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SUBMISSION DEADLINE:
Join the BroodWarMaps.Net Discord Server!![[image loading]](https://cdn.discordapp.com/attachments/815486323279790080/891122896225853480/Bonyth_24.png) Whose ready for the an exciting second edition of the New Worlds Map Contest? This time, anything goes! We encourage experimental and/or island maps this time, be creative! Have an idea for a standard maps with a twist? Let's see it! We are looking for unique maps that are also comfortable to play on. Be sure to read the extended guidelines if you plan on submitting. Public voting will determine this contest.
Submission Criteria: If you are new to map making, please read the extended guidelines by Freakling: + Show Spoiler +Map Types: + Show Spoiler + - Since the last NWMC produced mostly standard 4 player maps, we are looking for only 2 and 3 spawn maps this time.
- There is no limitation as to how standard the map has to be this time. Ground, island, or any kind of hybrid layout, pathing design and special game mechanics, feel free to be creative, but keep in mind that players should feel as comfortable as possible playing on a map.
- It’s generally a good idea to focus on one core idea, particularly if it is going all out on an experimental layout idea or game mechanic, and keep everything else pretty standard. Only add or adjust things to address potential balance concerns inherent to the core concept.
- Also take into account that maps should strive for reasonable balance and players should be able to figure out how to play on a map relatively quickly, so do not add more difficulties than is strictly necessary to achieve whatever goal you set yourself to achieve with a map.
- Only mechanics that are fully compatible with melee game modes are allowed, nothing that requires special triggers or modified unit stats.
Size: + Show Spoiler + - Minimum size: 96², maximum: 128²
- The full ranges of 128×[96…128] and [96…128]×128 are valid map sizes that BroodWar can load and correctly display. Don’t make the other side anything but 128 though, or the map will crash the game or scramble the minimap.
- 128×112 / 112×128 is the currently most widely accepted standard format for 2p maps. The “old school” 128×96 / 96×128 format tends to be very space restricted, making it hard to fit everything in properly. If you use it at all, we suggest to only do so for map layouts with low economy / few bases. On the other hand 128² is usually too much space for a 2 player map.
Tileset: + Show Spoiler + - Except for Installation, any tileset may be used. Installation is not supported by BroodWar’s melee game mode, almost completely lacks buildable tiles and does not allow for Zerg Creep and, making it completely unsuitable for melee maps. - Bright snow terrain on Ice World maps is disliked by some players. In favour of a wider adoption of a map it is therefore suggested to keep use of terrain types such as Snow, Moguls, Crushed Rock or Ice Ramp to a minimum. - On the opposite end of the spectrum, Ash World is sometimes considered too dark and low contrast, making it hard to recognize terrain features in brighter lighting conditions. So be mindful and try to use nicely contrasting terrain types as much as possible. - Generally all tilesets have limitations in the potential map features they can offer, or, conversely, the concept of a map may determine or at least narrow down tileset choices. The following table gives a rough overview over some of the most important points to consider beforehand: Terrain: + Show Spoiler + - Terrain needs to be isometric or completely blended in, using proper tile transitions (sprite use is acceptable, but should not be overdone or relied upon).
- Terrain must be easily readable for players, meaning that terrain levels, unbuildable and unwalkable areas need to be clearly distinguishable by their textures (see “other tips and common issues” section for some ideas).
- Areas where special tile effects (cover, vision blockers) are used outside their normal doodad context should be clearly indicated, usually by using appropriate sprites as demarcation. Avoid visually obscuring units on the screen too much though.
Neutral Units + Show Spoiler + - Neutral units, buildings or spells may be freely used, but should serve a discernible purpose with regards to a map’s concept, gameplay or balance.
- Wandering Critters must be placed far enough away that they cannot interfere with a player’s taking an expansion and/or have reduced HP to make them easily killable. Use good judgement.
- Use of clickable units for general bugfixing purposes, such as plugging drop holes, is discouraged, as they can interfere with player inputs. Use of powerup objects, that can be picked up by workers, is discouraged, as their presence generally does not lead to favourable gameplay…
Expansions & Resources + Show Spoiler + - The minimal amount of bases required is 4 gas bases available per player. Around 15 to 17 bases is probably the upper limit of what you can reasonably put on a single 1v1 map.
- Mineral-only bases should be limited to one per starting point, unless double gas bases are used to balance them out.
- Standard Mineral amounts per base are 9 patches for mains, 7 for naturals and 6…8 for other bases around the map. The risk-reward trade-offs in taking a certain base should be taken into consideration when determining the appropriate resource amount a base rewards the player with.
- Resource yields of Mineral patches and Geysers can be altered, but this should remain within reasonable margins (no money maps) and serve a clear purpose with regards to gameplay or balance. The amount of resources in mains and naturals is best left standard, with the possible exception of additional reduced Mineral patches for racial balance adjustment.
- Make sure the map offers appropriate expansion choices for all races early on. Ground maps should have an easy to defend 3rd gas base, either close by ground and/or with an easily defendable choke point. Island maps must offer access to at least 2 Geysers initially without the need for drop tech (3 is probably better for Zerg).
- Mains and/or naturals should offer enough building space for all races to place most of their required structures down. Mains on 2 and 3 player maps should be a bit bigger, as players do not have another main to take for additional building space. Additional building space in bases other than the mains and nats can also help to mitigate this problem. On “reverse” maps, where the main is on a lower terrain level, it tends to be more exposed to attacks from outside and should offer proportionally more space.
- For late game a map should offer neutral bases that both players can about equally take and fight over (also see the point about map splits under Layout). For 3 player maps the free main and natural automatically serve this purpose, but you should make sure that this does not become too pronounced and other choices are available to players (also see the layout section about map splits).
- Unless explicitly intended otherwise, bases should have proper Tank spacing, meaning that resource depots, Geysers and any workers gathering Minerals should be at least a full Tank range (12 tiles vertically and horizontally, about 9 tiles diagonally) away from other bases and other not directly accessible areas (naturals and middle bases directly adjacent to a main are common exceptions).
- To avoid too turtle-heavy gameplay avoid clustering too many bases close to each other or putting multiple bases behind a single choke. As a general guideline, try allowing one additional access path for each base a player can take in succession.
Layout + Show Spoiler + - Consider where you want armies to be able to be moved around the map. You need sufficiently open and continuous areas for big armies to move in the late game. Restricting the shortest rushing route is a tried and proven design principle, particularly for 2 player maps. 3+ player maps tend more towards an open centre design to allow even access to all possible spawns, but strategic choke points are still desirable.
- Make sure automatic pathfinding (worker scouting) between all starting locations is symmetrical. On maps with an even number of spawns, avoid putting a single, unpaired unwalkable obstacle in the very centre to avoid asymmetrical split pathing.
- Avoid terrain features that make it too hard to move out against a containing opponent, like tight bridges as a natural choke or a single high ground access point leading into the natural.
- Place expansions out of the way of the main pathways to avoid units getting stuck on buildings and workers.
- When using neutral units to block paths, unless you specifically intend players to start out completely separated from each other by land, keep the most direct routes free or make sure that units can find their way around the obstacles on their own to avoid uncomfortable pathing issues.
- Avoid easy even map splits. Keep the middle of the map as wide as possible and allow armies to take multiple pathways around the map and have some “neutral” expansions that do not clearly belong to either player.
Other tips and common issues + Show Spoiler + - Ramps and other choke points should either be wide enough to allow relatively unhindered movement of all unit types (avoid most of the new patch 1.22 ramps) or intentionally restricted to only allow smaller unit types through (e.g. Blue Storm or 815).
- When using the new ramp assets from patch 1.22, convert them to terrain and manually replace cliff tiles with standard cliffs to fix terrain level/vision bugs.
