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New Worlds Map Contest III: Classics Remastered - Page 5

Forum Index > Brood War Tournaments
134 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 Next All
Moderatoboy
Profile Joined October 2021
9 Posts
December 02 2022 17:05 GMT
#81
[image loading]
Your ID: Moderatoboy
Location: South Korea
Map Name: Poverty
Map Version:0.1
Map Size:128x128
Rush Distance: x
Map Concept: Strategic island map
Map Description:
- Remake map of Space Odyssey.

- While maintaining the poor main base area, which is the unique concept of this map, it has a lot of resources other than that, so it has a competitive aspect.

- All main base areas have 1300 minerals and 4000 gas.

-All neutral buildings are 1 stack.


[image loading]
A.Alm
Profile Joined September 2012
Sweden533 Posts
Last Edited: 2022-12-04 11:36:44
December 04 2022 11:36 GMT
#82
Surprised no one is remaking more common maps such as lost temple, fighting spirit, circuit breakers, heartbreak ridge, destination. I've never played 95% of the maps being submitted here.
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2022-12-05 10:38:29
December 05 2022 10:38 GMT
#83
On December 04 2022 20:36 A.Alm wrote:
Surprised no one is remaking more common maps such as lost temple, fighting spirit, circuit breakers, heartbreak ridge, destination. I've never played 95% of the maps being submitted here.


Some maps don’t need it. There are two LT remake incoming.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Moderatoboy
Profile Joined October 2021
9 Posts
Last Edited: 2022-12-06 14:14:26
December 06 2022 14:14 GMT
#84
On December 03 2022 02:05 Moderatoboy wrote:
[image loading]
Your ID: Moderatoboy
Location: South Korea
Map Name: Poverty
Map Version:0.1
Map Size:128x128
Rush Distance: x
Map Concept: Strategic island map
Map Description:
- Remake map of Space Odyssey.

- While maintaining the poor main base area, which is the unique concept of this map, it has a lot of resources other than that, so it has a competitive aspect.

- All main base areas have 1300 minerals and 4000 gas.

-All neutral buildings are 1 stack.


[image loading]


-------------------------------
0.2 Update
- Deforming the main body from the center close to the left-right wall
- Longer and lower OnlyMineral expansion
- Changing the position of the colony, preventing easy expansion by flying Teran's building.

[image loading]
Suricatta
Profile Joined November 2021
27 Posts
December 11 2022 01:39 GMT
#85
Your ID: Suricatta
Location: US East
Map Name: (4)Neo Luna
Map Version: 3.0
Map Size: 128x128
Rush Distance: Close = 26s, Cross = 35s
Map Description: Remake of Luna by Drunken Bird (Luna the Final edited by i_terran). The main purpose of this layout was to normalize the base layouts. Other balance changes include the standard choke size, modern mining setups, wallable ramps (2 depot+rax), and Overlord spots near the center.
Resource Distribution:
-Main = 9x1500 minerals + 5k gas
-Natural = 7x1500+500 minerals + 5k gas
-Other Expansions = 7x1500 minerals + 3k gas

Map Image:
[image loading]

Original Image:
[image loading]

Download Link:
http://www.panschk.de/mappage/comments.php?mapid=5484
TT1
Profile Blog Joined December 2008
Canada10013 Posts
December 11 2022 03:00 GMT
#86
kreygasm
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
iRkSupperman
Profile Joined October 2022
Norway140 Posts
December 11 2022 11:54 GMT
#87
Luna remake should be great for the 2v2 scene!
TT1
Profile Blog Joined December 2008
Canada10013 Posts
Last Edited: 2022-12-11 22:53:35
December 11 2022 22:52 GMT
#88
On December 11 2022 20:54 iRkSupperman wrote:
Luna remake should be great for the 2v2 scene!


hell ya

3rd gas also makes it a more viable 1v1 map
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Aiur
Profile Joined November 2002
Sweden138 Posts
December 14 2022 22:25 GMT
#89
I am working on a CB remake to update chokes (for walling) as well as spice the middle up a bit etc
Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2023-01-12 23:21:33
December 15 2022 23:07 GMT
#90
(4)Lights Out



LATEST UPDATE* 1.2c


[image loading]
Updated buildability
[image loading]



Your ID : JoJo
Location : Sweden
Map Name : Lights Out
Map Version : Latest update is Lights Out 1.2b (Includes better performing mining, extended center ramps, narrowed center mid ground, upgraded map symmetry and some decour updates, also sunken ground 12 & 6 as well as updated walls. Now Terran can in natural not ling tight wall. Updated buildability)
Map Size : 128x128
Rush distance : 35 seconds Horizontally, 33 seconds Vertically, 43 seconds diagonally
Map Description : Curcuit Breakers. 4P standardish map. Original map made by 김응서 (Earthattack). Added eggs for todays meta walling, changed center layout to hopefully wake some 2on2 interest, i.e center is remade to give more altering game mechanics.
Also adderad important ovi spots at the high ground and this high ground middle counter the old lowground middle wich favored Terran timing attack wich could quickly move across map without hassle before. High ground delays Terran movement and adds important paths for zerg and protoss to counter attack.

