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 Team Think Quick & 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:
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.
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
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).
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).
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.
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).
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.
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.
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
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).
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.
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.
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.
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.
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.
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!
So we got a play test tournament stream event planned for Saturday June 12th (edited to reflect postponement)
But I also plan to do two additional, teaser stream events on Thursday June 3 and Friday June 4 starting at 19:00 CEST | 13:00 EDT.
On those days (Thursday and Friday before the first play test tour on Saturday), I plan to stream some of the unofficial play test games from showmatches we organized on all the 12 maps from the last stage of the contest in the past few weeks (minus Static map).
It should be fun, and maybe it will help raise awareness around the contest event, upcoming tournament(s) and reward the map makers who made it into the semi-finals last round as well as acknowledge our wonderful showmatch play testers (italicized names especially): Aegyo, Alm, ArtUser, Blander Strudel, Dewalt, Dreamer, Hawk, Khala, Machine, Octzerg, Scan, Ultra Voddy, Yabsab. The winning players of showmatches received prizes too.
The plan is to show one good game or long game from each showmatch organized on one of the 11 maps during those teaser stream events. So, for example, a long game between Dreamer and Machine on Terraform, a long game on Tundra between Hawk and Ultra, a long game on Sanctuary between Dewalt and Octzerg, a long game on Bridging the Gap between Khala and Scan, etc.
Changes since v1.26 Corners of main bases have been trimmed. Mineral lines for 2 and 8 adjusted to accommodate a zealot (same as 11 and 5) Center reversed As many Reaver debugging possible done.
On May 29 2021 01:35 CrystalDrag wrote: GOOD NIGHT v1.28 + Show Spoiler +
Changes since v1.26 Corners of main bases have been trimmed. Mineral lines for 2 and 8 adjusted to accommodate a zealot (same as 11 and 5) As many Reaver debugging possible done.
0 incentive for Terran to use high ground tank positioning right now against a bust from Protoss or Zerg. One tank doesn't do much, and you'd rather have it with your control group rather just stand there doing close to nothing.
+ I also think the map looks better now with how the bases are shaped vs the previous version.