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Please consider donating to this event Map Contest Prize Pool: + + Donate Here + + Map Test Tournaments Prize Pool: + + Donate Here + + Welcome to the 2nd edition of the New Worlds Map Contest!Submissions are now CLOSED! We need YOUR help to vote to determine the top 12 maps that will move into the next round. A total of 46 maps from 21 contestants from around the world were submitted! How to vote: - At least 8 votes are needed from each voter. Post votes in numerical order below. - Map makers cannot vote on their own maps. - Voting in this round will end January 17 @ 16:00 CET / 23:00 KR. - A or S rank voters who provide additional detailed feedback about their map preferences may be considered 'judges' and have their votes count for more points. Please clarify if you think you qualify.
Again we will be using the Dowdall system for all scoring and will have a public doc available for transparency. All Submissions:12 x ![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40) | 11 x ![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40) | 9 x ![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40) | 8 x ![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40) | 2 x ![[image loading]](https://cdn.discordapp.com/emojis/895208277971992577.png?size=40) | 2 x ![[image loading]](https://cdn.discordapp.com/emojis/895208336897761301.png?size=40) | 2 x : : DOWNLOAD MAP PACK : :
---- 2 Player Maps
(2)Access Control + Show Spoiler +- Author:  Freakling - Version: 0.8 - Size: 128x120 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927199934564945930/Access_Control_0.80.jpg)
(2)Anthropocene + Show Spoiler +- Author:  효진 (CrystalDrag) - Version: 0.50 - Size: 128x112 - 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 + 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/922377594144452618/MapImage.jpg)
(2)Baroque + Show Spoiler +- Author:  AgMoon - Version: 0.90 - Size: 128x96 - Concept: Standard 2p with a broad center battlefield - Protoss Temple is stacked x2 - Value of the mineral next to the temple is 25 ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/922582089335963658/2Baroque.jpg)
(2)Biosphere + Show Spoiler +- Author:  Freakling - Version: 0.84 - Size: 128x120 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/905461888727547904/Biosphere_0.81.jpg)
(2)Blackshot + Show Spoiler +- Author:  dll7700 - Version: 3.0 - Size: 128x112 - Concept: Centralized battle map ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927510869145968680/blackshot_4.0.jpg)
(2)Blindness + Show Spoiler +- Author:  KD_MAN - Version: 0.92 - Size: 128x120 - Concept: 2p standard map with a limited sight. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/923260102629277776/Blindness..png)
(2)Blood of the Scribe + Show Spoiler +- Author:  nOm.CookiMaster - Version: 2.0 - Size: 128x128 - Concept: Semi Island/ Experimental ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/915030656206139464/Blood_Of_the_Scribe_2.png)
(2)Butter + Show Spoiler +- Author:  Hozzi - Version: 0.8 - Size: 112x128 - Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y. Between start base entrance 35 sec. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/921026688761081906/2Butter_0.8.jpg)
(2)Callisto + Show Spoiler +- Author:  Hoilman - Version: 1.44 - Size: 128x112 - Concept: 2p standard map. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/922648925733789717/1.43.jpg)
(2)Coral Shallows + Show Spoiler +- Authors:  Freakling &  Minerals - Version: 0.80 - Size: 128x112 - Concept: Based on Midnight Crossing by sTYle_ZerG & Minerals. 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/926963877047058462/Coral_Shallows_0.80.jpg)
(2)Dimensionshed + Show Spoiler +- Author:  Freakling - Version: 0.81 - Size: 128x112 - Concept: ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/922834957242621952/Dimensionshed_0.80.jpg)
(2)Disco Pang! Pang! + Show Spoiler +- Author:  KD_MAN - Version: 0.96 - Size: 128x112 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/815864488825716766/927441776510373948/2_Disco_Pang_Pang_0.96.png)
(2)Europa + Show Spoiler +- Author:  Hoilman - Map Version: 1.28 - Map Size: 128x112 - Map Concept: 2p standard map. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/906800823764414494/wqeqwe.jpg)
(2)Frostmourne + Show Spoiler +- Author:  KD_MAN - Version: 0.95 - Size: 128x112 - Concept: 2p standard ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/926991539656331304/2_Frostmourne.png)
(2)Galactic Empire + Show Spoiler +- Author:  Moderatorboy - Version: 0.50 - Size: 128x128 - Concept: Benzene + Cloud Kingdom (SC2) Long Ridge and It's difficult to defend the resource area. Minerals in the back road area are 10x0. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/924606959460687902/Galatic_Empire.jpg)
(2)Gale + Show Spoiler +- Aithor:  Moderatoboy - Version: 0.5 - Size: 128x112 - Concept: This map is a map that pursues occupation warfare through ridge occupation. However, it is also a map that can be challenged through checks. All resources are quantifiable and can only be built on flat doodads on hills. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/905734690592423946/Gale.jpg)
(2)Gambit + Show Spoiler +- Author:  Doglived - Version: 0.81 - Size: 128x112 - 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
(2)Kick Flip + Show Spoiler +- Author:  Minerals - Version: 0.9 - Size: 112x128 - Concept: Modern battle map featuring double ramps and multiple elevations. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/924546720937947186/Untitled_design_35.png)
(2)Laputa + Show Spoiler +- Author:  Xena - Version: 1.1 - Size: 128x96 - Concept: - Laputa is the name of an island country floating in the sky in Gulliver's Travels, a novel by author Jonathan Swift. - The mass production of games during his active career led to a slump in the Star League, and the diversity of games and new innovations have been required. A completely unexplored island map, a completely new aspect of the ground map, was adopted and development began. As it has not appeared due to the balance controversy for a long time, plans will be established in the name of a national island map that leads new content in the Star League by establishing balance and formalizing and mass-producing island maps through long-term island map balance research. It is a map that reduces the ground as much as possible to induce a hot aerial battle without interference from ground forces and defense towers. Since the center multi is connected to the ground, the final battle between the ground and the aerial battle combination is expected over the center multi, which has a large amount of resources. - Only small units can cross the small bridge. - Only Zerg Drones can collect additional Vespene Geyser. ※ I recommend playing games on original graphics(F5). ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927193061111513108/2Laputa_1.1.jpg)
(2)Lightning Whirlwind + Show Spoiler +- Author:  TNWZombie - Version: 1.1 - Size: 128x128 ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/909466818496843796/2Lightning_Whirlwind_1.1.jpg)
(2)Molecule + Show Spoiler +- Author:  Minerals - Version: 0.75 - Size: 112x128 - Concept: Mirrored battle map with a comfy main base and a small choke outside of the natural. Decoration incomplete. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/926597610867920916/Untitled_design_34.png)
(2)Neptune + Show Spoiler +- Author:  mAziciAn - Version: 0.6 - Size: 128x112 - Concept: 2p Standard All resource is normal amount. 5 Tessadar/Zeratul(Archon) placed in center each Ridge end. It seems to good for protoss. 3 Protoss Temple stacked in ridge. 1 egg in entrance. First natural entrance width is 8(including a eggs) ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927180469236293682/2_Neptune_0.6.png)
(2)Pella + Show Spoiler +- Author:  HotRedIron - Version: 1.2 - Size: 128x96 - 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.
(2)Plan_B + Show Spoiler +- Author:  AgMoon - Version: 0.95 - Size: 128x112 - Concept: - Lower non-island half of the map has lower mineral&gas content(second base 1200-4000, the rest 1000-3000) to induce transition of the main battlefield to the upper half of the map, where all resources all of normal content(1500-5000) - the two halves will connect once the mineral field of the central expansion are depleted and psi disruptors are destroyed. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/925652912502370304/2Plan_B0.95.jpg)
(2)Ragefire Chasm + Show Spoiler +- Author:  TNWZombie - Version: 0.8 - Size: 128x112 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/921376709851365426/2Ragefire_Chasm_0.8.jpg)
(2)Red Eagle + Show Spoiler +- Author:  mAziciAn - Version: 0.85 - Size: 128x112 - 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 over 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://cdn.discordapp.com/attachments/891299308597571654/921289747723354122/2_Red_Eagle_n.jpg)
(2)Reflections + Show Spoiler +- Author:  효진 (CrystalDrag) - Version: 0.56 - Size: 128x96 ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/924552378299072522/56.jpg)
(2)Sandslash + Show Spoiler +- Author:  CharactR - Version: 0.10 - Size: 128x112 - Concept: Bridges create a bottleneck on any direct route across the map. There are many pocket bases to defend and terrain outside the expansions is unbuildable. ![[image loading]](https://cdn.discordapp.com/attachments/815864488825716766/927425431047634974/Sandslash_0.10.jpg)
(2)Scarabee + Show Spoiler +- Author:  jOjO - Version: 6.3 - Size: 128x112 - Concept: * Backdoor natural * Creep spawn at ramp for zerg players * 2 plateaus with 2 heights to conquer. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/926444863661170688/2Scarabee6.3n_InPixio.png)
(2)Sea Breeze + Show Spoiler +- Author:  Suricatta - Version: 0.9.8 - Size: 128/112 - Concept: 2p standard map with three vertical lanes and a path through the center. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/913198158710997092/Sea_Breeze_0.9.7.jpg)
(2)Silent Storm + Show Spoiler +- Author:  ash.^_^jOjO - Version: 1.4 - Size: 128x128 - Concept: 2 middle plateaus split in 2 divides the middle with many routes to benefit more army movement and strategical flanking. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927201133427036190/2Silent_Storm1.4n_InPixio.png)
(2)Steel Dominion + Show Spoiler +- Author:  효진 (CrystalDrag) - Version: 0.62 - Size: 112*128 - Concept: = Original Concept by SUPEROUMAN ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/903448854156951572/SteelDominion.61.jpg)
(2)Super Nova + Show Spoiler +- Author:  Gosomi - Version: 0.8 - Size: 112x128 - Concept: 2p standard map. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/924669220325822484/2SuperNova_0.png)
(2)Typhon + Show Spoiler +- Author:  HotRedIron - Version: 1.1 - Size: 128x112 - 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 destroy 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.
