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New Worlds Map Contest III: Classics Remastered

Forum Index > Brood War Tournaments
134 CommentsPost a Reply
Normal
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2022-10-01 12:29:12
October 01 2022 11:24 GMT
#1

[image loading]


Welcome to a third exciting addition of the New Worlds Map Contest. This time around we are focusing on Remastering Classic maps and bringing them up to par with todays meta!

Let us know which maps you would like to see be brought back to life by leaving a comment below!

Contest format

[image loading] Schedule

[ Submissions End: ]
  • Map submission deadline: Jan 07/2023 - 16:00 CEST / 23:00 KOR
    • Map presentation stream: Jan 07/2023, 19:00 CET on TeamThinkQuicktTV

  • 1st public voting round: Jan 08 – Jan 15
  • 2nd voting round (finalists): Jan 15 – Jan 29
  • Final voting round: TBD
    • Play testing: TBD – format to be decided

[image loading] Map Submissions
  • To submit a map, join the BWM⁴P Discord Server and post your submissions by creating a new thread in the #NWMC3-map-submissions channel. You should also create a discussion thread in the #NWMC3-map-discussion channel for feedback on your submissions.
  • You must also make a duplicate post on this TL thread below.
  • All submission threads must at least consist of the following:
    • Your ID:
    • Location:
    • Map Name:
    • Map Version:
    • Map Size:
    • Rush Distance (main ramp to main ramp)
    • Map Description of how your map holds to the original inspiration.
    • Map Image and original map image for side by side comparison and nostalgia.
    • All information and files, as well as any later updates, have to be posted in the original submission thread.


[image loading] Prize Pools To encourage newer mappers to indulge, we will be splitting the prize pool up. New mapper = has not had maps featured in official tournaments or leagues.

Mapper Prize Pool (donations link TBA)
  • 70% of the prize pool will go to the first place winner.
  • 20% of the prize pool will go to the second place winner.
  • 10% of the prize pool will be awarded to the best "new mapper"

Play Testing Prize Pool (donations link TBA)
  • Play testing prize pool will be used for spon match testing.
  • Spon matches will be casted and streamed by TeamThinkQuicktTV


[image loading] Feedback, Screening and Voting
  • Throughout the entire course of the contest, map makers are encouraged to participate in discussion about their maps within the discussion thread and help each other improve their work. All map makers’ opinions are equally valued.
  • If multiple map makers agree that a map does not meet eligibility or quality criteria, the map needs to be updated accordingly or will not be allowed into the next round.
  • Maps for each round will be selected via a public vote, using a Dowdall ranking.
    • 1st voting: Selection of top 12 maps
    • 2nd voting: Selection of 4 finalists
    • 3rd voting: Determining the winner

  • The maps with the highest scores will advance to the next round, with two exceptions:
    • The number of maps by the same map maker is limited in each round:
      • Top 12: at most 3 maps from the same author
      • Finalists: at most 1 map from the same author
      • For maps created cooperatively by two or more authors, these numbers are incremented by one (so a map creator could have one solo map and one cooperative map in the finalists, or two cooperations, for example)

    • Maps that do not fulfill the respective quality criteria for the next round can be disqualified (see Notes about maps section below for details).

  • Playtest tours will be offered on the four finalist maps (details?).

Notes about maps


[image loading] Scope of the Contest
  • The goal of this contest is to recreate “classic” maps and adapt them for the current meta game, while retaining significant features of the original.
  • “Classic” map encompasses maps from the Kespa era (made before 2012) and the Blizzard maps that came with the original game. For ideas and inspiration, the TLPD (https://tl.net/tlpd/korean/maps) and liquipedia ((Wiki)Main Page) are good resources – or you may just browse your map folder.
  • Each map should be aimed at recreating one specific original, not combine features from different maps or mix and match sections in a Fantasy-like manner.
  • “Significant and recognizable features” of the original should be preserved as much as possible while adding or removing, or otherwise changing, some features to improve balance, and gameplay in general, with a modern meta in mind.
  • Any added gameplay-relevant features should be in service of gameplay/balance improvements over the original, not as a new major characteristic by themselves.
  • What constitutes a “significant and recognizable feature” of any particular map is left entirely to the map makers’ discretion. There is no hard rule against changing any particular aspect, be it map size, tileset, number of player spawns, or anything else.
  • Not allowed are trivial edits, such as, but not limited to, edits or copy-paste versions of the original map file, simple tileset conversions or trivial geometric transformations.
  • Map makers may submit updates to their maps at any point during the course of the contest.