Tileset is changed. General layout kept. The expansions 12, 6, 9 and 3 is changed to make them a bit safer 3d expansion. Lowground => now midground.

Resemblance of original map:
* The general layout is kept to keep the game similar in the mid - outskirts as well as remind you of the original map.


- Resources
Mains : 9x1500 Mineral + 1x5000 Gas
Naturals : 7x1500 Mineral + 1x5000 Gas
3d's : 8x1500 + 5000 Gas
Mineral onlies: Minerals 6x1500 + Half Mineral
Islands : 6x1500 + Half Mineral + Half Gas
-----------------------------------------
Original
[image loading]



DOWNLOAD
http://www.panschk.de/mappage/maps/(4)LightsOut1.2c(n).scx


TT1
Profile Blog Joined December 2008
Canada10013 Posts
Last Edited: 2022-12-16 00:04:28
December 15 2022 23:25 GMT
#91
^ link doesnt work
looks good tho

edit: im testing the map and the bottom right base has a buggy patch, #8 patch zig zags for z when ur drone comes back

[image loading]

edit2: bottom left #3 patch has a similar problem

[image loading]

edit3: these 2 patches at 12oclock are also slightly bugged, they're mineable but workers will sometimes just bounce off them and mine a different patch even when there's no other worker on it

[image loading]

i didnt test the mining on the nats/3rds/side expos but just from looking at them they should be fine
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Aiur
Profile Joined November 2002
Sweden138 Posts
December 16 2022 11:11 GMT
#92
On December 16 2022 08:25 TT1 wrote:
^ link doesnt work
looks good tho

edit: im testing the map and the bottom right base has a buggy patch, #8 patch zig zags for z when ur drone comes back

[image loading]

edit2: bottom left #3 patch has a similar problem

[image loading]

edit3: these 2 patches at 12oclock are also slightly bugged, they're mineable but workers will sometimes just bounce off them and mine a different patch even when there's no other worker on it

[image loading]

i didnt test the mining on the nats/3rds/side expos but just from looking at them they should be fine




Thanks a lot for the in depth testing!
I'll fix these bugs
Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2022-12-20 13:43:45
December 16 2022 13:23 GMT
#93
Ok here is the update!
I hope it's better overall

[image loading]


Download
http://www.panschk.de/mappage/maps/(4)LightsOut1.1e(n).scx

NicknameLucifer
Profile Blog Joined May 2022
Korea (South)7 Posts
December 22 2022 11:32 GMT
#94
[image loading]
Speechless 0.60
Original map is [Gauntlet](1998~2003)
tried to convert the map 2p → 3p map
[image loading]
Rest Area 0.38
Original map is [The Highway](1998~1999)
[image loading]
Halcyon 0.30
Original map is [Loki](2007)
[image loading]
McDonald's 0.19
Original map is [Heartbreak Ridge](2009)
Main base is on 2nd floor unlike original map
[image loading]
CHEERUP 0.62
Original map is [Triathlon](2010)
tried to convert the map 3p → 4p map
CrystalDrag
Profile Joined July 2010
173 Posts
December 24 2022 15:47 GMT
#95
Your ID: Hyojin
Location: __

Map Name: (4)Lamentation
Map Version: 0.53
Map Size: 128x128
Rush Distance (bottom of main ramp to natural entrance): Adjacent spawn 25s, cross spawn 32s
[image loading]

Original map is (4)Neo Requiem, by Rose.of.Dream.
+ Show Spoiler +
[image loading]