(2)Winter Solstice + Show Spoiler +- Author:  ash.^_^jOjO - Version: 2.2 - Size: 128x128 - Concept: Large middle plateau with a few narrow ramps surrounded by outer ring of expos and passages towards the middle. Semi exposed main ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927199543177662494/2Wintersolstice2.2n_InPixio.png)
(2)Защитная Технология + Show Spoiler +- Author:  Freakling - Version: 0.8 - Size: 128x120 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/918101948123713546/2__0.80.jpg)
---- 3 Player Maps
(3)Cataclysm + Show Spoiler +- Authors:  Freakling +  Minerals - Version: 0.81 - Size: 128x128 - 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://cdn.discordapp.com/attachments/891299308597571654/927156717433786368/Untitled_design_43.png)
(3)Dark Vengeance + Show Spoiler +- Author:  Chariot &  KD_Man - Version: 0.95 - Size: 128x128 - Concept: 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. -Yggdrasil has 1000 hp, 4 armors, and 11 sight. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927172028795072522/3_Dark_Vengeance_0.95.png)
(3)Elquiness + Show Spoiler +- Author:  Gosomi - Version: 1.2 - Size: 128x128 - Concept: 3p standard map ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/925719964395135026/3Elquiness_1.2.png)
(3)Lambda + Show Spoiler +- Author:  mAziciAn - Version: 1.1 - Size: 128x128 - Concept: 3p Standard ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927178205029363732/1.1.png)
(3)Kamar Taj + Show Spoiler +- Author:  Chariot - Version: 0.9 - Size: 128x128 - Concept: 3p standard ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/923068868514164786/3KT.jpg)
(3)Ringing Stream + Show Spoiler +- Author:  dll7700 - Version: 1.0 - Size: 128x128 - Concept: - The triangular, tornado-shaped hill in the center requires delicate engagement control. Ringing Bloom + Ultimate Stream = Ringing Stream ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927220871142182972/3_Ringing_stream_1.0.jpg)
(3)Sand Gate + Show Spoiler +- Author:  Suricatta - Version: 0.6.1 - Size: 128x128 - 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/920507332524396564/Sand_Gate_0.6.1.png)
(3)Stratholme + Show Spoiler +- Authors:  mAziciAn &  KD_MAN - Version: 0.91 - Size: 128x128 - 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 ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927150276304064512/Stratholme.png)
(3)Treachery + Show Spoiler +- Author:  HeMsK - Version: 0.62 - Size: 128x128 - Concept: 3p standard ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/923213757944049705/Treachery0.62_2.jpg)
(3)Turbine + Show Spoiler +- Author:  Minerals - Version: 1.02 - Size: 128x128 - Concept: Stylish 3 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. ![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/926599312031510588/Untitled_design_39.png)
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LET'S G
The top 8 or 12 popularly voted maps will be play tested by high S rank foreign players and streamed by us during an event to promote the NWMC2 semi finals. This is in addition to the four play test tournaments that will be organized and broadcasted by us.
Here is an example from the last NWMC1 https://www.youtube.com/playlist?list=PLErtWL-O3UZdmSjYehtudG_kW25zANtLk
Foreign organizers might consider adopting one or more maps from this contest in their events. There is also the possibility of ASL and Ladder miraculously adopting a map from this contest. Remember Largo and GOOD NIGHT were submitted to the NWMC1 initially. Minerals will also submit the top 12 maps of this contest to ASL to check out. He did that during the last map contest.
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1.Turbine 2.Butter 3.Steel Dominion 4.Kick Flip 5.Sea Breeze 6.Treachery 7.Europa 8.Kamar Taj
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1. Plan_B 2. Sea Breeze 3. Sand Gate 4. Disco Pang! Pang! 5. Dark Vengeance 6. Stratholme 7. Scarabee 8. Butter
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1. (2)Anthropocene I like troy gates and temples that will make more situation in the games. You can take 3 bases, if you want more you have to attempt more, this is not in other maps. Fighting in troy gates is so cool, it's balance for all race and all the time. I just take a bit time to think so much strategy in this map.
2. (2)Blood of the Scribe I don't know how to play in this map but I am so surprise about layout, terrain, path... It's very amazing. At least, 4 bases in the bottom map brought for you my vote.
3. (2)Coral Shallows I love 4 bases in the center map and the bridge is so cute. I think, It will have marco games and late game 2 players combat at center. My view, this map will be better if 2 bases at bottom left and top right are in island.
4. (2)Laputa I like your concept, maybe this map will be better than Sparkle.
5. (2)Plan_B I love your name of map. This map looks like Third World but Plan_B is better to play and watch. 3rd base so hard to take, players need so much IQ to resolve this.
6. (2)Typhon The first time I see this, I know I will vote it immediately. This map have almost things that I like: behind base, base in center, island base.
7. (3)Elquiness Bridges will make games so fun to watch
8. (3)Turbine I vote this map for Terran players. I know there are some people who just take 3 bases into 200/200, then all in to win or rage quit game.
I wish I have 18 votes in this contest. Thank all of you make awesome things for StarCraft, for me.
My wish comes true:
9. (2)Red Eagle 2 paths to come the main base, it's nice. This map is also good if you just take all bases at top or bottom.
10. (2)Super Nova This map makes me remember Polaris Rhapsody, Medusa, FS 1.3 
11. (3)Ringing Stream I like where line minerals were put in this map.
12. (3)Dark Vengeance I like this terrain, I don't play in this a long time.
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On January 03 2022 17:55 bovienchien wrote:I wish I have 18 votes in this contest. Thank all of you make awesome things for StarCraft, for me. You can actually rank 18 maps. 8 is just the minimum required. The Dowdall system we used is an open scale. n-th ranked maps receives a score of 1/n.
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i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet
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On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet
Map pack updated.
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(2) Blackshot (2) Callisto (2) Dimensionshed (2) Galactic Empire (2) Gale (2) Kick Flip (2) Sea Breeze (3) Kamar Taj
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On January 03 2022 18:35 MineraIs wrote:Show nested quote +On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps
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1. (2)Anthropocene 2. (2)Laputa 3. (3)Treachery 4. (2)Coral Shallows 5. (2)Reflections 6. (2)Защитная Технология 7. (2)Plan_B 8. (2)Frostmourne
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On January 03 2022 18:44 quaristice wrote:Show nested quote +On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps
lol
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Very hard choices, but I came up with my top 12..
1. (3)Kamar Taj 2. (2)Access Control 3. (2)Butter 4. (2)Защитная Технология 5. (2)Red Eagle 6. (2)Disco Pang! Pang! 7. (2)Anthropocene 8. (2)Lightning Whirlwind 9. (3)Treachery 10. (2)Europa 11. (2)Sea Breeze 12. (2)Silent Storm
I'm so excited to see such great quality of maps in this contest!
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the quality of this contest is INSANE ! ! !
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I picked 12 but it was so hard ㅠㅠ
1.(2)Regflections 2.(3)Treachery 3.(3)Kamar Taj 4.(3)Cataclysm 5.(2)Neptume 6.(2)Steel Dominion 7.(2)Blindness 8.(2)Kick Flip 9.(3)Dark Vengeance 10.(2)Red Eagle 11.(2)Frostmourne 12.(2)Dimensionshed
I respect all the mappers, And thank you for showing me awsome maps!
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1 Elquiness 2 Sand Gate 3:Access Control 4:Treachery 5:Cataclysm 6:Winter Solstice 7:Super Nova 8:Callisto 9:Europa 10:Kick Flip 11:Защитная Технология 12 ella Here lot of good maps guys. good job! glhf
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Let me start of by saying thanks to everyone contributing and making a fun event of this! All the hard work from all the map makers has inspired me to put down more hours into this as well! Ok! So here is my votes!