[image loading] Map Admissibility Criteria
  • Maps must be purpose-made for this contest and not have been submitted to prior map contests or played in a league.
  • Maps can only use mechanics that work in standard melee game modes.
  • Maps need to fulfill minimal completion standards to be admissible. That is: functional terrain work should be finished (deco can be left marginal) and map mechanics should be mostly functional (fine tuning of pathfinding not necessary for the first round).
  • Map makers are obligated to update their maps during the course of the contest to address any issues that come up and fulfill the stricter quality guidelines (details below) necessary to advance to later rounds.
  • Map makers may submit any number of maps that fit the criteria. However, only a limited number may advance to the later voting rounds (as explained in the Feedback and Voting section above).

Round 2 (top 12) Qualification Criteria
  • Top 12 maps should have smooth and balanced mining in at least the most significant bases (mains and naturals).
  • Unintended gameplay features, such as drop holes or tile flag related issues need to be fixed.
  • Top 12 maps should not have any other issues that principally inhibit their being played on.

Round 3 (finalists ) Qualification Criteria
  • Finalist maps need to have smooth and balanced mining in all bases as well as other pathfinding optimizations.
  • Any remaining bugs discovered during playtesting or examination of finalist maps must be fixed as soon as possible.
  • Finalist maps should have a decent quality of decoration.


-:-

If you have any questions, please comment below.
Cheers and have fun mapping!

[image loading]

Join the BWM⁴P Discord Server!

www.BroodWarMaps.net

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✯ [ 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
October 01 2022 11:28 GMT
#2
GG GL HF!
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
mAziciAn
Profile Joined October 2019
Korea (South)29 Posts
October 01 2022 11:33 GMT
#3
Very interesting and I'm so excited!
Hello TeamLiquid! ლ(´ڡ`ლ)
Xyz1109
Profile Joined April 2022
7 Posts
October 01 2022 11:46 GMT
#4
I am very much looking forward to it! We wish you a successful hosting of NWMC3. (dll7700)
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
October 01 2022 11:51 GMT
#5
I have high expectations.
M3t4PhYzX
Profile Joined March 2019
Poland4165 Posts
October 01 2022 14:10 GMT
#6
This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though?

Did I miss something..?

Thx anyway, I guess. Appreciated as always. Cheers
odi profanum vulgus et arceo
MineraIs
Profile Joined September 2020
United States846 Posts
October 01 2022 14:47 GMT
#7
On October 01 2022 23:10 M3t4PhYzX wrote:
This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though?

Did I miss something..?

Thx anyway, I guess. Appreciated as always. Cheers

2nd contest is almost finished with its testing phase and will have final voting very soon after it is streamed.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
October 01 2022 15:46 GMT
#8
(4)Ice Crystal 0.6
Your ID : TNWZombie
Location : Korea
Map Name : (4)Ice Crystal
Map Version : 0.6
Map Size : 128x128
Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally
Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 5x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5442


[image loading]
[image loading]
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
October 01 2022 15:49 GMT
#9
(4)Aiur City 0.7
Your ID : TNWZombie
Location : Korea
Map Name : (4)Aiur City
Map Version : 0.7
Map Size : 128x128
Rush distance : 25 seconds Horizontally, 31 seconds Vertically, 35 seconds diagonally 
Map Description : (4)Incubus remake of a map. Remake of maps used in the 2001 Sky Starleague, 2004 Sky Proleague 2Round and 3Round. 4P Standard Hybrid. Add a backyard inside the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Natural Gas volume is 2000. Natural orientation bridge topography. Add center-facing root to nature. 3/9 o'clock Change the terrain to a hill. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Natural : 6x1500 Mineral + 1x2000 Gas (Four)
High ground : 8x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5443

