel too much like a revamped version of CB/FS? Hell yeah. Honestly a map I'd love to see/play some TvTs on. If you get contained you're screwed, but I feel like the way high ground is utilized here, along with the two paths out of the natural, gives the defender plenty of options.
3. (2)Clock Strikes 1.03 Loving the naturals in particular on this map. Should make for some cool -- but not too crazy -- games.
4. (3)Turbine 1.02 An awesome looking map that isn't super conventional, what with the in-base natural expansion and such. Still hard not to vote for it. The underlying ideas are too damn cool.
Honorable mentions to Vertebrae, Sanctuary, and Wavelet, all of which look fantastic and deserving of recognition. All of the submissions do tbf, but those 3 in particular stood out to me.
The quality of the submissions are mindblowing actually. So many awesome maps. So many talented mapmakers. Can't wait for the tournament!!
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
If you're checking out this thread but haven't voted yet, please consider casting your votes! We created a fun, inclusive event for everyone so feel welcome to join in! Your input will determine the maps that will be selected for and played on by play test tournament players.
In the next stage, once we have four maps democratically selected, they will each be featured in a separate elimination tournament featuring top foreign players (with prizes for the winning players).
To determine the first place map (out of the final four maps) at the end, players will be asked to evaluate the map they played on in their respective tournament and assign a score to that map. Please note not all the same players may be participating in each play test tournament.
The public will also be asked to vote for their single favourite map (out of the final four maps) after the play test tournaments so they can watch the high level games on those four maps and make an informed vote. Thus, the single map that receives the highest scores and votes from players and the public will be declared the winner and its map maker will receive a separate prize for 1st place.
There will also be a small prize for the best new map (e.g., Mayday, Static, Terraform, Vertebrae and Augustgrad) by a new mapper, whether that map makes it into the final four or not, it doesn't matter.
I don't know about match up but tried to choose some nice one I would have chosen Sanctuary but then is lots of high number and no 2 player map I like the tree maybe some player could have gotten an edge in the middle with miss chance with those I am not sure about balance of these maps though"
On May 12 2021 16:46 M3t4PhYzX wrote: I wrote a lot about the maps I like and why I like them in the previous topics, so I'm just going to post my top 4 list, since not that much changed about them since then.
1. Tundra 2. Terraform 3. Bridging the Gap 4. Wavelet
Cheers
P.S. - what about the other 8 that wont make the top 4, ox an Minerals? will we see any games on them? Would be cool. Anyways, thanks a lot for hosting this, my dudes. You're the best.
Yes my friend, we'll organize 9-game showmatches and regular showmatches (bo5s from our regular showmatch series when we re-activate it soon) on the maps that don't make it into the top four. There's also a small chance that event organizers might take interest in a map that doesn't make it into the top four.
I really want to point something out - a map that turns out to be very popular or balanced and worthy of producing good games isn't always spotted by the public, or map makers or event organizers. A good example is Polypoid by KM-. Before it was publicly featured, it was submitted to a map contest organized by LatiAs (the author of Eclipse, Neo Sylphid and Ascension) but it didn't even make it into the top five maps. I am not sure how the evaluation/voting process worked, but LatiAs was running a standard map contest, and Polypoid, which many see as a very standard map today, wasn't recognized as such. But it went on to prove its potential and is highly popular among players now (both low and high level gamers).
I bring this up because I don't think there is a royal formula for identifying a really good map and by that I mean a map that most players will approve on first glance, adapt to and play on relatively easily inside a game and perform well on and produce good games. These type of maps have staying power and are worth producing or identifying, both for players and map makers, even if some people think such maps are boring. Of course, a map could be imposed on players in an event setting, meaning they don't like it at first glance, and don't really like it after playing on it, even if the map was capable of producing some really good games. Maps take a long time to create and develop, and I am sure map makers would prefer making maps that players enjoy playing on, so that they have a long life span.
In any event, we are hoping an event like this one will help us discover and learn a lot about the following things (among others):
- maps, map making and map makers - what constitutes a 'standard' or 'experimental' map? - what sort of maps do members of the public, high level players, map makers, event organizers, etc. vote on and why? - are there any similarities or differences in voting preferences? - high level players' preferences for maps before and after they play test them (assuming they voted on a map and then played on it in a play test tour) - preferences of members of the public for maps before and after those maps are play tested by high level players and watched by the public - level of interest in an inclusive event such as this one involving map makers, the public, players and stream viewers and degree of collaboration between all these groups throughout the different stages of the event
1) Vertebrae by HeMsK The map looks great. I've watched HeMsK shape up this map since the contest began and he was receptive to feedback and put tons of work into it. I really want to see some games on this!
