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Active: 1258 users

New Worlds Map Contest 2: Top 12 Submissions

Forum Index > Brood War Tournaments
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1 2 Next All
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2022-01-19 19:00:51
January 19 2022 18:46 GMT
#1
Please consider donating to this event.

Map Contest Prize Pool:
+ + Donate to Mappers + +

Map Test Tournaments Prize Pool:
+ + Donate to Players + +

[image loading]

Welcome to Part One of the Semi Finals of the 2nd edition of the New Worlds Map Contest!

The contest started with 46 submissions from 21 contestants and we are now down to 12 maps! The competition is tough, and it's about to get tougher! Thank you everyone for your participation, map makers and community!

Map makers have two weeks to update/polish their maps furthermore. Please post your map updates/images on this thread for input from the community.


Submissions due January 31, @ 16:00 CET / 23:00 KR.
[ SUBMISSION DEADLINE: ]

You can see the voting data here:
+ Show Spoiler +
//data//
*Omissions are due to contest rules.



Semi-Finalists

4 x [image loading] | 3 x [image loading] | 3 x [image loading] | 2 x [image loading]


[image loading] (2)Access Control + Show Spoiler +

- Author: de 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]


[image loading] (2)Anthropocene + Show Spoiler +

- Author: us 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]


[image loading] (2)Butter + Show Spoiler +

- Author: kr Hozzi
- Version: 0.87
- Size: 112x128
- Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y. Between start base entrance 35 sec.
[image loading]



[image loading] (3)Cataclysm + Show Spoiler +

- Authors: de Freakling + us 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]

[image loading]


[image loading] (2)Coral Shallows + Show Spoiler +

- Authors: de Freakling & us Minerals
- Version: 0.83
- 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]


[image loading] (2)Kick Flip + Show Spoiler +

- Author: us Minerals
- Version: 0.93
- Size: 112x128
- Concept: Modern battle map featuring double ramps and multiple elevations. Wear a helmet!
[image loading]


[image loading] (2)Lightning Whirlwind + Show Spoiler +

- Author: kr TNWZombie
- Version: 1.2
- Size: 128x128
- Concept: Large two player map with many areas to fight over and many bridges and ramps to gain a positional advantage.

[image loading]


[image loading] (2)Reflections + Show Spoiler +

- Author: us 효진 (CrystalDrag)
- Version: 0.56
- Size: 128x96
- Concept: Mirrored 2 player standard map with narrow low ground through the center and two large high ground plataues.

[image loading]


[image loading] (3)Sand Gate + Show Spoiler +

- Author: us 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]


[image loading] (2)Sea Breeze + Show Spoiler +

- Author: us Suricatta
- Version: 0.9.8
- Size: 128/112
- Concept: 2 player standard map with three vertical lanes and a path through the center.
[image loading]


[image loading] (3)Sky Bridge (former Kamar Taj) + Show Spoiler +

- Author: kr Chariot
- Version: 0.96
- Size: 128x128
- Concept: 3 player standard map featuring low ground main and high ground natural.
[image loading]



[image loading] (3)Treachery + Show Spoiler +

- Author: se HeMsK
- Version: 0.72
- Size: 128x128
- Concept: Comfortable 3 player standard map with options to expand in either direction.
[image loading]




Let us know in the comments which maps you're rooting for and why.

Voting will continue in Part Two of the Semi Finals!


[image loading]
(Loop graphic made by Depleted)


Join the BroodWarMaps.Net Discord Server!
www.broodwarmaps.net

[image loading] [image loading] [image loading] [image loading][image loading] [image loading] [image loading]


✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2022-01-19 18:57:07
January 19 2022 18:56 GMT
#2
Poll: What is your favorite tileset?

Jungle (45)
 
25%

Twilight (32)
 
18%

Space (31)
 
18%

Desert (24)
 
14%

Ice World (23)
 
13%

Badlands (11)
 
6%

Ashworld (11)
 
6%

177 total votes

Your vote: What is your favorite tileset?

(Vote): Space
(Vote): Jungle
(Vote): Desert
(Vote): Badlands
(Vote): Twilight
(Vote): Ice World
(Vote): Ashworld


✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
ox.tQ
Profile Joined November 2010
794 Posts
January 19 2022 19:18 GMT
#3
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Hatchet_man
Profile Joined December 2013
Russian Federation249 Posts
January 19 2022 19:28 GMT
#4
*Omissions are due to contest rules.

can you please elaborate?
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
January 19 2022 20:12 GMT
#5
On January 20 2022 04:28 Hatchet_man wrote:
Show nested quote +
*Omissions are due to contest rules.

can you please elaborate?