- Bridge and ramp edges often make for good textures to create unwalkable terrain with a distinct texture.
- Make good use of ScmDraft’s tile flag overlays to make sure everything you do is mechanically sound (in particular, make sure terrain levels are in order everywhere)
- It is generally a good idea to disable the Map Load/Correct Doodads option in ScmDraft before opening up any of your own or other author’s maps to avoid unintended doodads and sprites appearing.
Helpful design tools + Show Spoiler +
- This contest is open for standard, island, experimental, or hybrid maps. - This contest is open for 2 and 3 player maps ONLY. - This contest is open to all map tilesets, except installation. - This contest is open to your older maps, but make sure they are up to date with today's meta. - This contest is open to maps that work in a normal 1v1 Melee game, no Use Map Settings. - There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn. - First submission should be playable with functional components of the map (functional terrain* and resource pathing) in place, no abusable unfinished terrain (like drop holes), and no mining issues for the most significant bases (mains and naturals). *Functional terrain includes unwalkable and unbuildable areas, ramps, bridges, choke points, vision blocking or cover providing terrain and generally anything that requires specific tile flags etc.
Submission Rules:
- Maps must be submitted by January 2nd @ 16:00 CEST // 23:00 KOR. - This contest is open to all applicants. - You may only submit your own work or collaboration. - You may submit as many maps as you like, but every map should be in a playable state with some decoration. - This contest is not open to maps that have been used in official korean or foreign leagues prior to this contest. - Final versions (top 4) should be de-bugged to the best of your ability for play test tournaments.
How will this work?
I. Judges, Mappers, & the Community will evaluate the entries and remove any that do not meet the criteria. II. A community vote, using the dowdall system, will decide on the top twelve maps to move forward. One map per mapper, excluding collaborations. III. Mappers will then be given two weeks to fix any issues found by the judges/mappers/community and polish up the maps. IV. Public voting will decide which four maps move into the "finals". V. Mappers will be given one week to de-bug their map and finalize it for play testing. VI. The maps will then be played and broadcasted in a series of Map Test Tournaments, each tournament focusing only on one map. VII. A final public vote will decide the results of the contest.
Prize Pools: To encourage newer mappers to indulge, we will be splitting the prize pool up. New mapper = has not had maps featured in official tournaments or leagues.
1.) Map Contest Prize Pool: + + Donate Here + + - 75% of the prize pool will go to the first place winner. - 25% of the prize pool will go to the second place winner. - $40 of the prize pool will be awarded to the best "new mapper" 2.) Map Test Tournaments Prize Pool: + + Donate Here + + - Each map test tournament will be worth 25% of the Map Test Tournaments Prize Pool, divided up between 1st/2nd place of each tournament. Total Pool divided by four map test tournaments.
Map Test Tournaments: Once 4 final maps are chosen, they will then be played and broadcasted in a series of Invitational Map Test Tournaments.
- Each tournament will focus on only one map. - Each tournament will be single elimination until Semi Finals (best of 3) and then Finals (best of 5). Subject to change. - Each map test tournament will be worth 25% of the total Matcherino Prize Pool for map test tournaments. - Each tournament will be broadcasted on two streams in english and spanish.
Map Test Tournament Broadcasters:
How to enter? Post your entry in this thread with the following. Entries not in this format may not be taken into account when judging.
- Your ID: - Location: - Map Name: - Map Version: - Map Size: - Map Concept: - Map Image: - Post map file with this info to this submissions channel: https://discord.gg/chFPQ7Y3HQ
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Poll: What maps are you most excited to see?Experimental (24) 36% Semi-Island (16) 24% Standard (13) 19% Standard Hybrid (12) 18% Island (2) 3% 67 total votes Your vote: What maps are you most excited to see? (Vote): Standard (Vote): Island (Vote): Semi-Island (Vote): Experimental (Vote): Standard Hybrid
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Poll: What is your favorite tileset?Jungle (45) 25% Twilight (32) 18% Space (31) 18% Desert (24) 14% Ice World (23) 13% Badlands (11) 6% Ashworld (11) 6% 177 total votes Your vote: What is your favorite tileset? (Vote): Space (Vote): Jungle (Vote): Desert (Vote): Badlands (Vote): Twilight (Vote): Ice World (Vote): Ashworld
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hyped out to the moon about this
thanks a lot, guys!
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Let's G
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United Kingdom12022 Posts
Excited to hopefully see some Experimental or Semi-Island Desert maps!
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Russian Federation249 Posts
There is no limitation as to how standard the map needs to be, but, but make. what?
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On September 27 2021 18:38 Hatchet_man wrote:Show nested quote +There is no limitation as to how standard the map needs to be, but, but make. what?
fixed
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Russian Federation249 Posts
This contest is open for standard, island, experimental, or hybrid maps. Putting island maps aside, how do you determine which map is experimental, standard or hybrid?
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On September 28 2021 00:04 Hatchet_man wrote:Putting island maps aside, how do you determine which map is experimental, standard or hybrid?
It doesn't really matter what they are categorized as since there aren't separate categories getting voted on.
You will know a experimental map when you see it. A popular standard-hybrid map right now I would say is Optimizer due to its mineral-wall opening up a semi-island.
I am hoping we see some Monty-hall type maps be submitted.
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On September 28 2021 00:04 Hatchet_man wrote:Putting island maps aside, how do you determine which map is experimental, standard or hybrid? Experimental is any map that is not standard (the threshold is fuzzy, of course). Island and hybrid maps are examples of experimental maps. An island map is any map where players always spawn permanently separated by ground from each other. Hybrid/semi-island concepts would be anything where the separation is either not guaranteed (players could spawn connected by ground) or not permanent. Don't ask me what a "standard hybrid" map is supposed to be, because I haven't got the faintest idea. But I voted that as my preferred category because I am dead set on finding out! Other people's definition of either category may of course wildly diverge from mine.
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Very excited!
I was wondering when the next NWMC would, and it's sooner than expected. I guess that's to give us a while to work on maps though.
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Russian Federation249 Posts
On September 28 2021 05:34 Freakling wrote:Show nested quote +On September 28 2021 00:04 Hatchet_man wrote:This contest is open for standard, island, experimental, or hybrid maps. Putting island maps aside, how do you determine which map is experimental, standard or hybrid? Experimental is any map that is not standard (the threshold is fuzzy, of course). Island and hybrid maps are examples of experimental maps. An island map is any map where players always spawn permanently separated by ground from each other. Hybrid/semi-island concepts would be anything where the separation is either not guaranteed (players could spawn connected by ground) or not permanent. Don't ask me what a "standard hybrid" map is supposed to be, because I haven't got the faintest idea. But I voted that as my preferred category because I am dead set on finding out! Other people's definition of either category may of course wildly diverge from mine. There was a controversy in the SC2 section regarding the map making contest. Apparently judges and especially players were prioritizing standard maps over experimental. Thus, making such maps was pointless as they never got a chance to win anything. I'm sure you know what I mean as a map maker yourself So what is the point of submitting maps that aren't standard?
Also, looking at the submission rules, I don't see any restriction to submit the maps from previous contest. Are they allowed?
