2.Sandgate
3.Sea Breeze
4.Reflections
5.Kamar Taj
6.Plan B
7.Red Eagle
8.Cataclysm
Forum Index > Brood War Tournaments |
Bugg.col
Colombia8 Posts
2.Sandgate 3.Sea Breeze 4.Reflections 5.Kamar Taj 6.Plan B 7.Red Eagle 8.Cataclysm | ||
Oya187
50 Posts
2. Butter 3. Winter Solstice 4. Treachery 5. Molecule 6. Lightning Whirlwind 7. Turbine 8. Sea Breeze | ||
Homunkulusgnom
9 Posts
1. (2)Coral Shallows This map steals the show. It takes the cake. Everything from decoration, doodads, palette use, base design and map layout come together to form the beauty that will hence be known as Coral Shallows. To me that is an absolute winner. It takes care of interesting early games by brigding the path in the middle just enough for small skirmishes and scouting. The tightly packed middle ensures for big fights over map control on two sides of the map split by the center bridge. Very well done in design and execution! 2. (2)Kick Flip Kick Flip is imho the best looking space map in this contest. The combination of ramps and bridges as well as double ramps give way to interesting fights. The decoration is very not too crowded and looks very natural. The plating on the center high ground is neat. Again, a semi-split center makes all the difference calling for players to lever positioning to their advantage. The map allows big macro but still rewards engaging in micro troughout the whole map. A beautiful map. 3. (3)Kamar Taj So very beautiful! Never was a big fan of actual high ground expos, but you got me with this one. And the rest is just neatly sectioned. Firstly, the time I had to take to artistically appreciate that map was almost a dead giveaway for voting it. The way the terrain blends, little fractions of terrain and big use of doodads in key places make this map come alive. There is so much detail in all of those expansions! The semi-bridges around the center look so cool! It's a 128x128 map but still feels very spacious. A great example of how to use space to create an enticing map. 4. (2)Biosphere Biosphere lives up to its name. It's full of stuff. Full of stuff to see, but also to play around. And yet nothing feels off or crowded. If you check this map ingame it feels like the game engine got an upgrade or something. You can really tell the maker of this map has poured some elbow grease into it, and it turned out great. It really sets some high standard on conceptualizing narrow center spaces that are worth holding without destroying the pace of the game through heartbreak ridge style ramps. *Chef's kiss* 5. (2)Blindness Always appreciate people bringing concept maps to contests. And this one is so brutal about it, I love it. Many maps focus on bringing the action to the middle, but this one makes an exception by stretching expansions around the edge of the map and making the middle really scary. It is a simple measure with big impact. Also let's talk about the elephant in the room: those stacked buildings with huge fans on top. If you dont like them: you can always choose not to see anything on this map! Checkmate! 6. (2)Sea Breeze The style theywent for is neat. The expos look good. The levels are carefully constructed. At first glance I thought "oh well another jungle map." But what made me vote Sea Breeze is the cookie-cutter method of trading paths on the map with base space (which in some cases seems to purposely be the same!), e.g. top left and bottom right expansions, or the thirds even. Along with classically designed 12 and 6 'o clock expansions and delicately (not overdone!) middle came the factors that gave my vote away. 7.(2) Butter This map is very nicely spaced out and looks like it's been taken out of a movie. Very conscious amount of doodading going on (you go try to make sense of that sentence). What I like most about this map is that there are two obvious ways to be played, one offering a very quick natural and 3rd expand with very intense midgame directly towards your opponent. The other being to arrange yourself to the left side of the map according to the level of confidence you are having in your play. For the intention of letting the game going on there is a terrain level you can carry this onto. Up to a point (literally speaking: the 9 o clock expansion) where players will most definitely be fighting over the outer expansions trying to cut each other off at whatever terrain level possible. It looks like a simple hill battle but actually is an amazing test of will. Butter. 