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Active: 1803 users

New Worlds Map Contest: Finals Pt. 1

Forum Index > Brood War Tournaments
26 CommentsPost a Reply
1 2 Next All
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-06-01 06:14:52
May 25 2021 00:38 GMT
#1
+
____________________________

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

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

____________________________

[image loading]

Welcome to the New Worlds Map Contest: Finals! (part 1)

Finals Voting Begins
*
*subject to change if we need to adjust
____________________________


What will happen now?

Finals Part 1
- We present to you the top 4 finalists of the contest.
- These final four maps will be featured in four exciting map test tournaments, each focusing on one map, played by top foreign players exclusively casted by us Team Think Quick & pe RemastrTV.

Finals Part 2
- After the map test tournaments are complete and streamed, we will have a final public vote on TL to decide the winner of the final four maps.
____________________________

Map Test Tournaments Schedule:


Test Tour #1
[image loading] (4)Wavelet 2.04 [image loading]
Stream on 6/05

Test Tour #2
[image loading] (4)Sanctuary 0.99 [image loading]
Stream on 6/12

Test Tour #3
[image loading] (4)GOOD NIGHT 1.26 [image loading]
Stream on 6/19

Test Tour #4
[image loading] (3)Tundra 0.99 [image loading]
Stream on 6/26

*Subject to change if we need to adjust
____________________________

Broadcasters:

-- :: TeamThinkQuickTTV :: --

-- :: RemastrTV :: --
____________________________


[image loading] (4)Wavelet 2.04 [image loading]
By Freakling (concept) & CrystalDrag (decoration)
de / us
[image loading]
+ Show Spoiler +
Khala v Scan on Wavelet by Freakling & CrystalDrag

Khala (semi-pro Korean Protoss) analysis and showmatch on Wavelet
https://www.twitch.tv/videos/1023179286?t=2h43m36s
Scan (semi-pro Korean Terran) analysis and showmatch on Wavelet
https://www.twitch.tv/videos/1022914074

____________________________

[image loading] (4)Sanctuary 0.99 [image loading]
By JungleTerrain (concept) & Minerals (decoration)
cl / us
[image loading]
+ Show Spoiler +
Khala v Scan on Sanctuary by JungleTerrain & Minerals

Khala (semi-pro Korean Protoss) analysis and showmatch on Sanctuary
https://www.twitch.tv/videos/1023179286?t=0h0m17s
Scan (semi-pro Korean Terran) analysis and showmatch on Sanctuary
https://www.twitch.tv/videos/1022914074 (VOD requires SUB)

____________________________

[image loading] (4)GOOD NIGHT 1.26 [image loading]
By CrystalDrag
us
[image loading]
+ Show Spoiler +
Khala v Scan on GOOD NIGHT by Crystal Drag

Khala analyses GOOD NIGHT and plays showmatch vs Scan on it
https://www.twitch.tv/videos/1025520418?t=0h7m57s
Scan also analyses and plays on GOOD NIGHT but his VOD requires sub
https://www.twitch.tv/videos/1025248387 (after 5 hour and 45 minute mark)

____________________________

[image loading] (3)Tundra 0.99 [image loading]
By StyleZerg (concept) & Freakling (decoration)
mx / de
[image loading]
+ Show Spoiler +
Ultra v Hawk on Tundra by StyleZerg & Freakling

Ultra (S rank, Chilean Terran) analysis and showmatch on Tundra
https://trovo.live/video/ltv-101534590_101534590_1621125099?ltab=videos
Hawk (S rank, American Zerg) analysis and showmatch on Tundra
https://www.twitch.tv/videos/1024112335

____________________________

Map Contest Threads:


-- :: NWMC: Semi Finals :: --

-- :: NWMC: Top 12 :: --

-- :: NWMC: All Submissions :: --

-- :: NWMC: Original Post :: --

____________________________

Brood War Maps Community:

-- :: BroodWarMaps.net :: --

-- :: BroodWarMaps Discord :: --

____________________________

Facebook Twitter Reddit
✯ [ 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: 2021-05-25 01:05:58
May 25 2021 00:43 GMT
#2

Poll: Have you enjoyed the map contest so far?