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On September 28 2021 18:18 Hatchet_man wrote:Show nested quote +On September 28 2021 05:34 Freakling wrote:On September 28 2021 00:04 Hatchet_man wrote:This contest is open for standard, island, experimental, or hybrid maps. Putting island maps aside, how do you determine which map is experimental, standard or hybrid? Experimental is any map that is not standard (the threshold is fuzzy, of course). Island and hybrid maps are examples of experimental maps. An island map is any map where players always spawn permanently separated by ground from each other. Hybrid/semi-island concepts would be anything where the separation is either not guaranteed (players could spawn connected by ground) or not permanent. Don't ask me what a "standard hybrid" map is supposed to be, because I haven't got the faintest idea. But I voted that as my preferred category because I am dead set on finding out! Other people's definition of either category may of course wildly diverge from mine. There was a controversy in the SC2 section regarding the map making contest. Apparently judges and especially players were prioritizing standard maps over experimental. Thus, making such maps was pointless as they never got a chance to win anything. I'm sure you know what I mean as a map maker yourself  So what is the point of submitting maps that aren't standard? Also, looking at the submission rules, I don't see any restriction to submit the maps from previous contest. Are they allowed?
In this contest, public voting is the judge so every map is equal. 
Maps from the Finals of the previous map contest are not allowed, others are.
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On September 28 2021 18:18 Hatchet_man wrote:Show nested quote +On September 28 2021 05:34 Freakling wrote:On September 28 2021 00:04 Hatchet_man wrote:This contest is open for standard, island, experimental, or hybrid maps. Putting island maps aside, how do you determine which map is experimental, standard or hybrid? Experimental is any map that is not standard (the threshold is fuzzy, of course). Island and hybrid maps are examples of experimental maps. An island map is any map where players always spawn permanently separated by ground from each other. Hybrid/semi-island concepts would be anything where the separation is either not guaranteed (players could spawn connected by ground) or not permanent. Don't ask me what a "standard hybrid" map is supposed to be, because I haven't got the faintest idea. But I voted that as my preferred category because I am dead set on finding out! Other people's definition of either category may of course wildly diverge from mine. There was a controversy in the SC2 section regarding the map making contest. Apparently judges and especially players were prioritizing standard maps over experimental. Thus, making such maps was pointless as they never got a chance to win anything. I'm sure you know what I mean as a map maker yourself  So what is the point of submitting maps that aren't standard? Also, looking at the submission rules, I don't see any restriction to submit the maps from previous contest. Are they allowed? Finalists from NWMC1 are not eligible. The fact that this contest does not allow for 4 player maps should also help to counteract the tendency towards standard macro maps. 2 player maps are inherently less standardized and allow more freedom in design and 3 player maps have a reputation of being hard to design in the first place.
You may want to read my detailed guidelines, which may answer some of your questions.
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I think that BS or HBR can be some examples of a standard hybrid map.
They have a lot of normal things but they have also a different meta or there are some tricks that can be done.
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On September 29 2021 23:42 ajmbek wrote: I think that BS or HBR can be some examples of a standard hybrid map.
They have a lot of normal things but they have also a different meta or there are some tricks that can be done.
Yes, exactly.
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Any of you mappers have a map that you can provide a sneak preview of? Or are you all sitting around banging your heads against the wall thinking of ideas
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i'd love to see someone place a neutral covert ops + nuke silo on a map
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I've got a number of maps I am working on! Hopefully should be able to start submitting them in about a week.
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On October 16 2021 16:16 MineraIs wrote:I've got a number of maps I am working on! Hopefully should be able to start submitting them in about a week. 
*pounds table Show us your maps, show us your maps!
Thanks for the update~
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On October 16 2021 15:44 quaristice wrote: i'd love to see someone place a neutral covert ops + nuke silo on a map
Maybe neutral covert ops could be a gimmick object, used in walling in some way but also possible to build with to get ghosts in T matchups. Seems too gimmicky prehaps though.
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On October 17 2021 12:57 NotoriousSCV wrote:Show nested quote +On October 16 2021 15:44 quaristice wrote: i'd love to see someone place a neutral covert ops + nuke silo on a map Maybe neutral covert ops could be a gimmick object, used in walling in some way but also possible to build with to get ghosts in T matchups. Seems too gimmicky prehaps though.
can convey the concept of a destroyed previous base perhaps
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On October 16 2021 15:44 quaristice wrote: i'd love to see someone place a neutral covert ops + nuke silo on a map That has already been done multiple times…
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On October 18 2021 02:18 Freakling wrote:Show nested quote +On October 16 2021 15:44 quaristice wrote: i'd love to see someone place a neutral covert ops + nuke silo on a map That has already been done multiple times… but have they been used in tournament
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On October 18 2021 05:22 quaristice wrote:Show nested quote +On October 18 2021 02:18 Freakling wrote:On October 16 2021 15:44 quaristice wrote: i'd love to see someone place a neutral covert ops + nuke silo on a map That has already been done multiple times… but have they been used in tournament No. And I doubt they ever will. More balance-concerned map makers also put hero units to Mind-Control for Protoss and neutral Creep sources for Zerg on the map, by the way.
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^ thank you for your map, I like it! I love this map because it has so much narrow bridges. It's good to watch great games.
We need some maps which have ramps, island, place to drop units like Lost Temple, Return of the King, Eddy, Good Night. They make games would be interesting.
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5386 Posts
What's the need of having a separate 1.16 version of a map? Are doodads treated differently in remastered, or does it have something to do with the sprite limit?
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Great to see TNWZombie participating in this map contest as well, and representing Korea! He submitted maps to the last NWMC
Best of luck to you TNWZombie!
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the first entry!
liking the map, thx
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On October 26 2021 01:55 pheer wrote: What's the need of having a separate 1.16 version of a map? Are doodads treated differently in remastered, or does it have something to do with the sprite limit?
Unlike the remaster, the 1.16 version did not use the remaster terrain, but used the existing terrain. Some people use the 1.16 version.
![[image loading]](https://i.imgur.com/p4T2673.jpg)
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On October 26 2021 08:38 TNWZombie wrote:Unlike the remaster, the 1.16 version did not use the remaster terrain, but used the existing terrain. Some people use the 1.16 version. ![[image loading]](https://i.imgur.com/p4T2673.jpg)
This looks like a bigger version of Static from the previous contest.
With some terrain level differences as well. It's a nice concept. Like a Matchpoint that doesn't suck.
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Biosphere Version: 0.84 (BETA) Size: 128×120 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Large scale, macro-oriented 2 player map.
- Centre divided into three distinct areas:
- A wide north-western path, structured by four walls of vision blockers, giving access to relatively far, but easy to secure single-ramped expansions.
- Another wide south-eastern path, structured by five higher ground ridges, which give access to the centre and expansions.
- A higher ground centre plateau that allows for various shortcuts across the map, but restricts unit movement through small chokes.
- Far corner expos offer ample space for additional macro structures.
Download full Freakling map pack Download from BWMN
![[image loading]](https://i.imgur.com/X4uO5x4.jpg)
Disclaimer: This is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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Look forward to all submissions. When it is done, will be happy to make a stream review last like time.
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In this contest, these maps are beautiful but they don't effect to gameplay. Almost they are just marco maps.
Let's look at some maps from OSL, MSL, PL. You will see maps were so cool and effect to gameplay, strategy, race... so much.
Chain Reaction Peaks of Baekdu Outlier Pathfinder Tears of the Moon Fantasy (Map) Forte
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@bovienchien : Can you please edit your post and delete the images? They are out of place in this type of thread, plus anyone knows them anyway.
A bit disrespectful to the people working hard on bringing new maps as well since their stuff is less visible now.
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On November 05 2021 21:32 oxKnu wrote: @bovienchien : Can you please edit your post and delete the images? They are out of place in this type of thread, plus anyone knows them anyway.
A bit disrespectful to the people working hard on bringing new maps as well since their stuff is less visible now.
Agree, most if not all of these maps are broken in todays meta. I will say I am working on something that might resemble a modern Peaks of Baekdue.
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On November 05 2021 21:32 oxKnu wrote: @bovienchien : Can you please edit your post and delete the images? They are out of place in this type of thread, plus anyone knows them anyway.