2) Turbin by Minerals At first I wasn't sure if this map qualified as standard because of the ez free natural, but I think this is mostly alright as the game will play out in a fairly standard way. 3 player maps are extremely difficult to make, and I was not happy about how the ASL testing phase went for it. I would like to see tons of games on this map as I know it will entertain everyone.
3) Sanctuary by JungleTerrain/Minerals I'm very interested to see games play out on this. The map is gorgeous, and the strategic elements will make for very interesting games to play out. It's really a very good balance of wide open areas and claustrophobic death traps. Nicely done!!
4) GOOD NIGHT by CrystalDrag This guy is insane, but sometimes he produces good maps. (Kidding kidding) This is truly a beautiful map and was very interesting to watch it unfold during the contest. Without a doubt will put on a show for us during the test tournament phase. I also appreciate the feedback I was given on my own map from CrystalDrag which helped me put things into perspective.
Honorable mentions Augustgrad by CookiMaster. Nicely done on your map. It started it a bit rough, but you were open to feedback and made many changes that improved it for the better. To see your level of tenacity was inspiring, and kept me going when things got tough. Regarding the map, I think there are too many height/elevation changes that could make ground play frustrating.
Thank you to Minerals and Freakling for their guidance during the map making phase. I must have leveled up 20 times at least.
augustgrad 6 bridge the gap 5 good night 8 mayday 7 sanctuary 8 terraform 4 wavelet 6
Shout out to Wavelet. if you could promise there would be no vertical spawns on same side of map, this would be a nine. but since you cant, and i think that spawn layout would lead to bad games.... sorry buddy. but i love it. if it was 2 player map.
my picks in order
#1 good night #2 vertebrae #3 sanctuary edit: #4 mayday
mayday i like slightly more than clock. i think the mid game army movement would be more interesting.
"Why did i rate some maps very low"
mostly either because -the expanding pattern looked boring to me. -early game pressure looked too strong (tends to be an issue when your main is the same elevation as your nat, and the maps didnt look to negate that much to me) -boring map design, by visuals.
but i am a dork like that. so dont take my opinion too serious. im stuck in my ways of what i like in a map <3
looks boring as hell. fuck two bases in the main. i hated the shit outta optimizer for a lot less. not my style.
terraform
no ramp between main and nat, and the high/low ground areas looks weird to map. especially the spots like at just below 12 oclock for example. i like the middle part, but thats about it sadly.
On May 13 2021 05:45 ox.tQ wrote: I really want to point something out - a map that turns out to be very popular or balanced and worthy of producing good games isn't always spotted by the public, or map makers or event organizers. A good example is Polypoid by KM-. Before it was publicly featured, it was submitted to a map contest organized by LatiAs (the author of Eclipse, Neo Sylphid and Ascension) but it didn't even make it into the top five maps. I am not sure how the evaluation/voting process worked, but LatiAs was running a standard map contest, and Polypoid, which many see as a very standard map today, wasn't recognized as such. But it went on to prove its potential and is highly popular among players now (both low and high level gamers).
I am KM-, author of the Polypoid. As for the case of the map contest by LatiAs, I have something to mention. You checked the result well but not the process correctly.
Polypoid qualified 1st round and given some period for modification, but I couldn't make it up on time, so I decided to give up final round. If you can find a picture of polypoid(2018), you will see that; it was somewhat different from current design and had poor quality. Although I am still unsatisfied with the details of 1.65 version, the first draft was reaaaly awful X(
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
he said "Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform"
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
he said "Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform"
On May 13 2021 05:45 ox.tQ wrote: I really want to point something out - a map that turns out to be very popular or balanced and worthy of producing good games isn't always spotted by the public, or map makers or event organizers. A good example is Polypoid by KM-. Before it was publicly featured, it was submitted to a map contest organized by LatiAs (the author of Eclipse, Neo Sylphid and Ascension) but it didn't even make it into the top five maps. I am not sure how the evaluation/voting process worked, but LatiAs was running a standard map contest, and Polypoid, which many see as a very standard map today, wasn't recognized as such. But it went on to prove its potential and is highly popular among players now (both low and high level gamers).
I am KM-, author of the Polypoid. As for the case of the map contest by LatiAs, I have something to mention. You checked the result well but not the process correctly.