Yes - I am excited for the upcoming map test tournaments. (26)
 
90%

Yes - I enjoy the nerdy niche creativity. (2)
 
7%

Yes - Any SC content is good content. (1)
 
3%

No - New maps are annoying. (0)
 
0%

29 total votes

Your vote: Have you enjoyed the map contest so far?

(Vote): Yes - I am excited for the upcoming map test tournaments.
(Vote): Yes - Any SC content is good content.
(Vote): Yes - I enjoy the nerdy niche creativity.
(Vote): No - New maps are annoying.



✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
ox.tQ
Profile Joined November 2010
797 Posts
May 25 2021 00:56 GMT
#3
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4416 Posts
May 25 2021 01:54 GMT
#4
1.Wavelet
https://www.youtube.com/watch?v=e7PvoI6gvQs
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2021-05-25 02:27:32
May 25 2021 02:19 GMT
#5
On May 25 2021 10:54 iPlaY.NettleS wrote:
1.Wavelet

Not asking for votes until we have streamed each map test tournament.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4264 Posts
May 25 2021 08:35 GMT
#6
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..

"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.

Exciting stuff. Hope for some great games in the upcoming map test tournaments. Cheers
oxKnu
Profile Joined December 2017
1259 Posts
Last Edited: 2021-05-25 09:06:59
May 25 2021 08:52 GMT
#7
Which version of Good Night made the cut? The one with the unbuildable terrain I hope.

Curious to know if there are any main base adjustments that are considered as well.

Please consider blocking the highlighted areas, unless you want Terran to hold 3 bases with 4 tanks.

Just through the overall design of the base, a capable Terran would be able to hold the 4-bases with minimal defense. This is more imbalanced than any other map in the Remastered era.

It is highly necessary that the third base remains as open/vulnerable as possible. (reason why Polypoid is balanced in the current map-pool) simply because the 4th is very safe (for Terran and Zerg especially).

[image loading]
Eidolonic
Profile Joined June 2020
29 Posts
May 25 2021 13:40 GMT
#8
Poll: Do you want to see these maps in ranked map pool?

(Vote): Yes, All of them
(Vote): Only some or one of the maps
(Vote): Maybe with major balance changes
(Vote): No, I don't like any of the maps

Freakling
Profile Joined October 2012
Germany1533 Posts
May 25 2021 13:45 GMT
#9
On May 25 2021 17:52 oxKnu wrote:
Which version of Good Night made the cut? The one with the unbuildable terrain I hope.

Curious to know if there are any main base adjustments that are considered as well.

Please consider blocking the highlighted areas, unless you want Terran to hold 3 bases with 4 tanks.

Just through the overall design of the base, a capable Terran would be able to hold the 4-bases with minimal defense. This is more imbalanced than any other map in the Remastered era.

It is highly necessary that the third base remains as open/vulnerable as possible. (reason why Polypoid is balanced in the current map-pool) simply because the 4th is very safe (for Terran and Zerg especially).

+ Show Spoiler [show image] +
[image loading]


Unlike Polypoid this mineral only is on the lower ground though. And Tanks on the high ground definitely cannot fully cover the base, Dragoons coming down the back ramp could just snipe the CC.
A.Alm
Profile Joined September 2012
Sweden536 Posts
Last Edited: 2021-05-25 14:08:53
May 25 2021 14:00 GMT
#10
On May 25 2021 17:52 oxKnu wrote:
Which version of Good Night made the cut? The one with the unbuildable terrain I hope.

Curious to know if there are any main base adjustments that are considered as well.

Please consider blocking the highlighted areas, unless you want Terran to hold 3 bases with 4 tanks.

Just through the overall design of the base, a capable Terran would be able to hold the 4-bases with minimal defense. This is more imbalanced than any other map in the Remastered era.

It is highly necessary that the third base remains as open/vulnerable as possible. (reason why Polypoid is balanced in the current map-pool) simply because the 4th is very safe (for Terran and Zerg especially).