A bit disrespectful to the people working hard on bringing new maps as well since their stuff is less visible now. At least put the images in spoilers. And yes, the vast majority of your examples are outdated or broken in the first place. You are also jumping to conclusions after only seeing the first 3 maps submitted…
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I think Terran players will like Scarabee map. They can sit at their home, have 4 bases instead of 2, 3 bases in other maps. This map will be better than if you change somethings in the center. Maybe some space for air units and narrow paths.
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Awesome! Congrats Aiur (jOjO), Moderatoboy and Suri  Talk about not procrastinating :D Deadline isn't until another two months
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****Not my submission**** **********
ID: Hoilman Location: Korea Map Name: Europa Map Version: 1.28 Map Size: 128x112 Map Concept: 2p standard map
![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/906800823764414494/wqeqwe.jpg)
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![[image loading]](https://i.imgur.com/CJ25JI4.png)
- Your ID: Gosomi - Location: Korea - Map Name: (3)Elquiness [(3)엘퀴네스] - Map Version: 1.1 - Map Size: 128 x 128 - Map Concept: 3p standard map
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On November 10 2021 07:45 M3t4PhYzX wrote: it's heating up
good!
Any maps you strongly (dis)favour so far? XD
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(2)Steel Dominion 0.62 + Show Spoiler +
Changelog 0.61 -> 0.62 *Change all mineral formations to remove gaps in the mineral lines. *Add terrain on the low ground to prevent the natural gas from being tanked from the low platform. *Move Blue base down one tile for additional space in the corner. *Added two doodads, near the temple by the natural cliff, to limit proxy locations to outside the third ramp / low ground. *Terrain at 12 and 6 edited for pylon indicators at ramps / closer to nexus to help indicate versus PvT vultures. *Sprinkled some sprites around for fun.
If not clear in game: There are no stacked temples. They are single(one) temple.
Buildable Area + Show Spoiler +
Thanks to all players providing feedback. Disclaimer: 0.62 is not a final version.
Download @ BWMN.net
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Your ID: Minerals Location: USA Map Name: twO-Step Map Version: 0.81 Map Size: 112x128 Map Concept: Modern two player battle map featuring wide terrain transitions.
Player Notes: -Third gas is reduced to 1500. -Center high ground only buildable on smaller white 'diamonds'. -Outside low ground mostly unbuildable. -A lot of room to dance with your friends.
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Is there a limit on the number of maps a participant can submit?
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On November 14 2021 10:40 Gosomi wrote: Is there a limit on the number of maps a participant can submit?
There is no limit how many submissions.
a) Limit 1 map per map maker can join round 2. b) Multiple collaborations can join round 2. (No limit) c) Only the highest voted map per person can join round 2.
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On November 14 2021 10:40 Gosomi wrote: Is there a limit on the number of maps a participant can submit? You can submit any amount of maps you like, as long as you meet the criteria (no 4p maps, mostly playable state with decent deco, no previous high placing contest map or high level tourney map)
On November 14 2021 12:00 MineraIs wrote:Show nested quote +On November 14 2021 10:40 Gosomi wrote: Is there a limit on the number of maps a participant can submit? There is no limit how many submissions. a) Limit 1 map per map maker can join round 2. b) Multiple collaborations can join round 2. (No limit) c) Only the highest voted map per person can join round 2. Actually that should be: - 2 selected maps (top 12 vote) per map maker (3 if one is a collab), - 1 finalist map (top 4 vote) per map maker (2 if one is a collab). This is mostly to allow map makers to focus on a reasonable amount of maps to work on in the later stages.
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On November 11 2021 02:21 TeamThinkQuick wrote:Any maps you strongly (dis)favour so far? XD not enough desert tileset, tbh
Sea Breeze favourite so far
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Just found this contest, and it's still ongoing
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On November 18 2021 00:35 Lavalisk wrote:Just found this contest, and it's still ongoing 
You and anyone else just stumbling upon this thread can check out the last map contest here:
https://tl.net/forum/bw-tournaments/577056-new-worlds-map-contest-finals-vote-here
There are links to other threads (pictured below) related to the first contest in the link above so note that each contest has multiple threads associated with itself which the OP author (Minerals) tries to provide backward links to
![[image loading]](https://i.imgur.com/NcvtkLv.png)
You will see that two ASL and Ladder maps (Largo & GOOD NIGHT) were submitted to the first contest as well.
Enjoy~
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Very good entries. Thanks for sharing.
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Well, I'm not sure how much time I'll have, but since crazy maps are okay this time, I think I'll give it a try, but first I'd like some clarification.
It says under the submission criteria that
"- This contest is open to your older maps, but make sure they are up to date with today's meta."
But then
"- This contest is open for standard, island, experimental, or hybrid maps."
and
"- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn."
Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map?
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On November 21 2021 00:56 FK wrote: Well, I'm not sure how much time I'll have, but since crazy maps are okay this time, I think I'll give it a try, but first I'd like some clarification.
It says under the submission criteria that
"- This contest is open to your older maps, but make sure they are up to date with today's meta."
But then
"- This contest is open for standard, island, experimental, or hybrid maps."
and
"- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn."
Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map?
Very good points
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On November 21 2021 00:56 FK wrote: Well, I'm not sure how much time I'll have, but since crazy maps are okay this time, I think I'll give it a try, but first I'd like some clarification.
It says under the submission criteria that
"- This contest is open to your older maps, but make sure they are up to date with today's meta."
But then
"- This contest is open for standard, island, experimental, or hybrid maps."
and
"- There is no limitation as to how standard the map needs to be, but make sure the map is comfortable and fairly easy to learn."
Am I the only one seeing a contradiction here? Aren't island maps straight out of today's meta? Isn't the point of island/experimental/hybrid maps to make (or at least let) players deviate from the normal meta that's played on every standard map?
Most of these are guidelines, that is not hard criteria that would get the map disqualified directly. However, since most of the contest is run on public votes and player favour a map that simply doesn't offer much in terms of gameplay versatility, balance, or just simply comfort, may have it hard to progress.
I wrote a more extensive document of guidelines, which is linked in the OP, that has some more detailed suggesions on some of these points.
To take island maps as an example: If you'd make a simple "old school" island map where every player starts out with access to only a single base and Geyser, that is proven to heavily disfavour Zerg and would has therefore fallen out of favour, or out of meta, if you will, for good reasons. However, there are lots of experimental modern island/semi-island concepts that try in different ways to allow players early access to additional bases ((4)Sparkle, (2)Third World and (3)Inner Coven from ASL would probably be the best known examples), and some of these have turned out to even favour Zerg. Likewise, while island maps in general tend to favour Protoss, some example, such as (3)Desert Fox or (4)Hall of Valhalla historically had been designed to tip balance towards Terran. So in theory there should be a sweet spot where an island map is balanced in all matchups.
Or, for a more philosophical view: Islands maps are considered "out of meta" only because there haven't been enough island maps been used for a long time to establish principles of meta to the high degree that they have been figured out by ground maps. So this is kind of circular reasoning. Experimental is never an absolute term but only ever exists in relation to what has been tried before and an existing established meta and the principles of map design that go aliong with it.
The bottom line is that there is no good reason to confuse or alienate potential players beyond good reason. You may go all out on certain game mechanics or ideas about layout design. You can also add additional non-standard elements (like neutral buildings to block certain pathways, for example) to help balance out potential issues that would arise from your core design decisions. However, beyond that a map maker should strive to follow all of the following principles: - Balance: If it's not part of the core concept and not required for balance it likely will not add anything advantageous to the map. - Map readability: Players should be able to understand what terrain in the map means in a quick glance: Walkability, buildability, terrain levels, vision blocking and cover providing tiles should all be discernible. - Player comfort: If your map is already hard to get used to for players due to unusual layout or mechanics, there is no reason to unnecessarily also throw in other stuff, like wildly non-standard resource distributions, unusual design of expansions, "randomly" placed neutral buildings causing pathfindign issues, or just Critters randomly wandering into and blocking expansions.