[image loading]
[image loading]
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-03 15:57:22
October 01 2022 15:53 GMT
#10
(4)Red Sand Dunes 0.6
Your ID : TNWZombie
Location : Korea
Map Name : (4)Red Sand Dunes
Map Version : 0.6
Map Size : 128x128
Rush distance : 25 seconds Horizontally, 25 seconds Vertically, 35 seconds diagonally 
Map Description : (4)Plains to hill remake of a map. Remake of maps used in the 2001~2003 KPGA Tour leagues. 4P Standard Hybrid. Add a backyard by modifying the hill in the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Change the original natural to minerals only and add a central route to the center. 3/9 o'clock Change the island to the ground and split the base into two. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Island : 7x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5444

[image loading]
[image loading]
M3t4PhYzX
Profile Joined March 2019
Poland4165 Posts
October 01 2022 16:19 GMT
#11
On October 01 2022 23:47 MineraIs wrote:
Show nested quote +
On October 01 2022 23:10 M3t4PhYzX wrote:
This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though?

Did I miss something..?

Thx anyway, I guess. Appreciated as always. Cheers

2nd contest is almost finished with its testing phase and will have final voting very soon after it is streamed.

Ok, so I have not missed anything. Glad about it.

Thx for the info
odi profanum vulgus et arceo
TT1
Profile Blog Joined December 2008
Canada9990 Posts
Last Edited: 2022-10-02 03:20:53
October 01 2022 17:50 GMT
#12
I WANT RUSH HOUR PLS

But the only way to make it viable in todays meta is by making the main/exp highgrounds i think (while the rest of the map is low). Nat is way too wide open for todays meta, cant wall.

Other than that, 4p maps would be nice cus we could use them in both 1v1 and 2v2 (Luna/Hannibal/R-Point/Neo Requiem/LT/Gaema Gowon/Nostalgia <- i'd add a nat gas/Neo Jungle Story/Gaia/Arcadia/Dahlia of Jungle/Blade Storm/Blood Bath etc). All those maps have similar issues where you can't wall their nat at all, that's more of a 1v1 issue tho, doesn't impact 2v2 as much. Bifrost would be nice too.

@TNWZombie those are some rly cool remakes already, using L shaped min patches on the left bases is really nice to see as well

P.S: i tested the mining on Ice Crystal and it seems like the bottom left base has a bugged patch, the bottom right patch doesn't vertical mine properly, the mining is fine on the top left base tho

[image loading]

[image loading]
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
October 02 2022 05:30 GMT
#13
On October 02 2022 02:50 TT1 wrote:
I WANT RUSH HOUR PLS

But the only way to make it viable in todays meta is by making the main/exp highgrounds i think (while the rest of the map is low). Nat is way too wide open for todays meta, cant wall.

Other than that, 4p maps would be nice cus we could use them in both 1v1 and 2v2 (Luna/Hannibal/R-Point/Neo Requiem/LT/Gaema Gowon/Nostalgia <- i'd add a nat gas/Neo Jungle Story/Gaia/Arcadia/Dahlia of Jungle/Blade Storm/Blood Bath etc). All those maps have similar issues where you can't wall their nat at all, that's more of a 1v1 issue tho, doesn't impact 2v2 as much. Bifrost would be nice too.

