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Map Contest Prize Pool:
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Map Test Tournaments Prize Pool:
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![[image loading]](https://cdn.discordapp.com/attachments/815864488825716766/933326777336594432/new_worlds_map_contest_all_submissions_26.png)
Welcome to Part One of the Semi Finals of the 2nd edition of the New Worlds Map Contest!
Map Contest Prize Pool:
+ + Donate to Mappers + +
Map Test Tournaments Prize Pool:
+ + Donate to Players + +
![[image loading]](https://cdn.discordapp.com/attachments/815864488825716766/933326777336594432/new_worlds_map_contest_all_submissions_26.png)
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 +
Semi-Finalists
4 x
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Author:

- 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)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:

- 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.
*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)
![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40)
- Author:

- Version: 0.87
- Size: 112x128
- Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y. Between start base entrance 35 sec.
![[image loading]](https://blog.kakaocdn.net/dn/m55vi/btrqQd7y5XJ/MUEMIhNJAjkxJpjiIA1Xr0/img.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Authors:


- 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://i.imgur.com/Mjq1rY3.jpg)
![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/927156717433786368/Untitled_design_43.png)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
- Authors:


- 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]](https://cdn.discordapp.com/attachments/891299308597571654/926963877047058462/Coral_Shallows_0.80.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Author:

- Version: 0.93
- Size: 112x128
- Concept: Modern battle map featuring double ramps and multiple elevations. Wear a helmet!
![[image loading]](https://cdn.discordapp.com/attachments/891299308597571654/924546720937947186/Untitled_design_35.png)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Author:

- 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]](https://cdn.discordapp.com/attachments/891299402524798996/929388634031943750/2Lightning_Whirlwind_1.2.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
- Author:

- 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]](https://cdn.discordapp.com/attachments/891299308597571654/924552378299072522/56.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40)
- Author:

- 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)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:

- Version: 0.9.8
- Size: 128/112
- Concept: 2 player 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)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:

- Version: 0.96
- Size: 128x128
- Concept: 3 player standard map featuring low ground main and high ground natural.
![[image loading]](https://blog.kakaocdn.net/dn/b6AHvJ/btrq7UlX2UE/0pYOQ80rkpjUWJWCycjIK1/img.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
- Author:

- Version: 0.72
- Size: 128x128
- Concept: Comfortable 3 player standard map with options to expand in either direction.
![[image loading]](https://cdn.discordapp.com/attachments/891299402524798996/928948031204786206/Treachery0.72.jpg)
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]](https://cdn.discordapp.com/attachments/815864488825716766/890929553168560138/NWMC_Main_Logo_crop.gif)
(Loop graphic made by Depleted)
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