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____________________________
Map Contest Prize Pool:
+ + Donate to Mappers + +
Map Test Tournaments Prize Pool:
+ + Donate to Players + +
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![[image loading]](https://cdn.discordapp.com/attachments/815864488825716766/938543622079545384/new_worlds_map_contest_all_submissions_27.png)
Welcome to Part Two 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/815864488825716766/938543622079545384/new_worlds_map_contest_all_submissions_27.png)
Welcome to Part Two 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!
Voting
- We ask everyone to vote (in a comment below) with their top 4 favorite maps in order.
- Exactly 4 votes are needed from each person. Voters with 2 or 3 selections, or not in order, will not be considered.
- Map makers cannot vote on their own map.
- The Dowdall system will be used to rank voting scores.
- The final four maps will be featured in four exciting map test tournaments, each focusing on one map, involving top foreign progamers exclusively casted by
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- After the map test tournaments are finished and casted, we will have a final public vote on TL to decide the winner of the final four maps.
Voting ends Feb 17th at 16:00 CET / 23:00 KR.
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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:
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- Version: 0.81
- 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 incentivize players to become active on the map on the lookout for a positional advantage.
Bottom Geyser positions (nats, triangle bases) have a +1 y-offset now for increased efficiency (particularly benefits Terran)
![[image loading]](https://cdn.discordapp.com/attachments/933707808048840704/938208099678949417/2Access_Control_0.81.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:
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- Version: 0.56
- Size: 128x112
- Concept:2p Highly Experimental map. Pathways can be opened by destroying Protoss Temples, and can be sealed by destroying Troy Gates. Over the course of a game this map will slowly transform into an island map, with creep beacons that can be destroyed for Zerg to access nydus canal locations.
Main ramp mineral value = 32
One Mineral at Naturals/Thirds = 744
Geysers at Naturals/Thirds = 4000
Center Expansion = 10 x 2000 M + 2 x 7500 G
All Temples are single.
![[image loading]](https://imgur.com/E1eTfXq.jpeg)
![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40)
- Author:
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- Version: 1.4
- Size: 112x128
- Concept: Guerrilla type, Advancing & Hiding building, Mirror-Y. Between start base entrance 35 sec.
![[image loading]](https://imgur.com/Nlp54UT.jpeg)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Authors:

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- 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:

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- Version: 0.85
- 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 areas of the map.
Five separate low ground paths separate the players. Each, except the center path, offering access to a different kind of expansion.
![[image loading]](https://cdn.discordapp.com/attachments/933988736780357672/937729387648942120/Untitled_design_51.png)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Author:
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- Version: 0.95
- Size: 112x128
- Concept: Modern battle map featuring a wide center with double ramps and multiple elevations. Bring a helmet!
![[image loading]](https://cdn.discordapp.com/attachments/934009783957196822/934845522479570984/Untitled_design_48.png)
![[image loading]](https://cdn.discordapp.com/emojis/895208192324296714.png?size=40)
- Author:
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- Version: 1.32
- Size: 128x128
- Concept: 2p standard map. Large two player map with many areas to fight over and many bridges and ramps to gain a positional advantage. 3/9 o'clock Gas volume is 2000.
![[image loading]](https://cdn.discordapp.com/attachments/934041633006182430/935859311983337552/2Lightning_Whirlwind_1.32.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
- Author:
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- Version: 0.60
- Size: 128x96
- Concept: Mirrored 2 player standard map with narrow low ground through the center and two large high ground plateaus.
![[image loading]](https://imgur.com/b172Ujc.jpeg)
![[image loading]](https://cdn.discordapp.com/emojis/895208242161004585.png?size=40)
- Author:
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- Version: 0.7.2
- 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. Each patch in the mineral wall 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://i.imgur.com/wk820jf.jpeg)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:

- Version: 1.0
- Size: 128/112
- Concept: 2 player standard map with three vertical lanes and a path through the center.
![[image loading]](https://imgur.com/r5k9Jno.jpeg)
![[image loading]](https://cdn.discordapp.com/emojis/895207922714419201.png?size=40)
- Author:

- Version: 0.98
- Size: 128x128
- Concept: 3 player standard map featuring low ground main and high ground natural.
![[image loading]](https://cdn.discordapp.com/attachments/934564347009695775/937267798101610526/3SkyBridge0.98.jpg)
![[image loading]](https://cdn.discordapp.com/emojis/927421984642588693.png?size=40)
- Author:

- Version: 0.76
- Size: 128x128
- Concept: Comfortable 3 player standard map with options to expand in either direction.
![[image loading]](https://cdn.discordapp.com/attachments/934477266006728806/936305469419552858/Treachery0.76.jpg)
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