@TNWZombie those are some rly cool remakes already, using L shaped min patches on the left bases is really nice to see as well

P.S: i tested the mining on Ice Crystal and it seems like the bottom left base has a bugged patch, the bottom right patch doesn't vertical mine properly, the mining is fine on the top left base tho

[image loading]

[image loading]


Let me check. I'll update you soon.
Open_Assumption_5997
Profile Joined June 2021
3 Posts
October 02 2022 07:58 GMT
#14
--- Nuked ---
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 10:47:55
October 02 2022 08:35 GMT
#15
(4)Ice Crystal 0.8
Your ID : TNWZombie
Location : Korea
Map Name : (4)Ice Crystal
Map Version : 0.8
Map Size : 128x128
Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally
Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 5x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.8 Update.
Fixed a bug that didn't build some of the main building at 1 o'clock.
7 o'clock Move 1 space above the main base. (Fixing the point where the Zerg player sells minerals strangely.)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5442

[image loading]
[image loading]
TT1
Profile Blog Joined December 2008
Canada9990 Posts
Last Edited: 2023-02-17 05:05:05
October 02 2022 17:41 GMT
#16
Also, i just wanted to talk about general map layout concepts for 2v2 in particular, just so people could have an idea on what makes a good/fun 2v2 map because it plays out differently compared to 1v1.

We go through A LOT of maps on SB and there's a big need for quality maps in this space because most of them are tailored towards 1v1 play. This is important for the game as a whole because imo, team games help grow the game a ton, it makes for more fun/less stressful gameplay experience. For a super competitive game like BW, that's desperately needed.

From my experience so far, corner base spawning locations synergize better for 1v1 gameplay rather than 2v2, 12/6/9/3 spawns with shorter rush distances make for a more dynamic/fun 2v2 experience. Imo the best 2v2 map we have right now is Python but it's far from being perfect, for example the location of the min only 3rd base isn't balanced that well (inbase tanks can deny it for example depending on spawns).

But where the map excels at is it's general layout, the rush distances are good for 2v2 play (ideally you want 27s-29s for close bases by land, ~35s-39s for cross) and so is the positioning of the neutral gas bases. Having 2 neutral land gas bases + 2 neutral island bases makes for fun/active gameplay. Teams battle over the neutral gas bases and the island bases act as good comeback bases, the islands also add more strategic diversity (it makes non Z teams more viable in 2v2 for example).

So i think taking maps like Fortress/Python/Horizon Lunar Colony are a good starting point for inspiration, from there play around with different layout concepts. But the foundation/building block of the maps are important; good rush distances, good mining/min patches (ideally L shaped on standard left bases, as seen on Zombie's remakes) + gas positioning, good neutral expo positioning. Imo play around with having an inbase min only expo (maybe with fewer patches, like 6-7) or a closer min only 3rd base to your nat (with more mins), 2 neutral islands/2 neutral land gasses, 4 neutral islands, 4 neutral land gasses etc etc. I hope this helps out a bit with concept ideas, and ty for your work . I'm super excited to see what we end up with!

I could go into more specific balance related talk for 2v2 maps if you msg me, it would take way too long to go over everything here. Basic concept tho is that you wanna avoid lowground mains/highground nats (think Gladiator/Reverse Temple etc.) and if you're doing a flat map w/ 2v2 in mind, it would be better to have an inbase expo or double gas main. Also, the main base choke needs to be narrow (for a flat 2v2 map Zombie's main base layout is very good for example).

Don't go overboard with gas bases (the more gas bases there are the more it favors P in 2v2). In PZ vs TZ/ZZ on a flat map (flat maps inherently favor TZ and ZZ teams because PZ loses defensive ramp advantage vs bio/lings, which are extremely strong in the early game) an inbase gas expo is good for P teams and a min only inbase expo is better for T (not as much as an inbase gas base for P tho). Play around/experiment with the balance of your first 3 bases. This is just for standard flat map layouts btw, they're harder to balance. You have way more layout freedom on ramp maps for 2v2, there's way less balance issues.

Another thing to keep in mind is the sever lack of 3v3 maps, we pretty much only have Hunters/Fastest/BGH. Down the line SB will be adding 3v3 ladder so having a few more options here would also be great.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
TeamThinkQuick
Profile Joined March 2021
200 Posts
October 02 2022 18:16 GMT
#17
Amazing poster and announcement yall!