1.Lightning Whirlwind (Very beautiful map) 2.Butter (maybe starting pos. slightly far from nat, other then that very beautiful map) 3.Kamar Taj (Very beautiful map) 4.Coral Shallows (Very beautiful map) 5.Reflections (I dont think the texture used at the bottom plateau at ramps does the overall other very beautiful parts of the map justice) 6.Steel Dominion (Map design benefit a long and interesting game, decour at plateau's could improve) 7.Plan_B 8.Red_Eagle 9.Callisto 10.Frostmourne 11.Treachery 12.Elquiness 13.Neptune 14.Europa 15.Typhon 16.Molecule (I like the plateau's but feels like the open right side could be used as something else then exactly the same as the left side, wich would then more instigate the use of the middle and the left side and look more interesting. My own idea would be to use something that could slow down the army´s - for instance maybe exactly the same as the middle but small, basicly as towers) 17.Biosphere (Beautiful map) 18.Gale (starting pos. is to far away from nat)
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1. Access Control 2. Butter 3. Disco Pang! Pang! 4. FrostMourne 5. Reflections 6. Steel Dominion 7. Coral Shallows 8. Kamar Taj
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1. Sea Breeze 2. Elquiness 3. Sand Gate 4. Winter Solstice 5. Kick Flip 6. Callisto 7. Turbine 8. Dark Vengeance
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1. Coral Shallows 2. Dimensionshed 3. Steel Dominion 4. Treachery 5. Kamar Taj 6. Lightning Whirlwind 7. Reflections 8. Dark Vengeance 9. Blackshot 10. Winter Solstice 11. Gambit 12. Blood of the Scribe
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1. Butter 2. Anthropocene 3. Cataclysm 4. Kamar Taj 5. Sea Breeze 6. Dark Vengeance 7. Access Control 8. Coral Shallows 9. Black Shot
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1. Dimensionshed 2. Cataclysm 3. Kamar Taj 4. Butter 5. Dark Vengeance 6. Frostmourne 7. Super Nova 8. Silent Storm 9. Access Control 10. Callisto 11. Treachery 12. Scarabee
That was one of the toughest choices ever.. 10/10 contest, guys. Thanks!
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On January 03 2022 19:43 M3t4PhYzX wrote: the quality of this contest is INSANE ! ! !
I agree 11111111111%!
Voting is going to be so hard for me! I think I will lean on the 3 player maps most likely but ALL of the submissions are interesting. Also Freakling having a map title in russian. Neet!
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On January 04 2022 00:30 LUCKY_NOOB wrote:Show nested quote +On January 03 2022 19:43 M3t4PhYzX wrote: the quality of this contest is INSANE ! ! ! I agree 11111111111%! Voting is going to be so hard for me! I think I will lean on the 3 player maps most likely but ALL of the submissions are interesting. Also Freakling having a map title in russian. Neet! I really want to see some games on Dimensionshed.. it's looking bonkers in all the good ways
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On January 04 2022 00:30 LUCKY_NOOB wrote:Show nested quote +On January 03 2022 19:43 M3t4PhYzX wrote: the quality of this contest is INSANE ! ! ! I agree 11111111111%! Voting is going to be so hard for me! I think I will lean on the 3 player maps most likely but ALL of the submissions are interesting. Also Freakling having a map title in russian. Neet! Not my fist one, by the way, this is in line with my previous Запретная Зона. Only I couldn't actually spell it in Cyrillic back in the days before RM, extended map strings and unicode support.
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1. Sea Breeze 2. Sand Gate 3. Turbine 4. Sandlash 5. Cataclysm 6. Gambit 7. Europa 8. Blood of the Scribe 9. Kickflip
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1. (3)Cataclysm 2. (3)Treachery 3. (2)Blackshot 4. (2)Pella 5. (2)Kick Flip 6. (2)Sandslash 7. (2)Access Control 8. (3)Elquiness
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1. (2) Butter It does not seems to add nothing new, but I just think this is a great map. I would really like to play on this one. Pathing is fantastic. The way you can win elevation by going back is fantastic. Also the inability to change lanes fast is really good, because winning elevation should cost you. Fantastic map! Good job man.
2. (2) Coral Shallows Really great design. Almost an art work. It is standard enough to be played a lot and still offers a lot of features to make it an unique map. Pathing looks great. I just wonder if some more resources near the corners would be better.
3. (2) Typhone An original concept that could lead to many different type of play. Great potential for bough air battles and central domination, also quite a few drop options. The design is not so good.
4. (3) Lambda A simple map that can be played a lot. It seems to have a perfect balance of features, so it is interesting but you can still play it almost as a big flat macro map. Reminds me somehow of Tau Cross, do not ask me why.
5. (3) Turbine This map looks as simple as efficient. For sure no one will have problems learning where are the bases. I wonder if some sport for proxy could add a bit of unpredictability to the map, but maybe this is already an ideal map in a map pool for a bo7.
6. (2) Anthropocene A really strange map. It surely deserves to be here, because it has a lot of features, and the design is great. It also gives some new interesting ideas that we have not seen so far in bw, like the option to chose at witch side to expand. Transistor had something similar, but this look better. I fear too much features means the map will be really hard to play for the majority of users. Maybe too chaotic.
7. (2) Sea Breeze An almost standard map. Looks playable with not too much headache about map specific tricks you had to learn, even if has some deviations from standard. The center is interesting. I would like just a little bit more of space to circulate at the south path. Or maybe wider ramp to 3rd expansion from inner side.
8. (2) Scarabee Ok, I have the backdoor natural, and than? The open space gives a lot of option to attack, but also to be attacked. Not so sure if the map will be balanced. I somehow fear T>Z. Interesting center.
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1. (3)Treachery – + Show Spoiler [comment] +HeMsK is a relatively new map maker who already was quite successful with his first map, (2)Vertebrae, which made it in BSL. This one looks like a very solid 3p map with some beautiful decorative accents to make it stand out. 2. (2)Anthropocene – + Show Spoiler [comment] +Fitting so many experimental features into one map, and in a way that makes sense and creates such wide-spanning game dynamics based on the evolution of the map structure itself, is a real achievement. While balance on such a map may be speculative and some players might be hesitant to even play something so far out of the ordinary, seeing it actually get played will certainly be both entertaining and informative. 3. (3)Kamar Taj – + Show Spoiler [comment] +Chariot is an experienced Korean map maker who makes some beautiful and interesting maps, and this one is no exception. I would definitely suggest to every one to check out the rest of his portfolio as well. This one might need a bit more spacious naturals, but that is an easy thing to fix. 4. (2)Sea Breeze – + Show Spoiler [comment] +Suricatta is newcomer in this competition, and already he's giving us a layout that is unlike any other 2p map I know of. 5. (2)Butter – + Show Spoiler [comment] +Good take on the vertical axial symmetry for 2 player maps, more or less following the blueprint that was given by Ride of the Valkyries almost two decades ago, but with a logical expansion progression that should be much better suited for modern play. 6. (2)Disco Pang! Pang! – + Show Spoiler [comment] +KDMan shows us another fireworks of crazy ideas. While this will probably require a lot of tampering with to achieve a fair balance, it certainly looks and plays unique. 7. (2)Kick Flip – + Show Spoiler [comment] +An interesting take on modern Space Platform map design, focussed on pronounced use of different terrain levels, this map has already proven its worth in various playtest games. 8. (2)Reflections – + Show Spoiler [comment] +One would be hard pressed these days to find a CrystalDrag map that one could just pass by. They are always nicely designed, decorated and tweaked with a love for detail that is not seen often, and this one is no exception. 9. (2)Winter Solstice – + Show Spoiler [comment] +Jojo is another new map maker that has shown some great productivity and improvement in this competition, presenting us with some solid, large scale 2 player maps. 10. (2)Silent Storm – + Show Spoiler [comment] +It's hard to decide between this and the previous one which one is better, they both look like solid layouts that should offer some good gameplay, maybe with some tweaks to the expansion layout. 11. (2)Lightning Whirlwind – + Show Spoiler [comment] +TNWZombie is back, too, with a clean-cut concept arranged around a bridge cascade. 12. (2)Red Eagle – + Show Spoiler [comment] +MAziciAn is another long time stable of the Korean mapping scene. My only complaint about this map would be that a mostly all-flat 2 player map is a bit boring. However, the layout is very logical with some quirks that are discreet enough that they will offer some unique ways of playing the map without leading players astray too much. 13. (2)Neptune – + Show Spoiler [comment] +Another mAziciAn map, this one with a more abstract, "artsy" layou that would certainly have a pretty unique feel in a game. I feel like it's currently a bit hampered by a relative lack of gas and hard to take expansions, but those should be pretty easy things to fix. 14. (2)Steel Dominion – + Show Spoiler [comment] +Another CrystalDrag map. He certainly managed to recreate its template Cloud Kingdom well, including decorative decals, and adapted it so it will also play well in BW. 15. (3)Elquiness – + Show Spoiler [comment] +Interesting alternative approach to a 3 player map layout, with some symmetry breaks going on in the centre. While this may need some changes to facilitate overall better army mobility, it certainly deserves recognition. 16. (3)Turbine – + Show Spoiler [comment] +Another interesting take on an alternative 3 player layout, that already fared well in NWMC#1, and even made it into playtesting for ASL map candidates. Maybe it will get another chance this time.
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On January 04 2022 02:51 ajmbek wrote:2. (2) Coral Shallows Really great design. Almost an art work. It is standard enough to be played a lot and still offers a lot of features to make it an unique map. Pathing looks great. I just wonder if some more resources near the corners would be better. The map has 14 bases in a 128×112 frame, which is plenty. It may seem very spread out because expansions aren't all cluttered around the map edges but almost evenly distributed over the whole space of the map and the many discreet pathways make walking distances pretty long. This is very much the core idea behind the map and intended to tax players army control, decision making and multitasking abilities more and more as the game progresses.