Polypoid qualified 1st round and given some period for modification, but I couldn't make it up on time, so I decided to give up final round. If you can find a picture of polypoid(2018), you will see that; it was somewhat different from current design and had poor quality. Although I am still unsatisfied with the details of 1.65 version, the first draft was reaaaly awful X(
Hi KM- ! People love your map and I use it often in events! I want to thank you for checking out this thread and taking the time to respond to my message. Hope to coordinate with you in the future and get you to participate~
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
he said "Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform"
so it's
1) Sanctuary 2) Good night 3) Mayday 4) Terraform
so it can be counted.
LOL. So you decided to vote for some random guy?
Trying to vote by proxy is the lamest thing ever.
He already posted his own votes. He only tried to be helpful and clarify Aiur's vote. Please don't try to be a moderator of stuff you clearly didn't even bother to spend a minute on trying to understand.
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
he said "Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform"
so it's
1) Sanctuary 2) Good night 3) Mayday 4) Terraform
so it can be counted.
LOL. So you decided to vote for some random guy?
Trying to vote by proxy is the lamest thing ever.
He already posted his own votes. He only tried to be helpful and clarify Aiur's vote. Please don't try to be a moderator of stuff you clearly didn't even bother to spend a minute on trying to understand.
Helpful how? Either the unique poster votes or not. The rules should be pretty clear.
Clearly the original poster didn't care enough to even read the rules, let alone requiring this kind of 'help'.
On May 12 2021 21:51 Aiur wrote: 1) Sanctuary 2) Good night
None other meet the requirements of being up to par with FS or CB
Not sure what you consider "up to par with FS or CB", or why you'd take that as a necessary condition, but lists with less than 4 maps cannot be counted in the vote.
he said "Chose 2 others because its required. 3) Mayday Almost up to par but not entirely 4) Terraform"
so it's
1) Sanctuary 2) Good night 3) Mayday 4) Terraform
so it can be counted.
LOL. So you decided to vote for some random guy?
Trying to vote by proxy is the lamest thing ever.
what the fuck are you talking about? you're a bit slow, aren't you..
he clearly said he's picking the other two also, even if they do not meet his criteria, because it's needed for the vote to count. Freakling missed it for some reason, so I just pointed it out to him.
How thick can you get, wow.. I'm kind of amazed you can even type to be honest. Gotta be hard, so well done. Yeesh..
Natural mineral lines have been moved towards the cliff for 1 tile. 5 and 11 high ground cliff (between the ramp and edge of the map) have been pushed inwards by 1 tile Some mineral and gas debugging
Download 1.25 @ broodwarmaps.net until the map pack is updated~!
If there are any bugs please feel free to let me know :D
On May 14 2021 05:18 oxKnu wrote: Post was edited after I read it and after Freakling replied to it. So no harm done. The OP is fine now.
I updated this OP to end any confusion. All should be good now.
We are pretty aware of the vote count and confidently have it under control with cross checking and such. We will post the data afterwards so everyone can see the process.
On May 14 2021 16:38 Jubinell wrote: Do we have a wiki for maps and map makers? Would love to see list of most popular map makers and what maps were made by them.
You can go to BWMN and find most of the authors, I listed a couple of them, if I missed anyone please rply with link and I will add it:
I love the concept, would really love to see it worked out fully.
At the moment obviously it's basically unplayable PvZ (the open bases have to be modified to death I think) but I love the SCII-like approach to most of the bases and the rat-race that could ensue in the late-game on this map.
On May 14 2021 16:38 Jubinell wrote: Do we have a wiki for maps and map makers? Would love to see list of most popular map makers and what maps were made by them.
Such a comprehensive article does not exist, I don't think. There is this one here consisting of mainly Korean map makers: Mapmakers to which I have encouraged foreign map makers to add their names and/or maps to.
EarthAttack has produced many known or popular maps: Bluestorm, Destination, Circuit Breakers, Match Point, Pathfinder, Plasma (!), etc. and most recently the new ASL11 map Hidden Track. I am positive some of his maps are not listed in this article, however. And that may apply to some of the other map makers that you see listed.
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."
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.
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.
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
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.
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.
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
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.
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.