"They were omitted because the map maker already had their limit of maps in the top 12." - Minerals
odi profanum vulgus et arceo
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
Last Edited: 2022-01-19 20:14:24
January 19 2022 20:13 GMT
#6
series of epic showmatches on these beauties here we G ! ! !
odi profanum vulgus et arceo
ox.tQ
Profile Joined November 2010
794 Posts
January 19 2022 21:42 GMT
#7
On January 20 2022 05:13 M3t4PhYzX wrote:
series of epic showmatches on these beauties here we G ! ! !


That's the plan

We need the revised map versions first. They are due by January 31st. By the time we organize those play test showmatches, obtain the replays, and stream them, the next voting round may have begun already. I mention this because the point of the showmatches, besides rewarding the semi finalist mappers, is to allow voters to see what the maps look like inside the game, and how those maps play out in specific matches. Ideally, these broadcasts are intended to inform peoples' votes.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
ox.tQ
Profile Joined November 2010
794 Posts
January 19 2022 23:10 GMT
#8
MyFleetingDream has donated funds for us to organize showmatches on the semi finalist maps to support mappers and players. He’s been financially and logistically supporting tQ events since day one and I want to acknowledge his invaluable help. Our foreign scene is immensely fortunate to have such compassionate donors.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
January 20 2022 19:13 GMT
#9
the HYPE is strong with this one!
odi profanum vulgus et arceo
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2022-01-22 01:55:18
January 22 2022 01:54 GMT
#10
Anthropocene 0.50 -> 0.56

[image loading]

Changelog:
Main ramp minerals have been increased from 24 -> 32
One Mineral at Naturals/Thirds changed from 1500 -> 744.
Geysers at Naturals/Thirds changed from 5000 -> 4000

Bridge increase by two isometric tiles, now blocked with 1 temple instead of stasis cell.
Temple stack at Thirds reduced from 5 -> 1

Corner expansions raised to high ground

Center bases have been removed.
Ramps replaced previous center bases. Bases along the y=-x axis can now be traversed when all Troy Gates are destroyed.
Creep beacon removed at central raps.
New Center Base: Minerals 10x2000, Geysers 2x7500

Download at BWMN.net
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-01-22 03:45:31
January 22 2022 03:44 GMT
#11
(2)Lightning Whirlwind
[image loading]
1.2 → 1.3 Update.
3/9 o'clock high ground High Platform bridge Shrink.
5/11 o'clock Change from the High platform bridge to the ramp. (You have to pass through the ramp twice.)
6/12 o'clock Low Platform terrain (first floor) High platform terrain (third floor) is changed and reduced from two slopes to one.
6/12 o'clock Change from the nearby high platform topography (3rd floor) to the platform topography (2nd floor).
Due to this, the bridge from around 6/12 o'clock to the center notice is changed to pass through the platform-high platform terrain.
6/12 o'clock, treat both sides of the base with decorations that block the view.

Delete Critters. Add Invincible Kakaru. (The Kakaru disappeared in 56 seconds.)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5373

Shielding the view.
[image loading]
[image loading]
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2022-01-23 16:48:48
January 23 2022 16:36 GMT
#12
Kick Flip 0.9 --> 0.95
-Modified ramp sizes around the map.
-Removed one ramp from 1 & 7 oclock.
-Removed one mineral patch from the triangular 3rd base.
-Added overlord spot to center.
-Changed mineral set ups in various locations.
-Upgrade decoration

[image loading]

Buildability: + Show Spoiler +
[image loading]

Progress: + Show Spoiler +
[image loading]
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
Last Edited: 2022-01-23 17:47:34
January 23 2022 17:46 GMT
#13
On January 24 2022 01:36 MineraIs wrote:
Kick Flip 0.9 --> 0.95
-Modified ramp sizes around the map.
-Removed one ramp from 1 & 7 oclock.
-Removed one mineral patch from the triangular 3rd base.
-Added overlord spot to center.
-Changed mineral set ups in various locations.
-Upgrade decoration

[image loading]

