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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
(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)Butter + Show Spoiler +- Author:  Hozzi - Version: 0.87 - Size: 112x128 - Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y. Between start base entrance 35 sec.
(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)
(2)Coral Shallows + Show Spoiler +- Authors:  Freakling &  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]](https://cdn.discordapp.com/attachments/891299308597571654/926963877047058462/Coral_Shallows_0.80.jpg)
(2)Kick Flip + Show Spoiler +- Author:  Minerals - 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)
(2)Lightning Whirlwind + Show Spoiler +- Author:  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]](https://cdn.discordapp.com/attachments/891299402524798996/929388634031943750/2Lightning_Whirlwind_1.2.jpg)
(2)Reflections + Show Spoiler +- Author:  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]](https://cdn.discordapp.com/attachments/891299308597571654/924552378299072522/56.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)
(2)Sea Breeze + Show Spoiler +- Author:  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]](https://cdn.discordapp.com/attachments/891299308597571654/913198158710997092/Sea_Breeze_0.9.7.jpg)
(3)Sky Bridge (former Kamar Taj) + Show Spoiler +- Author:  Chariot - Version: 0.96 - Size: 128x128 - Concept: 3 player standard map featuring low ground main and high ground natural.
(3)Treachery + Show Spoiler +- Author:  HeMsK - 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)
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Poll: What is your favorite tileset?Jungle (45) 25% Twilight (32) 18% Space (31) 18% Desert (24) 14% Ice World (23) 13% Badlands (11) 6% Ashworld (11) 6% 177 total votes Your vote: What is your favorite tileset? (Vote): Space (Vote): Jungle (Vote): Desert (Vote): Badlands (Vote): Twilight (Vote): Ice World (Vote): Ashworld
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Russian Federation249 Posts
*Omissions are due to contest rules. can you please elaborate?
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On January 20 2022 04:28 Hatchet_man wrote:can you please elaborate? "They were omitted because the map maker already had their limit of maps in the top 12." - Minerals
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series of epic showmatches on these beauties here we G ! ! !
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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.
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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.
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the HYPE is strong with this one!
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Anthropocene 0.50 -> 0.56
![[image loading]](https://i.imgur.com/E1eTfXq.jpg)
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
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(2)Lightning Whirlwind
![[image loading]](https://i.imgur.com/MkC1mqq.jpg) 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]](https://i.imgur.com/XDZ9D2E.jpg)
![[image loading]](https://i.imgur.com/eHmYHMl.jpg)
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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
Buildability: + Show Spoiler + Progress: + Show Spoiler +
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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 Buildability: + Show Spoiler +Progress: + Show Spoiler + middle high grounds had way better aesthetic before, imo. Very distinct. Now it's just meh.
map looking great otherwise
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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
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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
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Butter 1.4
![[image loading]](https://i.imgur.com/Nlp54UT.jpg) ▶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
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On January 24 2022 15:30 Hozzi wrote:Butter 1.0![[image loading]](https://i.imgur.com/lx7gqyG.jpg) ▶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
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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.
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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.
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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..
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Thank you everyone for watching with interest. I'll improve the quality until the end!
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(2)Lightning Whirlwind
![[image loading]](https://i.imgur.com/msdwxX4.jpg) 1.3 → 1.31 Update. Arrangement of decorations that cover the view in front of the base ramp at 5/11 o'clock. (At 5 o'clock, there was a bug with a visible view of some High platform bridges, and correction to solve this problem.)
1.31 → 1.32 Update. 7 o'clock in nature Gas topography modification. (In preparation for worker entrapment.)
- Download http://www.panschk.de/mappage/comments.php?mapid=5373
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Reflection 0.50 -> 0.60
![[image loading]](https://i.imgur.com/b172Ujc.jpg)
Changelog:
Natural: 7M x 1500 + 1M x 744 + 1G x 5000
Thirds(1,3,7,9) 6M x 1500 + 1M x 744 + 1G x 4000 Ramps further from nearby player increased by 1 isometric tile.
Fourth (4:30, 10:30): 6M x 1500 + 1M x 744 + 1G x 4000 Base relocated to the corners and raised to high ground. Ramp location at original position (distance same between thirds) Pathing from main base to clockwise Fourth will go through center plateau, not through third.