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
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
Perhaps you should read again what I wrote? I said it is painful to look at IN GAME, I played it. Return and I went and played most of the maps before the vote. We both agreed it looked weird and painful to look at IN GAME. The picture s fine The issue we found was not the snow itself on the map, this is ok, it s the weird mix of ice/snow right outside the naturals
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
Perhaps you should read again what I wrote? I said it is painful to look at IN GAME, I played it. Return and I went and played most of the maps before the vote. We both agreed it looked weird and painful to look at IN GAME. The picture s fine The issue we found was not the snow itself on the map, this is ok, it s the weird mix of ice/snow right outside the naturals
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
Perhaps you should read again what I wrote? I said it is painful to look at IN GAME, I played it. Return and I went and played most of the maps before the vote. We both agreed it looked weird and painful to look at IN GAME. The picture s fine The issue we found was not the snow itself on the map, this is ok, it s the weird mix of ice/snow right outside the naturals
And what is the issue with the ice/snow blending?
His+returns issue is that they think it was painful to look at in game. It's a subjective thing. People have different preferences and you can't please everyone when you make something!
On May 16 2021 18:45 oxKnu wrote: Terraform and Tundra are definitely the pretty ones out of the pack, no matter what you might think of them as maps from a playing perspective.
We asked Khala and Scan play on Terraform/Turbine (thank you ox!). You can check out the gameplay from Khala's VOD here https://www.twitch.tv/videos/1024395718
Seems maybe Terran favored a bit. What do you think?
On May 16 2021 18:45 oxKnu wrote: Terraform and Tundra are definitely the pretty ones out of the pack, no matter what you might think of them as maps from a playing perspective.
We asked Khala and Scan play on Terraform/Turbine (thank you ox!). You can check out the gameplay from Khala's VOD here https://www.twitch.tv/videos/1024395718
Seems maybe Terran favored a bit. What do you think?
Terraform seems destined to have the fate of Shakuras Temple (heavily T favored against P).
Turbine, hard to say. I think it will be similar to Blockchain or Transistor in that it will take a long time for players to figure out the optimal way to play on this map. The only thing that is certain is that will most probably be something else compared to standard play.
On May 16 2021 18:45 oxKnu wrote: Terraform and Tundra are definitely the pretty ones out of the pack, no matter what you might think of them as maps from a playing perspective.
We asked Khala and Scan play on Terraform/Turbine (thank you ox!). You can check out the gameplay from Khala's VOD here https://www.twitch.tv/videos/1024395718
Seems maybe Terran favored a bit. What do you think?
Terraform seems destined to have the fate of Shakuras Temple (heavily T favored against P).
Turbine, hard to say. I think it will be similar to Blockchain or Transistor in that it will take a long time for players to figure out the optimal way to play on this map. The only thing that is certain is that will most probably be something else compared to standard play.
Terraform feels better than shakuras temple to me since there isn't the crazy ramp madness everywhere.
Turbine seems to play standard enough. Block chain is a bad example because it had 4 semi-islands and there is nothing of the sorts on turbine, just the same structure tileset is all.
I've been asking A/S rank players to analyse and play test some of the maps in the race right now on their individual streams with prizes for the winners. All active map makers (irrespective of whether they made the map or not) were encouraged to watch these educational streams, either live or the VODs, in order to help them further fine tune their maps in case the player analyses and games prove insightful for their own map making purposes. These streams were also intended to reward map makers for their efforts and further incentivize them to develop their respective maps to make them as balanced and acceptable as possible.
I hope this is a fun, convenient and educationally effective format for analysing and play testing newer maps for map makers and players alike, and perhaps viewers as well!
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
Perhaps you should read again what I wrote? I said it is painful to look at IN GAME, I played it. Return and I went and played most of the maps before the vote. We both agreed it looked weird and painful to look at IN GAME. The picture s fine The issue we found was not the snow itself on the map, this is ok, it s the weird mix of ice/snow right outside the naturals
And what is the issue with the ice/snow blending?
His+returns issue is that they think it was painful to look at in game. It's a subjective thing. People have different preferences and you can't please everyone when you make something!
yes exactly. I m not trying to troll you or anything. I think the map has a good layout and is interesting. It is just that on my monitor on my PC I personally find it a pain to look at the blend. I cannot really explain to you why, it s a personal feeling. May be if it were full ice instead of the blend? Maybe it s the type of panel I use (IPS), maybe it s my graphic settings or monitor settings (brightness,contrast, gamma etc), I dont know. Sorry it is not very helpful. Return had the same feeling while playing too.
It boils down to "it doesn't look right to me", I am not trying to belittle the work of the mapmaker, the concept of the map is cool.