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I just hope there will be the possibility to play on this map. Today 90% of games played are on ladder. And the rest is BGH, fastest or some FS, Phyton and similar.
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On November 22 2021 22:34 ajmbek wrote:I just hope there will be the possibility to play on this map. Today 90% of games played are on ladder. And the rest is BGH, fastest or some FS, Phyton and similar.  it would be pretty cool if there was some type of community for playing nonstandard melee maps. i know quake 1 has a subcommunity for playing maps that arent their equivalent of FS (aerowalk, ztndm3, etc)
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On November 22 2021 22:34 ajmbek wrote:I just hope there will be the possibility to play on this map. Today 90% of games played are on ladder. And the rest is BGH, fastest or some FS, Phyton and similar.  there were a lot of showmatches organized on maps from 1st edition of this contest
hopefully will be the same this time
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![[image loading]](https://i.imgur.com/NjJ6aGU.jpg)
▷ Your ID: KD_MAN ▷ Location: Korea ▷ Map Name: (2) Disco Pang! Pang! ▷ Map Version: 0.96 ▷ Map Size: 128x112
▷ Map Concept: Internal and external circulation battlefield.
▷ Features: -The Creep Colony in the neutral Power Generator overlaps to help Zerg players build buildings near the backdoor.
-Protoss temples in backdoor are overlapped into three.
-The amount of minerals in the backdoor is 32.
-It is recommended to pass through the center for the initial reconnaissance route.
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Wow KD MAN with another one!!
And nice scarabee update jOjO since it was last submitted, it's come a long way
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Yeah I think you minimized the brighter desert tiles to make the map easier on the eyes? Desert tiles are in short supply (so are ash) so it'd be cool to see more in map pools, particularly a very popular one capable of making it into ASL or ladder, which probably isn't realistic given pro players' attitudes toward those tilesets (as well as ice).
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Yeah I realised the dirt tiles were nicer!
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On November 24 2021 08:37 ox.tQ wrote: Yeah I think you minimized the brighter desert tiles to make the map easier on the eyes? Desert tiles are in short supply (so are ash) so it'd be cool to see more in map pools, particularly a very popular one capable of making it into ASL or ladder, which probably isn't realistic given pro players' attitudes toward those tilesets (as well as ice). we had multiple ice maps in ASL map pools though. and one on ladder. I thought the issue was with white snow specifically?
now ash and desert are also bad? lol its getting worse and worse xD
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On November 24 2021 08:58 Aiur wrote: Yeah I realised the dirt tiles were nicer! great work, man
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On November 24 2021 17:55 M3t4PhYzX wrote:Show nested quote +On November 24 2021 08:37 ox.tQ wrote: Yeah I think you minimized the brighter desert tiles to make the map easier on the eyes? Desert tiles are in short supply (so are ash) so it'd be cool to see more in map pools, particularly a very popular one capable of making it into ASL or ladder, which probably isn't realistic given pro players' attitudes toward those tilesets (as well as ice). we had multiple ice maps in ASL map pools though. and one on ladder. I thought the issue was with white snow specifically? now ash and desert are also bad? lol its getting worse and worse xD
Yeah I don’t know I’ve heard Dewalt say desert tiles hurt his eyes during a play test of oil flow. Part of the problem is that these maps are played repetitively in our showmatches so that exacerbates the problem. I’ve heard complaints about visibility issues with Ash tile sets as well (eg burrowed lukers). But I don’t think it’s so bad that these tiles can’t be used. It was cool to see optimizer minimize snow in order to use the ice tile set. And Freakling tried to use lighter shades of ash tiles when he made Bridging the Gap during last contest. So there is hope
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Something to fill the current submission void:
Защитная Технология Version: 0.80 (BETA) Size: 128×120 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Cover-mechanics-focused two player map.
- "Shield" areas (indicated by Pylon Fields) provide cover (~47% miss chance for all ranged attacks).
- Shortest path follows "valley of death" through the centre – armies and reinforcement sent straight across the map can easily be flanked from the surrounding high grounds.
- Big plateaus on the outskirts offer strategic focus points for big army manoeuvering.
- Innovative base layout, combining a sideways natural with a "triangle" third outside the main/nat wall allows for more even expansion choices in both directions.
- Drop cliff between natural and triangle third with a ramp to the main, blocked by a neutral building, offers drop harassment opportunities against three bases at once, so players should keep a keen eye on it (suggestion for the ultimate troll rush: Drop a Tank, Vulture and 2 SCVs to repair the blocking neutral building when the defender tries to break through). Scarabs can bypass the building.
Download full Freakling map pack
![[image loading]](https://i.imgur.com/icXuT9p.jpg)
Disclaimer: This is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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![[image loading]](https://i.imgur.com/t4saCKa.jpg)
Your ID : Suricatta Location : US East Map Name : (3) Sand Gate Map Version : 0.6.1 Map Size : 128x128 Map Concept : 3p standard-hybrid map. Standard main/natural and center layout with two semi-island bases and a forward third. The main has a mineral-walled backdoor into the close island. The mineral wall is 2 patches thick, each patch has 32 minerals. The other islands are separated by neutral Protoss Temples (not stacked). Neutral creep colonies near the backdoor gas base so that Zerg can wall at the choke.
http://www.panschk.de/mappage/comments.php?mapid=5368
Updated to 0.6.1, see map link for changelog.
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- Your ID: 효진 (CrystalDrag) - Location: US - Map Name: (2)Reflection - Map Version: 0.54 - Map Size: 128*96 - Map Concept: 2p map where expanding either clockwise or counter clockwise is feasible. Portions of the high ground in the middle have unbuildable terrain that prevents the construction of buildings 4x3 sized. - Map Image:![[image loading]](https://i.imgur.com/gJkgzCR.jpg)
Buildable Area + Show Spoiler +
Download @ BWMN.net
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lot of really interesting maps in this thread, looking forward to the further steps of the contest
i've tried making a few maps but i dont think i will have anything i am happy with by the time the submission deadline finishes.
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Hello, TL. I sumbit a my map.
![[image loading]](https://i.imgur.com/9O0RGoT.jpg)
▶️ Map File
▶️ Your ID: mAziciAn ▶️ Location: South Korea ▶️ Map Name: 2_Red_Eagle ▶️ Map Version: 0.8 ▶️ Map Size: 128x112 ▶️ Map Concept: Standard, Guerrilla ▶️ Extra information - Front yard entrance width including egg is 8 tiles. - 36~37seconds taken to move from base cliff to other base cliff. - All of natural has a starting location sprite for player easily know where is building place. (It won't pop over base building. I moved it under 1 pixel.) - 3,9 o'clock natural route is blocked by a 40 amount of mineral and 5 stacks of power generator. Units can pass through after gathered mineral or destroy buildings. Sieze tanks cannot attack workers in front yard behind wall. - All resource amount is normal, except 3,9 o'clock geyser amount is 2500. - Base cliff can be blocked by build 2 supplies and 1 barrack.
![[image loading]](https://i.imgur.com/5CE7fXS.jpg) Pure sprite will overlapped when you builded Nexus or something like that.
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You really come from North korea?
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On December 14 2021 22:49 mAziciAn wrote:You really come from North korea? I'm Korean.
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On December 14 2021 23:46 TNWZombie wrote:I'm Korean.
I'm Korean too haha
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Awesome submissions, and using two somewhat rarely used tile sets!