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i find it a bit confusing, any clarification would be welcome:
Map Contest Prize Pool: this is for map makers to win
Map Test Tournaments Prize Pool: this is for players to win
is this correct?
if that is the case, why is the latter bigger, at 670, and the former, at 350? to me it does not make a whole lot of sense, but maybe it does
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On January 03 2022 13:00 ox.tQ wrote:LET'S G  The top 8 or 12 popularly voted maps will be play tested by high S rank foreign players and streamed by us during an event to promote the NWMC2 semi finals. This is in addition to the four play test tournaments that will be organized and broadcasted by us. Here is an example from the last NWMC1 https://www.youtube.com/playlist?list=PLErtWL-O3UZdmSjYehtudG_kW25zANtLkForeign organizers might consider adopting one or more maps from this contest in their events. There is also the possibility of ASL and Ladder miraculously adopting a map from this contest. Remember Largo and GOOD NIGHT were submitted to the NWMC1 initially. Minerals will also submit the top 12 maps of this contest to ASL to check out. He did that during the last map contest. YESSSSS <3
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On January 04 2022 03:16 pebble444 wrote: i find it a bit confusing, any clarification would be welcome:
Map Contest Prize Pool: this is for map makers to win
Map Test Tournaments Prize Pool: this is for players to win
is this correct?
if that is the case, why is the latter bigger, at 670, and the former, at 350? to me it does not make a whole lot of sense, but maybe it does Apparently people prefer donating their money to players rather than map makers.
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I guess also having a big prize pool for players incentivise more players to test and thus try the maps
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And to be fair, the players' prize pool was mostly one massive donation. We can close the gap with some good will. ^__^
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On January 04 2022 06:00 Return wrote: I guess also having a big prize pool for players incentivise more players to test and thus try the maps This.
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1. (2)Access Control 2. (2)Biosphere 3. (2)Coral Shallows 4. (2)Blindness 5. (2)Lightning Whirlwind 6. (2)Ragefire Chasm 7. (2)Butter 8. (2)Gambit 9. (2)Scarabee 10. (2)Защитная Технология 11. (3)Elquiness 12. (3)Stratholme
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(1)Biosphere (2)Coral Shallows (3)Dimensionshed (4)Kick Flip (5)Lightning Whirlwind (6)Ragefire Chasm (7)Elquiness (8)Treachery
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Happy new year to every one
My favorite maps in order from top 1 to 8
1.-(2)Kick Flip 2.-(2)Molecule 3.-(3)Cataclysm 4.-(2)Coral Shallows 5.-(3)Turbine 6.-(3)Ringing Stream 7.-(3)Dark Vengeance 8.-(2)Sea Breeze
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On January 04 2022 06:45 maybenexttime wrote: And to be fair, the players' prize pool was mostly one massive donation. We can close the gap with some good will. ^__^
Yes, please help us close the gap and show some love for the map makers with their countless hours of hard work to provide to this community! 🙏
Each Map Test Tournament will be worth 25% of the total players prize pool, distributed to 1st & 2nd place of each tour.
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I will add some comments tomorrow as it's quite late. For now I will just cast my votes:
1. (2) Butter + Show Spoiler +As mentioned by Freakling, Butter's reminiscent of Ride of the Valkyries. A very solid take on a standard 2 player map. I like how the high ground is laid out in the middle. The map looks absolutely gorgeous! I'd love to see it on the ladder and in the ASL. 2. (2) Kick Flip + Show Spoiler +Is that the map that was inspired by Peaks of Baekdu? Very interesting design with the high high ground, so to speak. The central plateaus seem to allow for formidable force projection but leave a path to the natural open - very cool! 3. (3) Cataclysm + Show Spoiler +A great successor to Sylphid. Interesting choice with the island expansion. I also like how the center is divided by the gaping hole in the middle. Is that where the asteroid struck? :-P 4. (2) Disco Pang! Pang! + Show Spoiler +Nice idea with the two circuits. Reminds me of Golden Wall in SC2, which is one of the few maps that don't look completely generic in that game. ;-) The layout here is obviously completely different. Despite being non-standard, the map doesn't strike me as particularly gimmicky. 5. (3) Kamar Taj + Show Spoiler +Solid map and very aesthetic. I wasn't sure whether put Dark Vengeance here or Kamar Taj. Both have a low ground main into a high ground nat and low ground foreground. I don't know if I'm sold on the Yggdrasil thing. 6. (2) Laputa + Show Spoiler +Island maps need some love too. I like the concept, plus the map looks kinda cool. Reminds me of of some ancient games from the 80s for some reason. :-P 7. (2) Защитная Технология + Show Spoiler +Cool idea, though I'm not sure how balanced. Might turn out to be a Terran graveyard. Perhaps the droppable cliff will balance things out. 8. (3) Stratholme + Show Spoiler +Highly experimental. I'm curious what bullshit Zergs will come up with. ^__^ 9. (2) Blindness + Show Spoiler +A fairly standard map with a twist. Looks beautiful! 10. (2) Blood of the Scribe + Show Spoiler +Hahaha, what is going on here?! XD Looks like an old RPG game and not BW, haha. 11. (2) Frostmourne + Show Spoiler +The way it's split reminds me of Paranoid Android. Looks solid gameplay wise and very aesthetic. 12. (2) Red Eagle 13. (3) Dark Vengeance 14. (2) Reflections 15. (2) Anthropocene 16. (2) Access Control 17. (2) Molecule 18. (2) Baroque 19. (2) Scarabee 20. (2) Plan_B 21. (3) Sand Gate 22. (2) Silent Storm 23. (3) Turbine 24. (2) Steel Dominion
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On January 03 2022 18:44 quaristice wrote:Show nested quote +On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps
thanks for the fix on this
however, the copy of disco pang pang in the map pack is corrupted
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1kickflip 2Molecule 3Cataclysm 4Typhon 5Защитная Технология 6Europa 7Elquiness 8Sand Gate
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On January 04 2022 12:13 quaristice wrote:Show nested quote +On January 03 2022 18:44 quaristice wrote:On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps thanks for the fix on this however, the copy of disco pang pang in the map pack is corrupted
We're trying to figure this out.. what is your OS? I think we need to rename the file without !'s.
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On January 04 2022 14:07 MineraIs wrote:Show nested quote +On January 04 2022 12:13 quaristice wrote:On January 03 2022 18:44 quaristice wrote:On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps thanks for the fix on this however, the copy of disco pang pang in the map pack is corrupted We're trying to figure this out.. what is your OS? I think we need to rename the file without !'s. windows 10. if you dont have any good ideas, i will try renaming it or moving it or something once i have gotten some sleep but i cant right now
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On January 04 2022 15:45 quaristice wrote:Show nested quote +On January 04 2022 14:07 MineraIs wrote:On January 04 2022 12:13 quaristice wrote:On January 03 2022 18:44 quaristice wrote:On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps thanks for the fix on this however, the copy of disco pang pang in the map pack is corrupted We're trying to figure this out.. what is your OS? I think we need to rename the file without !'s. windows 10. if you dont have any good ideas, i will try renaming it or moving it or something once i have gotten some sleep but i cant right now
They're talking about solutions here: https://discord.gg/ZPpp5QNrUQ if you want to check in
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On January 04 2022 12:13 quaristice wrote:Show nested quote +On January 03 2022 18:44 quaristice wrote:On January 03 2022 18:35 MineraIs wrote:On January 03 2022 18:18 quaristice wrote: i think the map pack download is missing some of the maps like blood of the scribe and baroque and blackshot, is what i noticed so far, i dont didn't have time to get past looking at butter in the list yet Map pack updated. the new one is missing even more maps thanks for the fix on this however, the copy of disco pang pang in the map pack is corrupted
Seems the DL link KD provided is not a valid map file…
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1. (3)Turbine 2. (3)Kamar Taj 3. (2)Super Nova 4. (3)Cataclysm 5. (2)Lightning Whirlwind 6. (2)Callisto 7. (2)Coral Shallows 8. (2)Laputa
Thanks to all Map Makers for fantastic job. As well big thanks for TTQ for organising! <3
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Map pack updated with a working map file for *(2)Disco Pang! Pang!*.
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1.super nova 2.elquiness 3.europa 4.gale 5.sand gate 6.kickflip 7.butter 8.red eagle
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On January 04 2022 16:58 purepat wrote: 1. (3)Turbine 2. (3)Kamar Taj 3. (2)Super Nova 4. (3)Cataclysm 5. (2)Lightning Whirlwind 6. (2)Callisto 7. (2)Coral Shallows 8. (2)Laputa
Thanks to all Map Makers for fantastic job. As well big thanks for TTQ for organising! <3
Thanks for your votes Purepat. I'm afraid no credit goes to us for the NWMC. We're just broadcasting games on the maps. This event is the fruit of the BWMN community. Thanks to Freakling, Minerals and others who made it possible. It is quite nice to see foreign and Korean map makers come together with other sections of the foreign community to celebrate maps.