1) GOOD NIGHT 2) TERRAFORM 3) SANCTUARY 4) WAVELET
feedback after I've played for each map(terran's perspective) 1) GOOD NIGHT - 2nd base turret placements behind of mineral lines are not equal all locations. 2) TERRAFORM - 7 OC nat is small compare to 1 OC nat. 5 OC nat gas is shifted compare to 11 OC nat. 1 OC nat resource placement is very hard to put down turrets vs mutalisk harassment. 1 OC nat behind of gas cannot put turrets. 3) SANCTUARY - too many bridges(one small, one wide) 4) WAVELET - main base mineral lines were bad for optimization.
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.
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!
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.
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.
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.
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.
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.
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 +
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.)
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 +
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)
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
Unless their vote changed and they notify us by a fresh comment, the votes stand.
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
Unless their vote changed and they notify us by a fresh comment, the votes stand.
damn shame so many votes will go to the trash bin then..
Things that I haven't seen yet that I wish would've been implemented in some of these maps:
- 360 degree open bases with A LOT of resources (think of how open the outer 12/6 o'clock bases where on In The Way of An Eddy). I love a hectic/scrappy prolonged late-game. - more 2-3 gas bases. I know having all bases with gas seems to be the new 'meta', or having some additional gas supply (Optimizer) but I do miss the insane wildcard maps like Longinus would throw into the mix, if not properly scouted. - semi-island features. Island maps are forever broken so having some experimentation with semi-island sectors should be encouraged.
Thank you kindly for your continued interest and engagement. Please consider joining the BWMN discord where daily discussions about map making (including the contest) is happening.
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
If someone voted for Static (and 3 other maps), can't you just count the other 3 map votes? Why does it have to be exactly 4 valid map votes for it to count?
I also believe the 'election committee' of the map contest is counting votes of people who happened to include static in their top four, but they are asking those individuals to replace static with another map in their lists if possible.
On May 21 2021 00:06 ox.tQ wrote: Thank you kindly for your continued interest and engagement. Please consider joining the BWMN discord where daily discussions about map making (including the contest) is happening.
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
If someone voted for Static (and 3 other maps), can't you just count the other 3 map votes? Why does it have to be exactly 4 valid map votes for it to count?
No idea but it was said before in this topic that there need to be 4 choices for one of the counting methods to work. But Minerals said that in this particular case (Static) they will count the other, non-Static 3 votes only.
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!
ok so what about ppl that will not visit this page to change their vote when Static was one of their choices? does it not count at all or do 3 other choices still count?
wouldn't be a BW contest without a little bit of drama now would it..
If someone voted for Static (and 3 other maps), can't you just count the other 3 map votes? Why does it have to be exactly 4 valid map votes for it to count?
No idea but it was said before in this topic that there need to be 4 choices for one of the counting methods to work. But Minerals said that in this particular case (Static) they will count the other, non-Static 3 votes only.
Yes, because static is still in our data sheet. Yes, we need exactly 4 votes because we are using a ranked voting system.
Start locations changed slightly (Mains are the same sizes, think there was a concern on that)
Natural given an extra 744 value mineral patch. Natural choke brought back 2 tiles to help Zerg reach the buildable area.
Terrain leading to both thirds is now mostly unbuildable, except by designated terrain. 2&8 Thirds is more difficult to Terran-Sim-City on 4&10 Thirds pushed further from the edges, hallway path extended.
Buildable area outside of cliffable expansions reduced Unwalkable terrain outside of cliffable expansion removed Additional mineral patch added to the central bases.
Here's a play test of a map that is currently not in the contest, as it didn't make it to this round. I share it to promote the mapmaker (jOjO) and in case viewer is interested in watching the games on this new map.
Me (A rank Protoss) and RatatataTeNG (A rank Terran) played 3-4 games on every map. We decided on the Top 4 maps together, so it might make sense to count the vote twice, but that is your decision of course EDIT: Rata's votes were posted by ox two posts below.
Top 4 list:
#1 GOOD NIGHT
High ground natural vs low ground, but the high ground extends a bit further so you have to decide between staying in natural choke vs going out and using high ground advantage.
Center is reasonably open with decent flanking and maneuverability.
#2 Wavelet
Very different playstyle required depending on the positions of the players: If both spawn left or right, there is no low ground between the players, if one spawns right and the other one left, the attacker has to fight vs a high ground.