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On December 15 2021 04:32 ox.tQ wrote:Awesome submissions, and using two somewhat rarely used tile sets!  agreed!
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Hello, My First work open. - Your ID: Hozzi
- Location: Korea
- Map Name: (2)Butter
- Map Version: 0.8
- Map Size: 112x128
- Map Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y - Map information : Between start base entrance 35sec Most of Center High dirt, High Sand dunes can't building (prevent tighten of terran construction) 3, 9 o'clock Resource : M-1000, G-3000 8,10 o'clock Resource : M-1000
- Map Image:
![[image loading]](https://i.imgur.com/j49eO2p.jpg)
- Map file : blog.naver.com
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^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
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On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat.
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On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again?
This was probably the last map I worked on in scmdraft, I'll leave it up to you whether it's any good or not, but if it ever gets finished it probably won't be any time soon.
working title:Sandslash + Show Spoiler +
Obviously the main isn't supposed to be super open like that so you can ignore the entrance that doesn't lead through the natural and just pretend there's a wall there.
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Your ID : TNWZombie Location : Korea Map Name : (2)Ragefire Chasm Map Version : 0.8 Map Size : 128x112 Map Concept : The map consists of three roads and canyons on the way out of natural. There are six Protoss temples on the back street. The Psi Disrupters are not overlapped. The third gas volume is 2000.
0.7 → 0.8 Update. Modifying the main location and changing the entrance position. natural Change location and expand from the nearby two-pronged road to three-pronged road to change from the existing route 8 to 7 compartments, add one more egg, and add 100 mineral for worker movement purposes. And installing two eggs for new route entrance. Psi Disrupters position change due to natural adjustment. 3rd Expansion Pulled in the direction of two narrow legs and adjusted wallpaper. Delete the entrance to the center hill at 4/10 o'clock. The size of the center hill and the entrance of the hill is reduced from the center flatland, and the flatland is revised widely. 4/10 o'clock resource arrangement modification. 2/8 o'clock. Move 2 spaces outside the gas. Other topography, Decorations, and Sprite modifications.
- Download http://www.panschk.de/mappage/comments.php?mapid=5374
![[image loading]](https://i.imgur.com/LmkYYwn.jpg)
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat. It also takes more time because BW maps are not carbon copies of one another, unlike SC2 maps. :-P
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat. i havent done anything for sc2 but, for sc1, i feel like scmdraft (and of course its ancestor staredit) is a lot more difficult to use efficiently than other mapping tools i have used for other games like trenchbroom, doom builder, various iterations of unrealed, so on. it's bizarrely hard to get a sense of scale while mapping. it's difficult to get in the game quickly and see it in the game. other games all-have the ability to set up 1-2 click ways to load up the map within seconds. little tiny things feel like they take so long. maybe i'm just not understanding the ui.
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On December 17 2021 20:12 CharactR wrote:Show nested quote +On December 17 2021 00:16 oxKnu wrote: ^^ Very cool. These 2p maps with very open/vulnerable 4ths and 5ths are always bananas crazy (and entertaining).
Does anyone know if the original map-maker that submitted Static (2p) in the previous contest has submitted anything yet? Or working on that concept again? I have been summoned! To answer your question: No, I haven't even touched scmdraft in ages. I pulled static out because it needed an overhaul/resizing and I was just too lazy to do it, but more than that broodwar maps take x20 more effort compared to sc2 maps every time you have to make an iteration so I kinda just lost interest in making broodwar maps. I also procrastinate a lot so if I was working on a concept I probably wouldn't even bother submitting it because if it was as unfinished/buggy as last time I'd probably never finish it. Minerals did bug me to finish and submit something some amount of weeks ago, but it's halfway through December and I've done jack squat.
Finish Static and post it. It can be your last, you won't have to feel any regret about opening scmdraft ever again. From then on you can be free.
One of these years Blizzard will have to pull of Eclipse off of the map-pool. New blood will have to surge.
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And another one done:
Dimensionshed Version: 0.81 (BETA) Size: 128×112 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Uses same sideways natural and triangle third layout as Защитная Технология.
- Main layout constructed from three nested ellipses that are further split up and interconnected by twisted high and low ground structures.+ Show Spoiler [show image] +
- Late game will probably revolve around the four open neutral midline bases on the low ground.
Download full Freakling map pack
![[image loading]](https://i.imgur.com/VfVXCsc.jpg)
Disclaimer: As usual, this is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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- Your ID: 효진 (CrystalDrag) - Location: US - Map Name: (2)Anthropocene - Map Version: 0.50 - Map Size: 128*112 - Map Concept: 2p Reverse semi-island highly experimental map. + Show Spoiler +*Beginning Game: Minerals at main ramp are 24 each. Which ramp you mine out first, in addition to which your opponent mines, will affect the early pathing. Terrain decoration is a rough estimate of unit rally path when issued an attack command to the opponent's main building's 4x3 location. *Early Game: Single Stasis Cell and the first set of Troy gates. Troy Gate wikipedia explanation: + Show Spoiler +Neutral Assimilators - While both Assimilators exist, any ground unit can pass through this choke. If one is destroyed, however, and only one Assimilator is present, only small units may pass through. Once both Assimilators have been destroyed, the choke becomes impassible for all units except Ghosts. This can lead to strategies such as taking your opponent's Assimilators out early in order to trap him or her inside his or her main. Another popular tactic is to send a worker inside an unused base and take out the Assimilators so the opponent cannot harass or attack that base using land units. The defender can choose to destroy their troy gate to protect their expansion choice, and cannot be accessed from the other side unless the other troy gate remains and the stasis cell is standing. The attacker can choose to destroy the gate to trap units from pathing through the avenue. If both are destroyed, the defender loses access to the central expansions and enemy base with ground units. *Mid Game: Temples are stacked 5 each and the second set of Troy gates. These can be destroyed to access a new expansion and a new set of troy gates. If the opponent destroys the same set of temples, then ground units can once again re-access the opponents base, until one set of troy gates go down. Similar to the center base, a new base is available away from the center. *Late Game: Once all troy gates are destroyed, the map becomes an air map. to help balance for Zerg, Creep Beacons are featured in this map. Zerg beacons throughout the map start with a Mature Chrysalis. Destroying these will reveal a 2x2 buildable creep square for Nydus Canals / Creep Colonies. + Show Spoiler +Credit to Freakling for discovering mechanic. All resource values are standard. As a highly experimental map, resource/building values are subject to change. - Map Image:![[image loading]](https://i.imgur.com/H7fwZDU.jpg)
Download @ BWMN.net
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That map needs to land in the BSL14 map-pool. It will be the spice.
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loving these additions, fellas! <3 especially "Dimensionshed" looking sick!
keep it up, cheers!
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On December 17 2021 00:16 oxKnu wrote:
Finish Static and post it. It can be your last, you won't have to feel any regret about opening scmdraft ever again. From then on you can be free.
One of these years Blizzard will have to pull of Eclipse off of the map-pool. New blood will have to surge.
My problem is motivation and focus, I want to make broodwar maps but then don't want to put in the work to make broodwar maps xd and even when I try to sit myself down and force myself to work on a project (and this isn't specific to broodwar maps this could be almost anything) I have a lot of trouble staying focused, I burn a lot of hours not being very productive and it takes me a lot longer than it should to get anything done.
I may try and attempt to submit something if I have free time, but I make no promises that I'll have anything done.
Even with starcraft 2 maps my finalists were all maps that weren't created in the span of announcement to deadline, it was always stuff that was made way in advance, and even then they were maps that sat in half finished states for like 6 months - a year simply because I didn't work on them.