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On January 04 2022 17:24 Freakling wrote:Map pack updated with a working map file for *(2)Disco Pang! Pang!*. thank you
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Great Great Job Everyone! these maps are all so impressive. Here are my top 12!~ 
1. Disco Pang! Pang! 2. Kamar Taj 3. Coral Shallows 4. Cataclysm 5. Sand Gate 6. Lightning Whirlwind 7. Reflections 8. Kick Flip 9. Treachery 10. Sea Breeze 11. Gambit 12. Callisto
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Uhmm... very excellent mapper!!!
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These maps are just good. I'm glad to see these all nice works. Here are my 10 favorites
1. (2)Reflections 2. (2)Coral Shallows 3. (2)Dimensionshed 4. (2)Kick Flip 5. (2)Biosphere 6. (3)Cataclysm 7. (2)Frostmourne 8. (2)Red Eagle 9. (2)Access Control 10. (2)Защитная Технология
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1. Kick Flip Best!!!!! 2. Reflections 3. Frostmourne 4. Steel Dominion 5. Neptune 6. Kamar Taj 7. Red eagle 8. Dimensionshed 9. Dark Vengeance 10. Stratholme 11. Cataclysm 12. Ragefire Chasm
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1. (3)Kamar Taj 2. (2)Anthropocene 3. (2)Laputa 4. (2)Защитная Технология 5. (2)Reflections 6. (2)Kick Flip 7. (2)Steel Dominion 8. (2)Biosphere 9. (3)Dark Vengeance 10. (3)Treachery 11. (2)Frostmourne 12. (3)Ringing Stream Too hard to vote those beautiful maps. All of those are deserve to be played.
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I am curious what maps are voted by gosu.
Scan or someone can ask them, what maps does Scan choose?
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Russian Federation1607 Posts
1) Scarabee 2) Butter 3) Kamar Taj 4) Dimensionshed 5) Coral Shallows 6) Anthropocene 7) Elquiness 8) Neptune
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On January 05 2022 18:31 bovienchien wrote: I am curious what maps are voted by gosu.
Scan or someone can ask them, what maps does Scan choose?
Whichever favors their race the most.
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I will do a review stream same as the last time, probably Friday/weekend.
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On January 06 2022 03:10 kogeT wrote: I will do a review stream same as the last time, probably Friday/weekend.
Wow! That would be awsome to see! Also would take up like forever of your time so a huge thank you !
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On January 06 2022 03:10 kogeT wrote: I will do a review stream same as the last time, probably Friday/weekend. that'll be interesting. probably enough materia for a two parter.
will definitely watch! thx man
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Germany1302 Posts
1 - Blood of the Scribe 2 - Reflections 3 - Stratholm 4 - Coral Shallows 5 - Antropocene 6 - Disco Pan! Pang! 7 - Dark Vengeance 8 - Butter
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In no particular order here are my top 8
Butter Baroque Callisto Turbine Cataclysm Pella Lambda Treachery
ok in order now
1.Cataclysm 2.Callisto 3.Treachery 4.Butter 5.Baroque 6.Turbine 7.Lambda 8.Pella
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On January 06 2022 06:35 SorandomoK wrote: In no particular order here are my top 8
Butter Baroque Callisto Turbine Cataclysm Pella Lambda Treachery
We need them in order to include it in our score sheet.
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1 - (2)Winter Solstice 2 - (2)Access Control 3 - (2)Scarabee 4 - (3)Treachery 5 - (2)Silent Storm 6 - (3)Cataclysm 7 - (2)Butter 8 - (2)Lightning Whirlwind 9 - (3)Kamar Taj 10 - (2)Anthropocene
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On January 06 2022 06:50 MineraIs wrote:Show nested quote +On January 06 2022 06:35 SorandomoK wrote: In no particular order here are my top 8
Butter Baroque Callisto Turbine Cataclysm Pella Lambda Treachery We need them in order to include it in our score sheet.
Fixed
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1.- Coral Shallows 2.- Blindness 3.- Kick Flip 4.- Molecule 5.- Stratholme 6.- Dark Vengeance 7.- Laputa 8.- Blood of the Scribe (Wowww)
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1.- Coral Shallows 2.- Blindness 3.- Kick Flip 4.- Molecule 5.- Stratholme 6.- Dark Vengeance 7.- Laputa 8.- Blood of the Scribe (Wowww)
The work mapmakers do is really wonderful.
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Winter Solstice Silent Storm Scarabee Biosphere Kick Flip Sea Breeze Stratholme Cataclysm
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Ok :D! im kirito aka kIrItO_PGL
i vote for
1. (2)Kick Flip 2. (2)Coral Shadow 3. (3) Cataclysm, 4. (2)ЗAccess Control 5. (2)Red Eagle 6. (2)Disco Pang! Pang! 7. (2)Anthropocene 8. (2)Lightning Whirlwind 9. (3)Treachery 10. (2)Europa 11. (2)Sea Breeze 12. (2)Silent Storm
Good luck! Mini is gosu
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Lots of interesting and good-looking maps! Good luck to all the entrants! 1. Biosphere 2. Coral Shallows 3. Treachery 4. Kamar Taj 5. Sand Gate 6. Europa 7. Ragefire Chasm 8. Silent Storm
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My top 15... it was hard to pick!
1. (2)Coral Shallows 2. (2)Dimensionshed 3. (2)Ragefire Chasm 4. (3)Dark Vengeance 5. (2)Reflections 6. (2)Защитная Технология 7. (3)Stratholme 8. (2)Molecule 9. (2)Neptune 10. (3)Cataclysm 11. (2)Steel Dominion 12. (2)Disco Pang! Pang! 13. (2)Butter 14. (3)Lambda 15. (2)Scarabee
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1.Scarabee 2.Sandgate 3.Sea Breeze 4.Reflections 5.Kamar Taj 6.Plan B 7.Red Eagle 8.Cataclysm
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1. Kick Flip 2. Butter 3. Winter Solstice 4. Treachery 5. Molecule 6. Lightning Whirlwind 7. Turbine 8. Sea Breeze
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Thanks to all the mappers for their contributions! They were very fun to look at.
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.
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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.
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Map pack updated with:
- (2)Coral Shallows 0.81
- (2)Dragon's Lair 2.03 (formerly Silent Storm)
- (2)Winter Solstice 2.6
- (3)Treachery 0.7
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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
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Here are 8 of my favorite maps.
1. Red Eagle 2.Kamar Taj 3. Frostmourne 4.Super Nova 5.Europa 6.Biosphere 7.Galactic Empire 8.Kick Flip
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An extremely thoughtful review by Homunkulusgnom. Bravo!
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1 Kamar Taj 2 Dark Vengeance 3 Dimensionshed 4 Biosphere 5 Plan_B 6 Sea Breeze 7 Coral Shallows 8 Butter
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1.Lambda 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!
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Blood of the Scribe Corall Shallows Stratholme Laputa Molecule Kick Flip Blindness Dark Vengeance
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(2)Lightning Whirlwind 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
![[image loading]](https://i.imgur.com/vZvYYVd.jpg)
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Hi, i will likely stream my map review today from around 22:15 CET. Twitch.tv/kogetbw
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(2)Access Control (2)Blackshot (2)Dimensionshed (2)Disco Pang! Pang! (2)Gale (2)Silent Storm (2)Steel Dominion (3)Cataclysm
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Map pack updated with:
- (2)Lightning Whirlwind 1.2
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Latest update for view on Dragons Lair - previously "Silent Storm"
![[image loading]](https://i.imgur.com/XTRQi4A.jpg)
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I will continue the map review tomorrow (10.1) around 22:10~ CET.
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(2)Butter 0.82 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.
![[image loading]](https://i.imgur.com/qKHUQ0t.jpg) -Map Download- panschk.de
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Kamar Taj is in the next ASL it seems as Sky Bridge.
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On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge.
Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in!
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Hi, my list of fav maps based only on pics and description.
1) (3)Kamar Taj 2) (2)Kick Flip 3) (3)Elquiness 4) (3)Cataclysm 5) (2)Sea Breeze 6) (2)Super Nova 7) (2)Coral Shallows 8) (3)Turbine 9) (2)Lightning Whirlwind 10) (2)Reflections 11) (2)Защитная Технология 12) (2)Butter
It was hard to choose from such a nice maps this season! Especially as a lover of 2 and 3 player maps.
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On January 11 2022 10:03 MineraIs wrote:Show nested quote +On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in 
what are the other ones they're considering?
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On January 11 2022 16:36 M3t4PhYzX wrote:Show nested quote +On January 11 2022 10:03 MineraIs wrote:On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in  what are the other ones they're considering? https://910map.tistory.com/category/ASL/ASL 시즌 13 (미정)
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On January 11 2022 16:55 Freakling wrote:Show nested quote +On January 11 2022 16:36 M3t4PhYzX wrote:On January 11 2022 10:03 MineraIs wrote:On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in  what are the other ones they're considering? https://910map.tistory.com/category/ASL/ASL 시즌 13 (미정) thanks!
Kamar Taj looking vastly superior to both other ones if you ask me. Same can be said about many maps from this contest, also.
Really hope it makes it through!