Center 7M x 2000 + 1G x 7500 Single isometric tile added to assist protection of mineral lines from high ground. Download at BWMN.net
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(2) Sea Breeze 1.0
![[image loading]](https://i.imgur.com/r5k9Jno.jpg)
http://www.panschk.de/mappage/comments.php?mapid=5361
1.0 Changelog, 27 Jan 2022: -Opened up wall behind natural -Swapped ramps on third base -Turned mineral only into a gas base (3k gas) -Added ovi spot at natural -Relocated bengalaas to the Mar Sara Biosphere animal reserve -Fixed low ground tiles at the tops of ramps -Removed unwalkable low ground space outside of nat -Added unwalkable terrain to 6:00 base to mirror size of 12:00 base -Moved position of natural geyser and closest 2 mineral patches 1 tile closer to the main -Moved corner bases closer to the corner and narrowed the pathways to it -Various blending/artifact fixes
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i really like all the changes to all the maps
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(3)Sand Gate 0.7.2
![[image loading]](https://i.imgur.com/wk820jf.jpg)
http://www.panschk.de/mappage/comments.php?mapid=5368
0.7.0 Changelog, 27 Jan 2022: -Increased buildable space in main bases -Moved 9:00 temple further out so it has more surface area -Reduced backdoor minerals from 2 patches thick to 1 patch thick -Rearranged mineral backdoors so that you can skip workers over them -Arranged mineral backdoors so that each spawn has the same amount of resources -Fixed vision holes in cliffs -Rearranged minerals in right main base -Removed drop holes behind nats -Extended bot-right mid-ground closer to the center -Combined the center ramps with the counterclockwise ramp on the same mid-ground -Redesigned naturals to help with walling -Made main-to-nat chokes wallable with rax+depot -Added one mineral patch to backdoor base
0.7.1 Changelog: -Increased distance between gas and minerals by 1 tile for the 5 and 8 o'clock naturals.
0.7.2 Changelog: -Shifted natural choke at 5 o'clock base down 1 tile to help balance wall-ins.
Edit: Updated to 0.7.2
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Scan, Khala and Yabsab are looking forward to testing out semi finalist maps in showmatches after the final versions are ready by February 1.
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Treachery v0.76
![[image loading]](https://i.imgur.com/d73luIh.jpg)
- Changed some deco and blends - Removed abit of wall from front plateau expansion - Changed main mineral formations for Red and Blue - Opened up center area and area between the big ramps
Download
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^ showmatches first and then we vote for the top 4
I think
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Next voting round to determine the final 4 maps will begin this evening!
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On February 02 2022 02:34 M3t4PhYzX wrote: ^ showmatches first and then we vote for the top 4
I think
It sounds good in theory but it's probably going to take a week or more to organize showmatches on all 12 maps.
Ideally, voters check out the maps inside the game or watch players stream games on them before voting so they make more informed decisions. But I am sure some people simply vote based off the map preview images in the thread 
Until the new thread is posted, I'll provide VOD links of showmatches being organized here. I'll copy/paste the same links in the new thread.
Dewalt v Sziky bo5 on Treachery by Hemsk 🇸🇪
Sziky https://www.twitch.tv/videos/1284517835?t=0h10m52s
Dewalt https://www.twitch.tv/videos/1284501851?t=0h35m27s (part 1) https://www.twitch.tv/videos/1284545763?t=0h0m22s (part2)
(PS not my actual birthday :D)
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On February 03 2022 02:00 ox.tQ wrote:Show nested quote +On February 02 2022 02:34 M3t4PhYzX wrote: ^ showmatches first and then we vote for the top 4
I think It sounds good in theory but it's probably going to take a week or more to organize showmatches on all 12 maps. Ideally, voters check out the maps inside the game or watch players stream games on them before voting so they make more informed decisions. But I am sure some people simply vote based off the map preview images in the thread  Until the new thread is posted, I'll provide VOD links of showmatches being organized here. I'll copy/paste the same links in the new thread. Dewalt v Sziky bo5 on Treachery by Hemsk 🇸🇪 Sziky https://www.twitch.tv/videos/1284517835?t=0h10m52sDewalt https://www.twitch.tv/videos/1284501851?t=0h35m27s (part 1) https://www.twitch.tv/videos/1284545763?t=0h0m22s (part2) (PS not my actual birthday :D) understood
thanks for the links to this bo5, i'm always hungry to watch skilled players try out new battlefields. Cheers
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Croatia9487 Posts
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