8. (2)Dimensionshed I hate to say it, but I almost solely got carried away by the stunning visualy on this one. There is nothing more to add to that is there? Have you noticed the faces? And the chicken the author hid in the top right texture? (Ok kidding on that one). In all seriousness: Dimensionshed is a peace of art. Although this is a very open map, the use of space makes it a very convincing candidate! I do have to utter that the sometimes awkward stretching for the sake of the concept will likely do some matchups no favor. Also, here's a comment for every other map. You all did great! Thank you for contributing to Starcraft! Much love. + Show Spoiler + (2)Access Control - I especially like the cute ramps you squeezed in for scouts and early shenanigans. Also the thirds are cool, but the top part is a bit sadistic :D (2)Anthropocene - Good job on the layout of the map! I think it is a little too tight and the neutrals are overdone. (2)Baroque - The idea on the in- and outside center expos is a nice twist. This map will be awesome for mirror matchups, but I'm unsure whether you didn't sacrifice too much playability for the cool looks. (2)Blackshot - The way the center is split in two should makes for interesting map control fights, I like that. The map looks a tad sleek (make of that what you will) and the corner expansions have very narrow entrances which makes them too easy to hold. (2)Blood of the Scribe - Wouldn't be surprised to see this in an art contest. I honestly don't know what to say to this. It look so much fun to play! (2)Callisto - This is such an out-of-the-book map. It is well saturated and seems very strategic. The downside is that it isn't very exciting (which is hard to do with the space tile set) (2)Disco Pang! Pang! - Disco! Clap! Clap! This one is intriguing. I wonder if players will actually make use of the backdoors. Well done (2)Europa - Every platform is well spaced, there is really nothing that should be changed. (2)Frostmourne - Very cool looking, let the turtling ensue. (2)Galactic Empire - The paths to the right and left are so sneaky. Subtle but dangerous. The asymmetry of the top and north regions might be a small problem (2)Gale - A solid map. 나는 별로 창의적이지 않다 (2)Gambit - The super open corner expansions are cool, as well as the streamlined pathing. Matchups should be wild.. (2)Laputa - Please be careful when talking about this map in spain. Otherwise: well done! (2)Lightning Whirlwind - You've put nice textures on this! (2)Molecule - This is like the handsome little brother of blue storm (:D). Other that for pushes and scouting there is no real use for the very sexy center. Also had to chuckle about the visual aids for toss on the nat. (2)Neptune - A nice take at spiraling! Big fan of splitting ramps into two directions (top & bottom). The neutrals are .. well just imagine toss mindcontrolling those (2)Pella - Island expos! Yes! I'd argue that the middle set of temples is a bit too much. The east and west expos are well done conceptually! Would love to see some more decoration. (2)Plan_B - I like that you took the time to tighten the top left ramp, but why is the bottom right ramp so much bigger? Also the disruptors give the game momentum. Good job! (2)Ragefire Chasm - TWNZombie, you tiled the top rows to counterbalance the user interface blocking the bottom player? So thoughtful! I like that map and will likely play it some time, thanks! (2)Red Eagle - This presents a variety of angles from which to attack your opponent beyond the natural. Cool! (2)Reflections - These 3rds are so juicy even Artosis couldn't resist getting them. The way you intertwined the terrains in the main bases is chique. The flat center expos are pretty hot too. (2)Sandslash - The map itself is weird and that doesn't necessarily mean it's bad. I would love to see a more fleshed out version of Sandslash 0.10! (2)Scarabee - The only scarabs one would ever want in their main base. Nice semi-bridges and middle decoration! (2)Silent Storm - A aesthetically pleasing desert map. The curved paths (east and west) might be too dangerous to be used to attack since you're so cut off from the rest of the map. (2)Steel Dominion - It is so open it's scary. Then again the main to main seems so short. It screams action. (2)Super Nova - The transients between natural and the rest of the map are well constructed. Nice macro map! (2)Typhon - Nice visuals on this map. The main has a funny lalyout and also there are island expos (<3). Very nice but probably problematic in competitive play due to Zerg(?) (2)Winter