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Hopefully, they also consider Kick Flip. ^__^
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On January 11 2022 19:52 M3t4PhYzX wrote:Show nested quote +On January 11 2022 16:55 Freakling wrote:On January 11 2022 16:36 M3t4PhYzX wrote:On January 11 2022 10:03 MineraIs wrote:On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in  what are the other ones they're considering? https://910map.tistory.com/category/ASL/ASL 시즌 13 (미정) thanks! Kamar Taj looking vastly superior to both other ones if you ask me. Same can be said about many maps from this contest, also. Really hope it makes it through! If you want to discuss the new ASL candidate maps, or any other maps outside the scope of this contest, please open a new thread for that.
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On January 12 2022 01:35 Freakling wrote:Show nested quote +On January 11 2022 19:52 M3t4PhYzX wrote:On January 11 2022 16:55 Freakling wrote:On January 11 2022 16:36 M3t4PhYzX wrote:On January 11 2022 10:03 MineraIs wrote:On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in  what are the other ones they're considering? https://910map.tistory.com/category/ASL/ASL 시즌 13 (미정) thanks! Kamar Taj looking vastly superior to both other ones if you ask me. Same can be said about many maps from this contest, also. Really hope it makes it through! If you want to discuss the new ASL candidate maps, or any other maps outside the scope of this contest, please open a new thread for that. it was just one comment, no need being so aggressive about it
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On January 12 2022 18:12 M3t4PhYzX wrote:Show nested quote +On January 12 2022 01:35 Freakling wrote:On January 11 2022 19:52 M3t4PhYzX wrote:On January 11 2022 16:55 Freakling wrote:On January 11 2022 16:36 M3t4PhYzX wrote:On January 11 2022 10:03 MineraIs wrote:On January 11 2022 08:15 casualman wrote: Kamar Taj is in the next ASL it seems as Sky Bridge. Correction: it is being considered for ASL. Probably the nicest map that is being considering in comparison to the others... I hope Skybridge makes it in! cool! i hope it makes it in  what are the other ones they're considering? https://910map.tistory.com/category/ASL/ASL 시즌 13 (미정) thanks! Kamar Taj looking vastly superior to both other ones if you ask me. Same can be said about many maps from this contest, also. Really hope it makes it through! If you want to discuss the new ASL candidate maps, or any other maps outside the scope of this contest, please open a new thread for that. it was just one comment, no need being so aggressive about it The comment was probably also directed at me. :-)
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A rough trop 10:
1. Coral Shallows 2. Lambda 3. Butter 4. Kamar Taj 5. Steel Dominion 6. Frostmourne 7. Access Control 8. 3ащитная Технология 9. Molecule 10. Stratholme
Great submissions everyone!
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Not in any particular order, just my 12 favorites among the ones listed:
1. (2)Butter 2. (2)Coral Shallows 3. (2)Kick Flip 4. (2)Laputa (sorry, Terrans) 5. (2)Reflections 6. (2)Sea Breeze 7. (2)Защитная Технология ("protective technology"?) 8. (3)Cataclysm 9. (3)Stratholme 10. (3)Treachery 11. (2)Steel Dominion 12. (2)Typhon
A lot of really beautiful maps in here, standard and crazy. Great work! I can't wait for the showmatch!
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On January 13 2022 07:46 Dada_ wrote: Not in any particular order, just my 12 favorites among the ones listed:
1. (2)Butter 2. (2)Coral Shallows 3. (2)Kick Flip 4. (2)Laputa (sorry, Terrans) 5. (2)Reflections 6. (2)Sea Breeze 7. (2)Защитная Технология ("protective technology"?) 8. (3)Cataclysm 9. (3)Stratholme 10. (3)Treachery 11. (2)Steel Dominion 12. (2)Typhon
A lot of really beautiful maps in here, standard and crazy. Great work! I can't wait for the showmatch!
Thanks for your participation.
If you want your votes to count we need them in order 
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1. Sand Gate 2. Plan_B 3. Access Control 4. Dimensionshed 5. Coral Shallows 6. Blood of the Scribe 7. Typhon 8. Anthropocene 9. Cataclysm 10. Stratholme 11. Europa 12. Disco Pang! Pang!
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Map pack updated with:
- (2)Butter 0.85
- (2)Dragon's Lair 2.2 (formerly Silent Storm)
- (3)Sky Bridge 0.94 (formerly Kamar Taj)
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i get a crash after a few moments when i try to open up cataclysm
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![[image loading]](https://i.imgur.com/igIlhss.jpg)
New version image / Dragon's Lair
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- Kickflip
- Disco Pang! Pang!
- Butter
- Sky Bridge/Kamar Taj
- Cataclysm
- Reflections
- Treachery
- Sea Breeze
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1.(2)Lightning Whirlwind 2.(2)Coral Shallows 3.(2)Reflections 4.(2)Access Control 5.(2)Kick Flip 6.(3)Kamar Taj(Sky Bridge) 7.(2)Sea Breeze 8.(3)Treachery
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1. anthropocene 2. sand gate 3. gambit 4. typhon 5. super nova 6. dark vengeance 7. silent storm / dragon's lair 8. sky bridge / kamar taj 9. sandslash 10. stratholme 11. molecule 12. pella 13. red eagle 14. disco pang pang 15. blood of the scribe 16. reflections 17. treachery 18. galactic empire
loooong post with a little comment about every map, i tried to open every map and move around it with units and build buildings: + Show Spoiler + for my votes, i tended to favor non-standard maps unless i really liked the standard map, because we already have many good standard maps. non-standard maps have a chance to change our ideas about what is and isn't standard, and give a chance for us to play some really weird games. i know a lot of people hated playing on plasma, but personally i really enjoyed it back in the day, and i was sad i only caught the tail end of it being around when i started playing again.
for any context of my comments/votes: i'm an E rank random player. i only started playing a lot again in the past 2 months. i played a lot back in the 2000s. i havent read the other comments about the maps in this thread. i made some maps for many other games and i have used scmdraft/staredit some over the years, so i know what type of work goes into this stuff.
i want to say i really appreciate how much hard work i can tell went into each and every one of these maps
access control - i dont find the narrow ramp stuff very exciting but maybe it will be better in practice than looking at it. it's easier for players to get excited about things that give you new weird options, and less easy to get excited about stuff that feels like they take away options. not sure how to simcity third base in any matchup
anthropocene - i like this one a lot. i am really excited to see how this map works out. if i have any complaint, the bengalaas walked over to block the top right expansion during my test game, i dont like that
baroque - i feel like the expansions are too exposed and there's just a lot of open space. natural choke looks difficult in zerg vs terran against vultures
biosphere - not sure how to pvz wall natural. it would be cool if the neutral zerglings in the center were hero zerglings for mind controlling. feels like a nightmare for terrans to defend against drops/muta/carriers
blackshot - i cant figure out how to wall the natural for pvz. i feel like the expansion layout is missing some variety. i also feel like the middle of the map doesnt use its space that well, im not sure how to put this into words.
blindness - i like the decoration, but something is missing for me just looking at it. something about the layout of the battlefield of maps i like makes me think a lot about how to move around it, and this map doesn't make me feel that way.
blood of the scribe - ok this map clearly does not care about cultural expectations of what a map should be like, and i love that. i noticed there was an error when i opened it, it complained about eggs not spawning. i think the choke to the main is probably?? too big? but it's hard for me to tell because this map is so damn weird. and a bunch of the other chokes are very small. air units are absurd on this map probably, and so are siege tanks? i do not know what to make of this.
butter - entrance from main <-> natural is too big imo idk what else to say
callisto - kind of standard and no obvious problems, it doesnt get me excited, but it seems good. i think i like the layout overall
coral shallows - kind of confused about what is and isnt pathable top right/bottom left on this map. also what's up with the bottom right main using the hallucinated minerals buildable terrain trick on the gas geyser but not the top left. the mineral only in the middle of the map makes me sad to think about taking. this map is very competent but it doesnt get me excited
dimensionshed - this map is interesting, the curves are difficult to keep in my head and reason about. i think? i like the expansion layout. i'm not sure how i feel about this maximalist aesthetic that this and coral shallows have
disco pang pang - this is really interesting. i'm worried this map will be really hard for zerg in zvp, idk how zerg is supposed to attack. zerg can get a 3rd really safely but the 3rd seems even stronger for protoss
europa - hmm i notice a positional imbalance, idk how much it matters, but it's easier to defend the 24 mineral at the choke with a zealot on the bottom spawn. the mineral only bases make me sad. the pine tree doodads in the middle of the map are a nice touch. this looks fine but i am not excited about it
frostmourne - i am not into the layout idk
galactic empire - the natural is really hard for zerg to defend in all matchups. im not sure why, but this makes me think of old school maps from the 00s and i kind of like that. the layout is simple enough for me to understand but complex enough for me to think a lot about how it might work.