Talking broodwar, Static was a map that the first draft was made in like 2020 or 2019, I don't even remember it's been way too long. i also have quite a few maps that are pretty much in draft states in scmdraft, but only a single map that could be considered finished by the name of Mystery Box.
and whenever I've tried to do something within a 2week or less deadline I never finish anything even when I do work on things.
TL:DR Maybe I'll try to force myself to sit down and do something this weekend, but I make no promises that anything will get done.
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![[image loading]](https://i.imgur.com/XYEIfZA.jpg)
▷ Your ID: KD_MAN ▷ Location: Korea ▷ Map Name: (2) Blindness ▷ Map Version: 0.91 ▷ Map Size: 128x120
▷ Map Concept: 2p standard map with a limited sight.
▷ Features: -The stone doodads in the middle battlefield are blocked from sight. (It's like whiteout.)
-12, 6 o'clock expo is blocked by one Xel'Naga temple.
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- Your ID: HeMsK - Location: Sweden - Map Name: Treachery - Map Version: 0.62 - Map Size: 128x128 - Map Concept: Standard, 3 player
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- Your ID: chariot - Location: South Korea - Map Name: (3) Kamar Taj - Map Version: 0.9 - Map Size: 128 x 128 - Map Concept: = 3p standard
- Mineral only expansions has 6 patches, each with 1000 minerals. - 3rd gas is 3500.
![[image loading]](https://i.imgur.com/z4DPvrJ.jpg)
kapiolani.tistory.com
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nice to see many high quality brandnew maps
really nice..
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On December 23 2021 08:27 Kapiolani wrote:- Your ID: chariot - Location: South Korea - Map Name: (3) Kamar Taj - Map Version: 0.9 - Map Size: 128 x 128 - Map Concept: = 3p standard - Mineral only expansions has 6 patches, each with 1000 minerals. - 3rd gas is 3500. ![[image loading]](https://i.imgur.com/z4DPvrJ.jpg) beautiful stuff!
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btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason?
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On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason?
The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground.
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On December 25 2021 03:20 MineraIs wrote:Show nested quote +On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now!
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On December 25 2021 05:24 M3t4PhYzX wrote:Show nested quote +On December 25 2021 03:20 MineraIs wrote:On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now!
It likely isn't used much because it can confuse players due to false elevation changes. We'll be posting a map soon that uses some of this terrain.
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Prepare to be surprised! I finished a map, but it's not static. Author:CharactR Location: Canada
Sandslash 0.9 (128x112) + Show Spoiler + Bridges create a bottleneck on any direct route across the map, forcing large armies to take very indirect paths.
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On December 25 2021 05:47 MineraIs wrote:Show nested quote +On December 25 2021 05:24 M3t4PhYzX wrote:On December 25 2021 03:20 MineraIs wrote:On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now! It likely isn't used much because it can confuse players due to false elevation changes. We'll be posting a map soon that uses some of this terrain.  can't wait to see it ^^
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![[image loading]](https://i.imgur.com/dKJEcOP.png)
- Your ID: Gosomi - Location: Korea - Map Name: (2)Super Nova [(2)초신성] - Map Version: 0.8 - Map Size: 112 x 128 - Map Concept: 2p standard map
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**edit**
ID: ![[image loading]](https://cdn.discordapp.com/emojis/822124955528331293.png?size=40) Location:  Map Name: (2)Kick Flip Map Version: 0.9 Map Size: 112x128 Map Concept: Modern battle map featuring double ramps and multiple elevations.
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On December 26 2021 09:25 Gosomi wrote:![[image loading]](https://i.imgur.com/dKJEcOP.png) - Your ID: Gosomi - Location: Korea - Map Name: (2)Super Nova [(2)초신성] - Map Version: 0.8 - Map Size: 112 x 128 - Map Concept: 2p standard map absolute banger! although maybe middle base can be deleted to make more space for battles? or at least delete the middle walls for better maneuverability?
cheers
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Wonderful submissions everyone. Congratulations!
How fast time really flies! OP was made on September 25. Here we are already near the deadline.
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On December 27 2021 15:33 ox.tQ wrote: Wonderful submissions everyone. Congratulations!
How fast time really flies! OP was made on September 25. Here we are already near the deadline. have you organized any showmatches on these new maps yet, my dude?
cheers
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- Your ID: HotRedIron - Location: Hungary - Map Name: Pella - Map Version: 1.2 - Map Size: 128x96 - Map Concept: * High ground behind natural like on Heartbreak Ridge or Benzene. Two eggs are blocking passage for units, but of course, workers can slide through them so no traffic jams for them like on Benzene. This high ground also wraps around the natural and has a ramp to it from the natural and a ramp to the gas third base. * The gas third base has high ground behind it, no ramp. * There is a path leading from the gas third to another exp blocked by Xel'Naga temples and eventually to a high ground at 6 o'clock. From there, you can access the middle, the 6 o'clock base or can clear Xel'Naga temples to access the same path on the opponent's side. The temples are not stacked. * Corner island expos have a creep colony to help Zerg and no mineral patch to help Terran. - Map Image:
![[image loading]](https://i.imgur.com/sWj2L1D.jpeg)
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Map Name: Typhon Map Version: 1.0 Map Size: 128x112 Map Concept: * The far side of the main base has two creep colonies. Zerg can use this to place nydus inside their opponent's base late-game or to hide tech early on. The other races can destory them to deny the nydus-play and gain building space. * There is an island close to the main with a creep colony to help Zerg and a mineral patch to prevent Terran from taking it for free. * The third base is blocked by a row of four eggs. There is a mineral patch with a value of zero in vision so a worker can slide through. If it is mined out, then the the player will need vision of the base to get through the eggs. The eggs can also be destroyed, of course. * The corner islands have creep colonies to help Zerg either take the base or attack the opponent's island base by using nydus. These bases have no mineral patch blocking to help Terran. * 3 o'clock base has double gas. * The edges of the map allow for flying units to go undetected for the most part. - Map image:
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![[image loading]](https://i.imgur.com/ywOXKye.jpg)
(3)Elquiness 1.2
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ID: ash.^_^jOjO Location: Sweden Map Name: (2)Winter Solstice Map Version: 1.9 (updated estetics and gathering pathing) Map Size: 128x128 Map Concept: Large middle plateau with a few narrow ramps surrounded by outer ring of expos and passages towards the middle. Semi exposed main. Mains have 10 minerals with the rate of 500 on the 10th.
https://drive.google.com/file/d/11Z5Ktmy0vuhhPiBjJ4a3zrzxyWWaK8eo/view?usp=sharing
![[image loading]](https://i.imgur.com/6ZRAmCS.jpg)
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Best thread ever
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On December 26 2021 15:34 MineraIs wrote:**edit** ID: ![[image loading]](https://cdn.discordapp.com/emojis/822124955528331293.png?size=40) Location:  Map Name: (2)Kick Flip Map Version: 0.9 Map Size: 112x128 Map Concept: Modern battle map featuring double ramps and multiple elevations.
Sharp played some test games on this map: https://www.twitch.tv/videos/1244559195?t=00h25m00s
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On December 30 2021 02:38 ox.tQ wrote:Best thread ever  any more showmatches coming up?
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loving this one
well done!
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On December 30 2021 18:59 M3t4PhYzX wrote:any more showmatches coming up? 
Probably after the first round of votes when the first set of maps are selected by the public.
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How many maps can we choose? So many good entries. :<
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On December 31 2021 03:12 maybenexttime wrote: How many maps can we choose? So many good entries. :< Next round will be a preselection of 12 maps.
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On December 31 2021 02:16 TeamThinkQuick wrote:Show nested quote +On December 30 2021 18:59 M3t4PhYzX wrote:On December 30 2021 02:38 ox.tQ wrote:Best thread ever  any more showmatches coming up?  Probably after the first round of votes when the first set of maps are selected by the public. excellent news! thanks a lot
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On December 31 2021 03:12 maybenexttime wrote: How many maps can we choose? So many good entries. :<
You will be able to vote for multiple maps (probably around 6-8) during the first phase. We'll use the Dowdall system for scoring in each voting phase.