#3 Augustgrad
Many height differences in the center. Rewards good army positioning, especially in early to mid game.
#4 Mayday
Distance and layout of the third base seems interesting.
Bridges to the center hub lead to little bit harder army movement but reward the player with good flanking and attack paths.
Unfortunately I didn't get to look through these as thoroughly as I might have liked,I've been busy but I get my votes in time this way right? I wonder why Static was removed? I played on that map a couple of times and thought it was decent.. I also played on Sanctuary and Terraform so they get to make my list.
Big thanks to all the map makers who spent countless of hours working on their maps for this competition. Many maps that you see now received 50 hours of attention or more in the map editor. The four maps that receive the most votes here will be polished and prepared for the next stage of the series - play testing!
A note of gratitude is owed to the map makers who have been helping on the administration side of things and mentoring and providing feedback to other map makers.
Lastly, viewers and commentators of this thread deserve special recognition. It meant a lot to map makers that you all visited this thread with your eyes and voted on the maps and even sometimes provided valuable feedback.
Map making, map makers and map talk are somewhat marginalized within BW content, so this was a real treat for map enthusiasts! Thanks for supporting.
So the top four maps from this vote make it into the next stage. As a reward for making it into the next round, each finalist map will be featured in a separate prize single elimination tournament. Meaning an entire tournament on just one map! Top foreigners have been invited to participate in the tournaments, and there are prizes for the winning players! It will be a single elimination format, I believe, with 8 players, all bo5s and a final bo7.
Each tournament will be broadcasted in a single stream event throughout June. Each week one tournament will be broadcasted, and the first stream event of tournament #1 is planned for Saturday June 5. We contacted and invited most active S rank players, and some have agreed to participate in the tournaments.
The reason for featuring only S rank level players in these events is that they are the most experienced and knowledgeable players, and we wish to see how they respond/adapt to/perform on/evaluate these maps, and so it makes sense for them to be in the tournaments. It is also a reward to the map makers who spent countless of hours developing these maps for top competitive play. We wish to attract more map makers to the community with this kind of incentive system as well. Lastly, I think S rank level names are more likely to attract viewers and interest, which is important insofar as this event series is all about shedding light on a very marginalized aspect of BW - maps, map making and map makers! So we are also aiming to contribute to public education, awareness and dialogue over maps by 'riding the wave' of more established, known player names.
Map makers, however, have discussed the possibility of organizing tournaments with lower rank players on the (8) maps that did not make the final four cut. Those might be organized and broadcasted in the future, and they will be unrelated to the official format of this specific NWMC 1st edition.
Very disappointed Terraform did not make the cut.. I was sure it will, considering the showmatches and all.. well, that sucks because GOOD NIGHT did not impress me at all.. ;/
Thanks for the contest anyways. Maybe next time don't let the dude suddenly drop out in the middle though, I feel lik that screwed up a lot of the votes that people casted..
Hope for some great games in the upcoming map test tournaments. Cheers
"Map makers, however, have discussed the possibility of organizing tournaments with lower rank players on the (8) maps that did not make the final four cut. Those might be organized and broadcasted in the future, and they will be unrelated to the official format of this specific NWMC 1st edition."
really hope this will happen. It was way too close not to give the 5th and 6th place the chance to shine.
There are so many maps similar each other. I know you need to create balance maps. But that thing doesn't require so we have many maps in a tournament.
Organizer will choose favorite maps for each race Terran, Protoss, Zerg and more maps for all. Normally, a map will favorite for 2 races. I think map makers should do creative more. Don't afraid of imbalance, there were imbalance maps very well in OSL, MSL. Example: Plasma, Crimson Isles, Neo Vertigo, Sin 815, Detonation, Desert Fox, Heartbreak Ridge, Benzene...
On June 05 2021 10:12 bovienchien wrote: There are so many maps similar each other. I know you need to create balance maps. But that thing doesn't require so we have many maps in a tournament.
Organizer will choose favorite maps for each race Terran, Protoss, Zerg and more maps for all. Normally, a map will favorite for 2 races. I think map makers should do creative more. Don't afraid of imbalance, there were imbalance maps very well in OSL, MSL. Example: Plasma, Crimson Isles, Neo Vertigo, Sin 815, Detonation, Desert Fox, Heartbreak Ridge, Benzene...
I agree with you.. but this is a STANDARD map contesta ^^
Here's the VOD to the second broadcast of play-test games on different semi-finalist maps. Timestamps included in the YT description for anyone interested