Solstice - Beautiful north and south. Many buildings behind the main mineral line can be shot with tanks from the third. Tough spot to be in as defender (2)Защитная Технология - The drop Технология on this map is cool, rarely ever done on maps. Good job. The fields though.. I'd prefer any cluster of doodads over that :D you came in very strong in this contest! (3)Cataclysm - The middle expos are nice and so are the islands. The reduced gas amounts add to the scenario, maybe the islands could be even richer? (3)Dark Vengeance - The second entry that uses controllable neutrals! For a 3 player map I think this is very suited and should create interesting situations between the three parties. Good job! (3)Elquiness - That top left island lmao! Such a tease - I was able to drop two workers. Intended or not? Who knows. Love it. (3)Lambda - Top left island not buildable for trolling, but hey - a pretty three player map around a pretty expression (3)Ringing Stream - Very powerful 3-player map with wonky expansions all over the place. Great for 3 player FFA, questionable for 2 player duels (3)Sand Gate - These random hallucinations are .. ? Well, the center expansion mineral lines are nicely embedded. Also, the high ground each player has to access the middle is a good thought. (3)Stratholme - Super interestaing gas concept! Would like to see how this plays out in actual matches (3)Treachery - Good choice dereasing 3rd expansion resource yield and making it super open but close. This very quickly paces the game into mid-late game (3)Turbine - Despite the vastly unused space around the expansions I think Turbine has a great balance of looks (those center fan blades man) and gameplay. If I had any vote left I'd cast it on Turbine. | ||
Freakling
Germany1525 Posts
By the way, you can actually rank more than 8 maps in this round. The n-th ranked map will receive a 1/n score. | ||
Freakling
Germany1525 Posts
updated with:
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Homunkulusgnom
9 Posts
On January 07 2022 16:00 Freakling wrote: Hey, thanks Homunkulusgnom, that's a Great Review, much appreciated. By the Way, you can actually rank more than 8 maps in this round. The n-th ranked map will receive a 1/n score. just read that, thanks. I might do that unless I'm too sleepy | ||
dll7700
11 Posts
1. Red Eagle 2.Kamar Taj 3. Frostmourne 4.Super Nova 5.Europa 6.Biosphere 7.Galactic Empire 8.Kick Flip | ||
ox.tQ
792 Posts
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iigyodo
1 Post
2 Dark Vengeance 3 Dimensionshed 4 Biosphere 5 Plan_B 6 Sea Breeze 7 Coral Shallows 8 Butter | ||
Volka
Argentina379 Posts
2.ащитная Технология 3.Anthropocene 4.Biosphere 5.Butter 6.Coral Shallows 7.Typhon 8.Sea Breeze 9.Turbine 10.Frostmourne 11.Steel Dominion Congrats to all map-makers. Great contributions! | ||
RaulGacha
1 Post
Corall Shallows Stratholme Laputa Molecule Kick Flip Blindness Dark Vengeance | ||
TNWZombie
Korea (South)70 Posts
1.1 → 1.2 Update. Center high ground High Platform bridge expansion. 5/11 o'clock direction. Split into two High Platform bridge. Move 1 space in the direction of 5/11 o'clock of minerals placement. Delete the central mineral. - Download http://www.panschk.de/mappage/comments.php?mapid=5373 | ||
kogeT
Poland2000 Posts
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ZakRoM
Costa Rica54 Posts
(2)Blackshot (2)Dimensionshed (2)Disco Pang! Pang! (2)Gale (2)Silent Storm (2)Steel Dominion (3)Cataclysm | ||
Freakling
Germany1525 Posts
updated with:
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ox.tQ
792 Posts
https://www.twitch.tv/videos/1257386219?t=0h3m25s | ||
Aiur
Sweden138 Posts
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kogeT
Poland2000 Posts
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bovienchien
Vietnam1142 Posts
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Hozzi
Korea (South)8 Posts
Ver 0.8 →0.82 -Starting base 1M(850) add (9M+1M(850)+1G) -1st minerals revising (8M→7M) -2,4 o' minerals revising (6M→7M) -Some Doodats, terrian decoration add and revising (Ramps (beside bridge) are expansion.) -Delete All Critter, KaKarus are Hallusinated -Starting base expansion a little -Starting base entrance reduce. (1rax 1sup) -1st entrance add unbuilderable terrian, 1 egg -Delete High compound Doodats. -Only minerals beside Critters delete, change water -Bug revising High compound Doodats are viewing on only minerals. -Map Download- panschk.de | ||
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