Stay tuned!
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ID: ash.^_^jOjO Location: Sweden Map Name: (2)Silent Storm Map Version: 1.3 (Update includes: new position corner expo for better transfer pathing, updated general pathing and gathering path) Map Size: 128x128 Map Concept: 2 middle plateaus split in 2 divides the middle with many routes to benefit more army movement and strategical flanking.![[image loading]](https://i.imgur.com/a8SLat4.jpg) https://drive.google.com/file/d/1JREkjFtPzMZUIg8YGA0vpnTi2KPb_M-M/view?usp=sharing
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fantasric stuff, gentlemen 
keep up the good work!
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- Your ID: Doglived - Location: Peru - Map Name: Gambit - Map Version: .81 - Map Size: 128x112 - Map Concept: Experimental, long rush distance when using outside path, backdoor blocked by building that needs destroyed for the shorter and main path to be used. - Default scouting is done through the middle path and you must mineral walk to get in/out of base. (Until the building or eggs are killed) - Main base pathing also takes the short main path, once you get past the natural ramp it will use the outside path. - Proxy locations on both outside and middle paths. - Machine Shop blocks the backdoor, only 3 zerglings or 2 zealots can attack at one time. 2 eggs also block the path to allow workers to mineral walk and scout. - Map Image:
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A few maps have been submitted in the BWMN discord which have not been uploaded in this thread yet.
At the very least, viewers will see them in the next thread which will contain all of the submissions that met the qualification requirements and everyone will be welcomed to vote on their favorite maps to proceed to the next voting round.
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And another one done:
Coral Shallows Version: 0.80 (BETA) Size: 128×112 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤 & Minerals Concept by: sTY_leZerG_eX, Minerals & 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Based on Midnight Crossing (+ Show Spoiler [show image] +). This iteration is intended to disincentivise an overly turtle playstyle by forcing players to spread out further and eventually having to extend into the middle of the map.
- Three separate low ground paths separate the players. Each offering access to a different kind of expansion.
Download full Freakling map pack
![[image loading]](https://i.imgur.com/mlqmHSV.jpg)
Disclaimer: As usual, this is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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![[image loading]](https://i.imgur.com/vaMEBQV.jpg)
▷ Your ID: KD_MAN ▷ Location: Korea ▷ Map Name: (2) Frostmourne ▷ Map Version: 0.95 ▷ Map Size: 128x112
▷ Map Concept: 2p standard
▷ Features: -The natural backdoor is blocked by protoss temple and 32 minerals.
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GEEEEZZZZUS!
it's going be so hard to find the top 4 out of all of these.. damn!
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![[image loading]](https://i.imgur.com/duEmB8U.jpg)
![[image loading]](https://i.imgur.com/B0OSJnQ.png) Created by mAziciAn & KD_MAN
Map Name: (3) Stratholme Map Version: 0.91 Map Size: 128x128
Map Concept:Terran and Protoss can utilize two Vespene Geysers faster than Zerg.
Features: -Terran and Protoss can mine two Vespene Geysers at the main base, but Zerg cannot build mining buildings at Vespene Geysers at the bottom and right of each main base. -Natural's Vespene Geyser can only mine zerg
-The neutral Creep Colony inside the Khaydarin Crystal can be destroyed as a splash damage unit, but it is inefficient because it has to sacrifice its unit.
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(3)Cataclysm
Authors: Freakling + Minerals Map Version: 0.81 Map Size: 128x128 Map Concept: Three player Standard hybrid map featuring three island expansions. Geysers on catwalk terrain reduced to 3000 gas.
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(3)Turbine
Author: ![[image loading]](https://cdn.discordapp.com/emojis/822124955528331293.png?size=40) Map Version: 1.02 Map Size: 128x128 Map Concept: Stylish three player map with in base expansion. Creep colonies spawn creep only for zerg players at the beginning of a match. All 'outside' bases are mildly reduced.
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(2)Molecule
Author: ![[image loading]](https://cdn.discordapp.com/emojis/822124955528331293.png?size=40) Map Version: 0.75 Map Size: 112x128 Map Concept: Mirrored battle map with a comfy main base and a small choke outside of the natural. Decoration incomplete.
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![[image loading]](https://i.imgur.com/KFgNEUb.jpg)
![[image loading]](https://i.imgur.com/dynGhEO.png) Created by Chariot & KD_MAN
Map Name: (3) Dark Vengeance Map Version: 0.95 Map Size: 128x128
Map Concept: Protoss's new option in PvZ.
Features: -Protoss can use Yggdrasil as a semi-permanent detector by mind control.
-High Templar and Dark Archon can be placed inside Yggdrasil to protect them.
![[image loading]](https://i.imgur.com/6JUfwEW.png) -Yggdrasil has 1000 hp, 4 armors, and 11 Sight.
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We did not realize until yesterday that the count down in the OP was set to the wrong date. So we'll be lenient with submissions that will be up to 24 h late.
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Final submission:
Access Control Version: 0.80 (BETA) Size: 128×120 Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
Concept:
- Horizontal axial symmetry 2p map with some slight distortion along the centre line.
- Sideways natural layout to bring player's rally point all the way up to the map's midline.
- Triangle base outside the main/bat to offer expansion choices in both directions (same idea as on Защитная Технология and Dimensionshed).
- Tight stair-ramps to the northern high ground strip restrict access to only small units (Like 815-ramps or Blue Storm chokes).
- Big plateau in the centre creates another axis for vertical movement on army positioning on the map to incentivise players to become active on the map on the lookout for a positional advantage.
Download full Freakling map pack
![[image loading]](https://i.imgur.com/SMwmKp5.jpg)
Disclaimer: As usual, this is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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Also included in my map pack now:
Cataclysm Version: 0.81 (BETA) Size: 128² Author: 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤 & Minerals
Concept:
- This is a map that tells a story. The story of a space station fatally struck by an asteroid, and of the desperate struggle of the survivors.
- The layout is based on Minerals' and my previous attempts in 3 player maps with island expansions and the theoretical considerations they led me to about the simplest layout for for such a map that would allow equal ground expansion opportunities in either direction.
- Geysers for all ground 3rd bases are reduced to 3k gas.
- Island currently bases have no depleted Mineral Fields or other kind of block, as we figured that in the modern meta Terran wouldn't actually be able to gain a stable early advantage by floating a CC.
- Combination of sprites and vision blockers between the main and triangle third act as a wall of pseudo-4th terrain level.
- For Terran, Tanks on the ledges of the centre area can act as "artillery support" for drops on the islands – they cannot hit workers, resource depots or geysers directly, but can clear the area in front of them of defensive structures and units. + Show Spoiler [Show example] +
![[image loading]](https://i.imgur.com/pJkQJ9Y.jpg)
Disclaimer: As usual, this is a beta version, so it can be played on, but not everything is running 100% smoothly yet.
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all these in the last 2 pages are all looking especially damn sick..
well done, fellas!
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Our next post we will ask for your help voting for the top 12 maps!
We'll be asking each voter to vote for their TOP 8 maps, in numerical order.
Post should finished be up later today.
Stay Tuned!
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8 is much better than 4 but still will be hard, looking at the overall quality of work posted here..
really exciting stuff
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On January 02 2022 18:07 M3t4PhYzX wrote: GEEEEZZZZUS!
it's going be so hard to find the top 4 out of all of these.. damn! Perhaps we could split this into standard and non-standard? ^__^
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Croatia9487 Posts
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