gale - nothing about this map really sticks out to me as super notable. i noticed that the 2'o'clock and 8'o'clock bases are hard to pylon wall for pvt
gambit - this is really interesting and i like it a lot
kick flip / double decker - im not super excited about this but it's competent. could use some better visual clarity on which lowground parts are buildable and which arent. i dont think i like the expansion layout, it doesnt feel like i have a lot of choices on how to play
laputa - idk what to make of an island map tbh, might be cool
lightning whirlwind - all the spinning doodads are distracting. i like the shape of the natural. feels hard to take a 3rd base in zvp. i like all the paths around the map
molecule - this map seems interesting. i am a little worried about how many proxy locations there are? thank you for making the protoss natural wall locations really obvious.
neptune - the expansions all feel really exposed. i feel like zerg will struggle in zvp, and protoss will struggle in pvt. i am very curious if tassadar/zerutals will be mind controlled on this map, they have so much health and damage.
pella - i find the concept very interesting. i dont know how zerg will stop vulture runby on this map, seems like it will be a problem
plan b - very interesting concept. i think those 4 bases in the center of the map will be very very difficult to hold. i feel like whoever is winning will have those bases. the mineral only bases seem worthless to me. i would like to see less empty space on this map
ragefire chasm - this map is difficult for me to evaluate. the natural reminds me of revolver. revolver was deceptive, when i first saw it, i thought "it will be hard to defend", but then it turned out to be very hard to attack on revolver. i don't know if this will be similar. but right now i look at it, and i think it looks very difficult for terran to defend the natural in pvt. as zerg, i dont know where i would put my sunkens in any matchup. i also dont know where i should be taking my third as zerg, there doesn't seem to be a good third for z also, the walkable lava terrain behind the natural is really hard to see.
red eagle - i like this map a lot actually. i like the starting location sprite. i am not certain but it seems like top left's natural choke is bigger than the bottom right?
reflections - i really like this, i'm lacking in anything to say about it beyond that
sandslash - i actually like this map a lot. entrance from main -> natural seems kind of big. the mid right / mid left expos feel kind of weak, very exposed and also surrounded by high ground so you cant see air units coming. maybe want some parts of the main that aren't surrounded by high ground
scarabee - im not very excited about this. it seems like all the potential 3rd bases for zerg in zvp are very weak
sea breeze - i like the middle of this map. this third gas base seems really good for terran and very poor for zerg, especially zvp. im not sure where im supposed to put my 1st overlord in zvt. would be nice if the town hall in the main was moved a little bit farther back into the main imo, more space for buildings. the mineral onlys make me sad.
silent storm / dragon's lair - yo i wasnt too excited about the old version but i like this new update a lot! this layout is very interesting. minor thing: some of the rocky ground tiles are buildable when i expected them to not be
steel dominion - theres something very weird about this map that i cant wrap my brain around. i feel like the 4 center bases will be really hard to use.
super nova - i like this a lot. this seems really neat with the fast 3 bases. i find it interesting that this map was labeled standard when it seems a bit different with the narrow natural choke and the backdoor mineral only. i worry about long stalemate tvt games here, hopefully the center base helps with that. i wonder if it would be an improvement to remove some of the cliffs at the north/south side of the main to better see drops/recall coming.
typhon - this map is weird and i like it. i dont know how much use the neutral creep will be. i dont understand what the 0 mineral stack at the 3rd does since the worker can just slide through like on Plasma.
winter solstice - idk how to wall the top natural pvz. bottom natural has a bunch of unbuildable tiles where i cant put cannons? also whats up with having 6 mineral only bases
Защитная Технология - the center path is an interesting concept and i like it. kind of reminds me of hitchhiker but less extreme. some of the tile editing on this is like too much. im not so sure about this whole miss chance zone thing
cataclysm - crashes for me so i didnt get to try it but it looks really interesting in the picture
dark vengeance - i like this. the bottom natural seems a lot easier to wall for every matchup. hmmm mind controlling yggdrasil is really interesting. i'm not sure how this will play. i do wonder if Z could use some tricks for this map to make up for the yggdrasil
elquiness - i cant notice anything bad about it but it doesnt make me excited to play it for whatever reason. i wonder if protoss air will be too strong here
lambda - this asymmetry in the middle is neat. im not really sure about the statis cell + mineral only setup. my scouting worker got caught on them which is annoying
ringing stream - i'm not really sure what to think about this map. small thing: you can place buildings on the ramp to the top main? which is very strange?
sand gate - really interesting, overall i like this map. idk how much the difference in minerals in the backdoor mineral patches will matter but one spawn has 128 and another has 352, seems like an issue since zerg will be able to place a 300 mienral hatchery mainly for just production and get that 352.
sky bridge / kamar taj - i like this a lot!! i wish it was easier to see that the grass in the middle is unbuildable
stratholme - this is really interesting. i do not know what to make of the balance of this map and i am very curious to see how it will work out
treachery - i like this layout a lot. i wish it was easier to see which parts of the highground purple ground are buildable
turbine - i remember seeing an earlier version of this and watching some games on it. i like the changes from the version i remember. but i will say that i dont like these center mineral-onlys, they dont seem fun or interesting to me
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On January 15 2022 15:30 quaristice wrote:1. anthropocene 2. sand gate 3. gambit 4. typhon 5. super nova 6. dark vengeance 7. silent storm / dragon's lair 8. sky bridge / kamar taj 9. sandslash 10. stratholme 11. molecule 12. pella 13. red eagle 14. disco pang pang 15. blood of the scribe 16. reflections 17. treachery 18. galactic empire loooong post with a little comment about every map, i tried to open every map and move around it with units and build buildings: + Show Spoiler + for my votes, i tended to favor non-standard maps unless i really liked the standard map, because we already have many good standard maps. non-standard maps have a chance to change our ideas about what is and isn't standard, and give a chance for us to play some really weird games. i know a lot of people hated playing on plasma, but personally i really enjoyed it back in the day, and i was sad i only caught the tail end of it being around when i started playing again.
for any context of my comments/votes: i'm an E rank random player. i only started playing a lot again in the past 2 months. i played a lot back in the 2000s. i havent read the other comments about the maps in this thread. i made some maps for many other games and i have used scmdraft/staredit some over the years, so i know what type of work goes into this stuff.
i want to say i really appreciate how much hard work i can tell went into each and every one of these maps
access control - i dont find the narrow ramp stuff very exciting but maybe it will be better in practice than looking at it. it's easier for players to get excited about things that give you new weird options, and less easy to get excited about stuff that feels like they take away options. not sure how to simcity third base in any matchup
anthropocene - i like this one a lot. i am really excited to see how this map works out. if i have any complaint, the bengalaas walked over to block the top right expansion during my test game, i dont like that
baroque - i feel like the expansions are too exposed and there's just a lot of open space. natural choke looks difficult in zerg vs terran against vultures
biosphere - not sure how to pvz wall natural. it would be cool if the neutral zerglings in the center were hero zerglings for mind controlling. feels like a nightmare for terrans to defend against drops/muta/carriers
blackshot - i cant figure out how to wall the natural for pvz. i feel like the expansion layout is missing some variety. i also feel like the middle of the map doesnt use its space that well, im not sure how to put this into words.
blindness - i like the decoration, but something is missing for me just looking at it. something about the layout of the battlefield of maps i like makes me think a lot about how to move around it, and this map doesn't make me feel that way.
blood of the scribe - ok this map clearly does not care about cultural expectations of what a map should be like, and i love that. i noticed there was an error when i opened it, it complained about eggs not spawning. i think the choke to the main is probably?? too big? but it's hard for me to tell because this map is so damn weird. and a bunch of the other chokes are very small. air units are absurd on this map probably, and so are siege tanks? i do not know what to make of this.
butter - entrance from main <-> natural is too big imo idk what else to say
callisto - kind of standard and no obvious problems, it doesnt get me excited, but it seems good. i think i like the layout overall
coral shallows - kind of confused about what is and isnt pathable top right/bottom left on this map. also what's up with the bottom right main using the hallucinated minerals buildable terrain trick on the gas geyser but not the top left. the mineral only in the middle of the map makes me sad to think about taking. this map is very competent but it doesnt get me excited
dimensionshed - this map is interesting, the curves are difficult to keep in my head and reason about. i think? i like the expansion layout. i'm not sure how i feel about this maximalist aesthetic that this and coral shallows have
disco pang pang - this is really interesting. i'm worried this map will be really hard for zerg in zvp, idk how zerg is supposed to attack. zerg can get a 3rd really safely but the 3rd seems even stronger for protoss
europa - hmm i notice a positional imbalance, idk how much it matters, but it's easier to defend the 24 mineral at the choke with a zealot on the bottom spawn. the mineral only bases make me sad. the pine tree doodads in the middle of the map are a nice touch. this looks fine but i am not excited about it
frostmourne - i am not into the layout idk
galactic empire - the natural is really hard for zerg to defend in all matchups. im not sure why, but this makes me think of old school maps from the 00s and i kind of like that. the layout is simple enough for me to understand but complex enough for me to think a lot about how it might work.
gale - nothing about this map really sticks out to me as super notable. i noticed that the 2'o'clock and 8'o'clock bases are hard to pylon wall for pvt
gambit - this is really interesting and i like it a lot
kick flip / double decker - im not super excited about this but it's competent. could use some better visual clarity on which lowground parts are buildable and which arent. i dont think i like the expansion layout, it doesnt feel like i have a lot of choices on how to play
laputa - idk what to make of an island map tbh, might be cool
lightning whirlwind - all the spinning doodads are distracting. i like the shape of the natural. feels hard to take a 3rd base in zvp. i like all the paths around the map
molecule - this map seems interesting. i am a little worried about how many proxy locations there are? thank you for making the protoss natural wall locations really obvious.