*The original Requiem map versions had irregular natural location placements and normal ramps, leading to several positional imbalances and very short rush distances. By pushing the naturals towards the edge of the map, a longer rush distance is created which allows space for natural wall-ins to be established, though the map should still be an aggressive map with high ground naturals and low ground non-corner mains.
*The tileset was changed from ash to jungle for the narrow overlord cliffs. While overlord spots are possible on the ash tileset, using high temple terrain allows more space to be saved.
*The significant change is reducing the high ground center to a cross, and connecting these low ground areas towards the previous semi-islands. Players can choose to use the fastest pathing route through the low ground, or choosing a longer path through the center to avoid a possible uphill battle.
*The previous semi-islands are now connected to the center blocked by two-three stacked Xel’naga Temples with unbuildable terrain underneath. With the naturals being pushed back, these previous semi-island expansions are located in a better spot to be accessed from the center and create additional skirmish areas, instead of strictly outside of natural bases.
*Zerglings can no longer pass through the natural mineral lines, but scarabs can fit.
*The cross is now properly centered in the middle of the map, and is no longer offset to the right.


Download @ bwmn.net
CrystalDrag
Profile Joined July 2010
173 Posts
December 24 2022 15:51 GMT
#96
Your ID: Hyojin
Location: __


Map Name: (2)Quandary
Map Version: 0.42
Map Size: 128x96
Rush Distance (top of main ramp to natural entrance): 28s
[image loading]

Original map is (2)Hitchhiker, by Forgotten_.
+ Show Spoiler +
[image loading]

*The main issues of Hitchhiker is the open natural choke, and the far third gas. Redistribution of terrain in the main and natural areas allowed for a new pair of bases along the edge of the map, as well as making the corner bases having a singular choke. Keeping the original ravine in the center of the map, and being inaccessible by ground along its length, is the main objective.
*The tileset was changed from ice world to avoid visual problems, while keeping the same terrain properties.
*With the addition of the new pair of bases (1/7), the now divided bases (12/6 and 1:30/7:30) have 2000 geysers, due to them being safer to control and avoid too much gas. At 1/7 there is one mineral field with a value of 744, but the geyser remains 5000 to be the higher valued bases to contest. Bases 12/6 have a zerg egg placed such that Zerg may build a Hatchery, but Terran/Protoss cannot build a Command Center/Nexus without clearing the egg.
*Power Generators (800 HP / 1 Armor) were replaced with Stasis Cells (2000 HP / 1 Armor) to make clearing the pathways more difficult, and not something to be done as an afterthought/casually.


Download @ bwmn.net
CrystalDrag
Profile Joined July 2010
173 Posts
December 24 2022 15:56 GMT
#97
Your ID: Hyojin
Location: __

Map Name: (4)Nyxeos
Map Version: 0.50
Map Size: 128x128
Rush Distance (top of main ramp to natural entrance): Vertical spawn 26s, cross spawn 35s, horizontal spawn 30s
[image loading]

Original map is (4)Gaia, by Rose.of.Dream.
+ Show Spoiler +
[image loading]

*The tileset was changed from jungle to badlands for visual changes, as Gaia does not utilize temple terrain.
*Gaia’s main issues stem from using a non-standard axis (about y=2x) with access only to the standard ramps. This resulted in uneven natural configurations that could lead to more favorable ones. The different spawning configurations are important to preserve - close by air by air horizontally, close by ground vertically, and cross spawn. By rotating the map to have the symmetry axis be along x=0, along with using vertical ramps, better utilization of space can be used to address several issues.
Gaia rotated by -27 degrees
+ Show Spoiler +
[image loading]

*All main ramps and natural chokes are now uniform, with all being able to be comfortably walled. The second entrance is preserved, but blocked by a Temple to be more comfortable for modern play. Due to the negligible distance between the first and second entrance, the second entrance was blocked off with a decent barrier.
*The mineral only bases have an additional 2000 gas, but one mineral field with a value of 744. This can help temporarily if close ground spawns occur, as the adjacent natural is far away.
*A wider center was able to be achieved to avoid split-map situations that would have occurred on the original smaller center, by creating new avenues of pathing that connect the middle expansions.
*The edge bases remain the same, with the locations being approximately the same (in the natural, outside the natural, and the mineral fields along the cliff. Chokes have been adjusted to be comfortably walled in, while being an emergency pathway for smaller armies.


Download @ bwmn.net
ox.tQ
Profile Joined November 2010
797 Posts
December 24 2022 17:53 GMT
#98
Great submissions so far
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
maybenexttime
Profile Blog Joined November 2006
Poland5753 Posts
December 24 2022 21:48 GMT
#99
Yes, so many fantastic maps!

May I suggest renaming the Requiem remake as "Hyperion"? The cross and the tileset somehow reminded me of the book. ;p
Optimate
Profile Joined August 2020
249 Posts
December 25 2022 03:53 GMT
#100
Very cool project and epic maps !!
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