[image loading]


Tanks on the highground there will only range the mineral line, a.k.a kill my own scvs and tanks when your zelots say hello. I think T will put tanks on the other high ground (closer to the 3rd) instead, which indeed is a very strong position that defends both the nat and the 3rd.
TehRei
Profile Joined April 2012
Sweden261 Posts
May 25 2021 14:33 GMT
#11
Can't complain about these maps at all. I think they'll make for some great games; really looking forward to the upcoming tournaments!
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 25 2021 14:40 GMT
#12
Sad Terraform didn't make it - hopefully we get to see some games on that map anyway, if not I'll see if I can arrange for something later on if the creator still wants to finish the map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
radley
Profile Joined August 2008
Poland582 Posts
Last Edited: 2021-05-25 15:55:31
May 25 2021 15:52 GMT
#13
I love how oxKnu complains about tanks above mineral base on Good night, where literaly every other map has even closer main attached to 3rd bases. Don't need to even know the rest of context to be sure he is protoss user. With all due respect to Bonyth and maybe couple of other players
TL+ Member
oxKnu
Profile Joined December 2017
1259 Posts
Last Edited: 2021-05-25 16:09:04
May 25 2021 15:57 GMT
#14
On May 25 2021 23:00 A.Alm wrote:
Show nested quote +
On May 25 2021 17:52 oxKnu wrote:
Which version of Good Night made the cut? The one with the unbuildable terrain I hope.

Curious to know if there are any main base adjustments that are considered as well.

Please consider blocking the highlighted areas, unless you want Terran to hold 3 bases with 4 tanks.

Just through the overall design of the base, a capable Terran would be able to hold the 4-bases with minimal defense. This is more imbalanced than any other map in the Remastered era.

It is highly necessary that the third base remains as open/vulnerable as possible. (reason why Polypoid is balanced in the current map-pool) simply because the 4th is very safe (for Terran and Zerg especially).

[image loading]


Tanks on the highground there will only range the mineral line, a.k.a kill my own scvs and tanks when your zelots say hello. I think T will put tanks on the other high ground (closer to the 3rd) instead, which indeed is a very strong position that defends both the nat and the 3rd.


I can't test this right now. but it doesn't seem like the distance between the high ground (the furthest point) and the CC on the third is consistent between the bases.

For example:

- 7'oclock - it looks like a tank right in the corner can obliterate anything even over the CC position - nullifying zealot/archon attacks and goon positioning on the ramp - important since the base is not wide open. The same thing doesn't seem possible at 5 o'clock or 11 o'clock.

- because of this, the longer bases (7'oclock and 11 o'clock) have a totally different dynamic compared to the other two: on one end it seems you can stream zealots in and reavers. On the other, that's not possible.

- creating a perfect tank triangle between the main - third and 4th high ground basically creates a position where you essentially can't attack the third without being hit by splash.

As a point of comparison, think of how this is handled on Polypoid where it's very difficult for any race to maintain such a strong position over the two critical expansions (third and 4th).

Sanctuary from this map-pool also handles this very well.

And before anyone points that out, yes I understand it's a different layout (double-ramped 4th vs single front-facing ramp) but the problem is the overwhelming strong defensive position that can be obtained with minimal army.
Adding some form of blocker (which I think should be easier than to just space the bases even more) would solve this problem quite easily.
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2021-05-25 16:37:41
May 25 2021 16:21 GMT
#15
On May 25 2021 23:40 Qikz wrote:
Sad Terraform didn't make it - hopefully we get to see some games on that map anyway, if not I'll see if I can arrange for something later on if the creator still wants to finish the map.

You can still pick it up for STPL ;D

On May 26 2021 00:57 oxKnu wrote:

I can't test this right now. but it doesn't seem like the distance between the high ground (the furthest point) and the CC on the third is consistent between the bases.

For example:

- 7'oclock - it looks like a tank right in the corner can obliterate anything even over the CC position - nullifying zealot/archon attacks and goon positioning on the ramp - important since the base is not wide open. The same thing doesn't seem possible at 5 o'clock or 11 o'clock.