neptune - the expansions all feel really exposed. i feel like zerg will struggle in zvp, and protoss will struggle in pvt. i am very curious if tassadar/zerutals will be mind controlled on this map, they have so much health and damage.
pella - i find the concept very interesting. i dont know how zerg will stop vulture runby on this map, seems like it will be a problem
plan b - very interesting concept. i think those 4 bases in the center of the map will be very very difficult to hold. i feel like whoever is winning will have those bases. the mineral only bases seem worthless to me. i would like to see less empty space on this map
ragefire chasm - this map is difficult for me to evaluate. the natural reminds me of revolver. revolver was deceptive, when i first saw it, i thought "it will be hard to defend", but then it turned out to be very hard to attack on revolver. i don't know if this will be similar. but right now i look at it, and i think it looks very difficult for terran to defend the natural in pvt. as zerg, i dont know where i would put my sunkens in any matchup. i also dont know where i should be taking my third as zerg, there doesn't seem to be a good third for z also, the walkable lava terrain behind the natural is really hard to see.
red eagle - i like this map a lot actually. i like the starting location sprite. i am not certain but it seems like top left's natural choke is bigger than the bottom right?
reflections - i really like this, i'm lacking in anything to say about it beyond that
sandslash - i actually like this map a lot. entrance from main -> natural seems kind of big. the mid right / mid left expos feel kind of weak, very exposed and also surrounded by high ground so you cant see air units coming. maybe want some parts of the main that aren't surrounded by high ground
scarabee - im not very excited about this. it seems like all the potential 3rd bases for zerg in zvp are very weak
sea breeze - i like the middle of this map. this third gas base seems really good for terran and very poor for zerg, especially zvp. im not sure where im supposed to put my 1st overlord in zvt. would be nice if the town hall in the main was moved a little bit farther back into the main imo, more space for buildings. the mineral onlys make me sad.
silent storm / dragon's lair - yo i wasnt too excited about the old version but i like this new update a lot! this layout is very interesting. minor thing: some of the rocky ground tiles are buildable when i expected them to not be
steel dominion - theres something very weird about this map that i cant wrap my brain around. i feel like the 4 center bases will be really hard to use.
super nova - i like this a lot. this seems really neat with the fast 3 bases. i find it interesting that this map was labeled standard when it seems a bit different with the narrow natural choke and the backdoor mineral only. i worry about long stalemate tvt games here, hopefully the center base helps with that. i wonder if it would be an improvement to remove some of the cliffs at the north/south side of the main to better see drops/recall coming.
typhon - this map is weird and i like it. i dont know how much use the neutral creep will be. i dont understand what the 0 mineral stack at the 3rd does since the worker can just slide through like on Plasma.
winter solstice - idk how to wall the top natural pvz. bottom natural has a bunch of unbuildable tiles where i cant put cannons? also whats up with having 6 mineral only bases
Защитная Технология - the center path is an interesting concept and i like it. kind of reminds me of hitchhiker but less extreme. some of the tile editing on this is like too much. im not so sure about this whole miss chance zone thing
cataclysm - crashes for me so i didnt get to try it but it looks really interesting in the picture
dark vengeance - i like this. the bottom natural seems a lot easier to wall for every matchup. hmmm mind controlling yggdrasil is really interesting. i'm not sure how this will play. i do wonder if Z could use some tricks for this map to make up for the yggdrasil
elquiness - i cant notice anything bad about it but it doesnt make me excited to play it for whatever reason. i wonder if protoss air will be too strong here
lambda - this asymmetry in the middle is neat. im not really sure about the statis cell + mineral only setup. my scouting worker got caught on them which is annoying
ringing stream - i'm not really sure what to think about this map. small thing: you can place buildings on the ramp to the top main? which is very strange?
sand gate - really interesting, overall i like this map. idk how much the difference in minerals in the backdoor mineral patches will matter but one spawn has 128 and another has 352, seems like an issue since zerg will be able to place a 300 mienral hatchery mainly for just production and get that 352.
sky bridge / kamar taj - i like this a lot!! i wish it was easier to see that the grass in the middle is unbuildable
stratholme - this is really interesting. i do not know what to make of the balance of this map and i am very curious to see how it will work out
treachery - i like this layout a lot. i wish it was easier to see which parts of the highground purple ground are buildable
turbine - i remember seeing an earlier version of this and watching some games on it. i like the changes from the version i remember. but i will say that i dont like these center mineral-onlys, they dont seem fun or interesting to me
Thanks for your nice feedback. There are some good observations in there. It'll certainly help us update our maps.
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1. Reflections 2. Plan_B 3. Access Control 4. Cataclysm 5. Защитная Технология 6. Sea Breeze 7. Steel Dominion 8. Sky Bridge 9. Anthropocene 10. Pella 11. Super Nova 12. Coral Shallows
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1. (2)Access Control 2. (2)Blood of the Scribe 3. (3)Turbine 4. (3)Stratholme 5. (2)Laputa 6. (2)Pella 7. (2)Ragefire Chasm 8. (2)Red Eagle 9. (2)Reflections 10. (3)Cataclysm 11. (3)Elquiness 12. (3)Kamar Taj
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1)Kamar Taj 2)Butter 3)Coral Shallows 4)Neptune 5)Treachery 6)Cataclysm 7)Turbine 8)Sand Gate
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1. Butter 2. Gambit 3. Kick Flip 4. Reflections 5. Silent Storm 6. Steel Dominion 7. Cataclysm 8. Elquiness 9. Lambda 10. Kamar Taj 11. Treachery
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1. Cataclysm 2. Treachery 3. Coral Shallows 4. Butter 5. Anthropocene 6. Red Eagle 7. Callisto 8. Biosphere 9. Access Control 10. Silent Storm 11. Blackshot 12. 3awnthar Texhorornr 13. Scarabee 14. Reflections
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The Blood of the Scribe map is so trippy
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can't wait for the results
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Thank you and congratulations to everyone who has participated so far, this contest has already proved a major success! Most importantly, I hope that everyone has learned something so far.
Map makers will now be given two weeks to finalize & polish their maps to get them ready for the next voting phase. Stay tuned for a new TL thread later today.
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uhm..? why were 12-14 omitted and the 15th spot got picked instead.. huh? well that sucks, because I really wanted "Dimensionshed" to get in..
and will we see some showmatches on these 12 like we did with top 8 last time around? thx for hosting & cheers
Congratulations to the mapmakers on really amazing work, btw. It was ridiculously hard to pick 12 best from all of these. Well done, guys.
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They were omitted because the map maker already had their limit of maps in the top 12.
Yes, there will be show matches.
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Lightning Whirlwind making top12 proves the point that people vote based on a quick scan through miniatures. :D
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Butter and Kamar Taj making it in this contest in high positions while also being selected for the ASL shows that the foreign community is not a lost cause and can see the forest from the trees.
Applause applause..
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On January 18 2022 01:37 kogeT wrote: Lightning Whirlwind making top12 proves the point that people vote based on a quick scan through miniatures. :D The overall structure of the map seems solid enough. We will see to it that the base layout gets fixed in the updates.
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On January 18 2022 01:19 M3t4PhYzX wrote: uhm..? why were 12-14 omitted and the 15th spot got picked instead.. huh? well that sucks, because I really wanted "Dimensionshed" to get in..
and will we see some showmatches on these 12 like we did with top 8 last time around? thx for hosting & cheers
Congratulations to the mapmakers on really amazing work, btw. It was ridiculously hard to pick 12 best from all of these. Well done, guys. Don't be disappointed. I'll definitely continue polishing Dimensionshed. It seems to be seen quite favourable by most people. Expect it to return in a future competition.
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On January 18 2022 02:21 oxKnu wrote: Butter and Kamar Taj making it in this contest in high positions while also being selected for the ASL shows that the foreign community is not a lost cause and can see the forest from the trees.
Applause applause.. Both maps were made by Koreans, though.
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Four of out five maps from my top5 made it into the final top5. :-P
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On January 18 2022 01:25 MineraIs wrote: They were omitted because the map maker already had their limit of maps in the top 12.
Yes, there will be show matches. a) that is a damn shame b) great news, thx! can't wait, gonna be awesome
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On January 18 2022 02:46 Freakling wrote:Show nested quote +On January 18 2022 01:19 M3t4PhYzX wrote: uhm..? why were 12-14 omitted and the 15th spot got picked instead.. huh? well that sucks, because I really wanted "Dimensionshed" to get in..
and will we see some showmatches on these 12 like we did with top 8 last time around? thx for hosting & cheers
Congratulations to the mapmakers on really amazing work, btw. It was ridiculously hard to pick 12 best from all of these. Well done, guys. Don't be disappointed. I'll definitely continue polishing  imensionshed*. It seems to be seen quite favourable by most people. Expect it to return in a future competition. great to hear, man
fingers crossed it'll be picked next time around then
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Croatia9487 Posts
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