Buildability: + Show Spoiler +
[image loading]

Progress: + Show Spoiler +
[image loading]

middle high grounds had way better aesthetic before, imo. Very distinct. Now it's just meh.

map looking great otherwise
odi profanum vulgus et arceo
MineraIs
Profile Joined September 2020
United States846 Posts
January 23 2022 18:51 GMT
#14

middle high grounds had way better aesthetic before, imo. Very distinct. Now it's just meh.

map looking great otherwise


was too tile spammy for me
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
January 23 2022 19:13 GMT
#15
On January 24 2022 03:51 MineraIs wrote:
Show nested quote +

middle high grounds had way better aesthetic before, imo. Very distinct. Now it's just meh.

map looking great otherwise


was too tile spammy for me

maybe two smaller patterns instead of one big one with some clear spots around?

shame to lose it it was quite unique
odi profanum vulgus et arceo
Hozzi
Profile Joined December 2021
Korea (South)8 Posts
Last Edited: 2022-01-27 11:46:07
January 24 2022 06:30 GMT
#16
Butter 1.4
[image loading]
▶Feature
Y-mirror type, guerrilla
For Same resources collection at start.
The more important it goes to the mid-to-late part getting 9 oclock.
▶ information
It can be block ~.
1 rux, 1 sup in starting base entrance with egg.
1 rux, 2 sup in 1st entrance
2 Pylons in 2,4 oclock. (2 eggs can be in ramps)
3 Pylons in 6,12, 8,10 oclock
4 Pylons in 9 oclock
▶ Resource
Starting base : 9M+1G
1st : 7M+1M(500)+ 1G
2,4 oclok : 7M+1G
6,12 oclock : 7M+1G
8,10 oclock : 7M+1G
3 oclock : 8M(1000)+1G(3000)
9 oclock : 8M+1G

▶Map download
http://panschk.de/mappage/comments.php?mapid=5393
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
Last Edited: 2022-01-24 11:46:39
January 24 2022 11:44 GMT
#17
On January 24 2022 15:30 Hozzi wrote:
Butter 1.0
[image loading]
▶Feature
Y-mirror type, guerrilla
For Same resources collection at start.
The more important it goes to the mid-to-late part getting 9 oclock.
▶ information
It can be block ~.
1 rux, 1 sup in starting base entrance with egg.
1 rux, 2 sup in 1st entrance
2 Pylons in 2,4 oclock. (2 eggs can be in ramps)
3 Pylons in 6,12, 8,10 oclock
4 Pylons in 9 oclock
▶ Resource
Starting base : 9M+1G
1st : 7M+1M(500)+ 1G
2,4 oclok : 7M+1G
6,12 oclock : 7M+1G
8,10 oclock : 7M+1G
3 oclock : 8M(1000)+1G(3000)
9 oclock : 8M+1G

▶Map download
http://panschk.de/mappage/comments.php?mapid=5393

lovely map

hope to see many epic games on it
odi profanum vulgus et arceo
Homunkulusgnom
Profile Joined April 2021
9 Posts
January 24 2022 17:50 GMT
#18
I am totally rooting for (2) Butter, I think it's my favorite map in the pool. The gameplay is just so promising! Other than that (2) Coral Shallows I definitely support, the sheer amount of work that has gone into it alone is worth a play. Its only weakness is that it is hard to improve, lol. (2) Kick Flip is also one of the stronger competitors cause of the cool doubling down on ramps and the smart placement of objectives to make active and exciting games happen. Lastly (3) Sky Bridge may be the coolest 3-player map for me in a long time. The texture blending and the wall lowering gives it a special feel.


ox.tQ
Profile Joined November 2010
794 Posts
January 25 2022 02:04 GMT
#19
Butter has been selected as an ASL S13 map. Congratulations Hozzi!

I look forward to organizing and broadcasting showmatches on all NWMC semi finalist maps.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
M3t4PhYzX
Profile Joined March 2019
Poland4201 Posts
January 25 2022 07:32 GMT
#20
On January 25 2022 11:04 ox.tQ wrote:
Butter has been selected as an ASL S13 map. Congratulations Hozzi!

I look forward to organizing and broadcasting showmatches on all NWMC semi finalist maps.

axing Sky Bridge last minute was a crime against good map making, tho.. ugh..
odi profanum vulgus et arceo
1 2 Next All
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