- because of this, the longer bases (7'oclock and 11 o'clock) have a totally different dynamic compared to the other two: on one end it seems you can stream zealots in and reavers. On the other, that's not possible.

- creating a perfect tank triangle between the main - third and 4th high ground basically creates a position where you essentially can't attack the third without being hit by splash.

I think you may not be reading the isometric terrain correctly here. Just eyeballing/tile counting it from the picture I can tell you that the inner edge of the mineral line is about 7 or 8 tiles away from the high ground edge. This means the distance from any potential Tank position on the high ground to the resource depot is between 10 and 11. With Tank range being 12 that means that Tanks can hit/cover half of the resource depot locations on al positions. So They cannot even kill melee units attacking it from the back side.

As a point of comparison, think of how this is handled on Polypoid where it's very difficult for any race to maintain such a strong position over the two critical expansions (third and 4th).
I would say it's pretty much comparable, only the 3rd is actually somewhat safer by virtue of being high ground and Temple clutter somewhat impairs the direct line of sight at some angles.

Sanctuary from this map-pool also handles this very well.
By having the minerals directly touching the single cliff, thus in effect putting any defensive Tanks on the high ground a lot closer to the resource depot?! Granted, the more sideways facing nat choke creates more separation and means Tanks on the cliff cannot defend the nat choke.
M3t4PhYzX
Profile Joined March 2019
Poland4264 Posts
May 25 2021 16:30 GMT
#16
On May 25 2021 23:40 Qikz wrote:
Sad Terraform didn't make it - hopefully we get to see some games on that map anyway, if not I'll see if I can arrange for something later on if the creator still wants to finish the map.

Qikz to the rescue! <3

Dreamer and Machine played some crazy macro wars on it, I loved it.
MineraIs
Profile Joined September 2020
United States846 Posts
May 25 2021 18:15 GMT
#17
On May 25 2021 23:40 Qikz wrote:
Sad Terraform didn't make it - hopefully we get to see some games on that map anyway, if not I'll see if I can arrange for something later on if the creator still wants to finish the map.


The map is still being finished and open for adoption! Also, we may have extra map test tournaments afterwards for the maps that didn't make it to the final 4.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4264 Posts
May 25 2021 18:42 GMT
#18
On May 26 2021 03:15 MineraIs wrote:
Show nested quote +
On May 25 2021 23:40 Qikz wrote:
Sad Terraform didn't make it - hopefully we get to see some games on that map anyway, if not I'll see if I can arrange for something later on if the creator still wants to finish the map.


The map is still being finished and open for adoption! Also, we may have extra map test tournaments afterwards for the maps that didn't make it to the final 4.

HAPPY DAYS!
ox.tQ
Profile Joined November 2010
797 Posts
Last Edited: 2021-05-25 19:12:19
May 25 2021 19:06 GMT
#19
First NWMC test tour event on the map Wavelet (by Freakling & CrystalDrag) has been added to the TL calendar for Sat. June 5 starting at 13:00 EDT | 19:00 CEST, with player brackets visible

Each tournament will be 8-person single elimination format, with bo5s and a bo7 final. All the matchups and games will be on one finalist map within a single tournament.

Those should be enough matches and games to allow for a decent impression of how the map actually plays out in a high level competitive setting. An entire tournament on one map will be broadcasted in a single stream event. We'll see how many hours it will take to broadcast six bo5s and one bo7 final, with transitions and all. Should be a fun (long) stream event, nevertheless!
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2021-05-28 09:35:39
May 27 2021 13:17 GMT
#20
Update: Wavelet version 2.06
  • Fixed some drop hole issues.
+ Show Spoiler [previous update] +
Update: Wavelet version 2.05
  • Optimized main mineral lines for high mining rate, positional and racial balance.
  • Some minor adjustments.
  • Some more deco cleanup.
  • In-depth pathfinding fixes.


+ Show Spoiler [show Image] +
[image loading]

Download from BWMN.
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