Really cool contest concept. Should be lit!

Appreciate the credits to teamthinkquick. But this event is the 100% fruit of the map making community.

Great idea to play test finalist maps via showmatches instead of tournaments. I know there were a lot of delays and issues with completing the play test tournaments of NWMC2.

glhf all contestants!
https://trovo.live/TeamThinkQuickTTV *** https://www.twitch.tv/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Dada_
Profile Joined November 2009
Netherlands25 Posts
October 02 2022 18:26 GMT
#18
Really nice, hope to see some nice maps coming out of this! Who's gonna make the 2022 version of Crazy Critters?
Zeeeeeeeeeeeeeeeeeeeeerglings
HaN-
Profile Blog Joined June 2009
France1919 Posts
October 02 2022 21:27 GMT
#19
My christmas list:
(Wiki)Blade Storm
(Wiki)Destination
(Wiki)Forbidden Zone
(Wiki)Gorky Island
(Wiki)Lost Temple
(Wiki)Luna
(Wiki)Medusa
(Wiki)Rush Hour
(Wiki)Zodiac
Calendaraka Foxhan
ZZZero.O
Profile Joined July 2011
Poland1466 Posts
October 03 2022 01:28 GMT
#20
What an amazing idea, GJ guys!
https://www.patreon.com/Bombastic || https://liquipedia.net/starcraft/Bombastic_StarLeague || https://linktr.ee/bombastic
Moderatoboy
Profile Joined October 2021
9 Posts
Last Edited: 2023-01-01 07:29:31
October 03 2022 04:11 GMT
#21
[image loading]

(4) Vanguard

Your name: Moderatoboy
Location: South korea
Map name: Vanguard
Map version: 0.1
Map size: 128x128, 4players
Rush distance: Vertically: 24 seconds
horizontally: 30 seconds
diagonally: 32 seconds

Resource
Main base : 9M + 1G
2nd / 3rd Gas areas : 7m + 1g
only mineral : 6m
Islands : 6m + 1G (when you try this area, you have to gain minerals[0])

Map Description
- This map base is Avant-Garde. Vanguard is English name.

- Original maps gas area only front yard. But, this map created an extra gas area

- This map Battlefield is so huge and can build every buildings.

- If you play this map, I hope you should play resources play

[image loading]
(Based map AV2)




---------------------

[image loading]
0.13 Update
- Main bases and the front yards were pushed back.
- Sunken Colony was deleted, and the defense was easily changed only by the construction of the front yard.
- The entrance is one space out, and it's narrowed down to one mineral(32)
- The 4th Base area has become a hill. We've created an entrance that can be attacked from the other side.
- Reduced the size of the island area. One more mineral added.
- The center has changed. Added center extension 8M (1000)+1G (2000).
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:10:17
October 03 2022 16:55 GMT
#22
(4)Windshaper 0.6
Your ID : TNWZombie
Location : Korea
Map Name : (4)Windshaper 0.6
Map Version : 0.6
Map Size : 128x128
Rush distance : 36 seconds Horizontally, 28 seconds Vertically, 41 seconds diagonally
Map Description : (4)Ragnarok remake of a map. Remake of maps used in the 2001 Coca-Cola Starleague. 4P Standard Hybrid. Size changed from 128x96 to 128x128. I got closer to nature by adding a base in front of the main entrance. The existing nature changes to 3 gas and controls the amount of gas. Add outer root. There are two Stasis Cell/Prison overlapping at the entrance of the outer root of the center. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
2/4/8/10 o'clock : 7x1500 Mineral + 1x1504 Gas (Four)
3/9 o'clock : 7x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1200 Mineral + 1x4000 Gas (Two)
Center : 10x1000 Mineral + 2x2000 Gas (One)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5445
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bovienchien
Profile Joined March 2014
Vietnam1152 Posts
October 04 2022 11:18 GMT
#23
I hope that these maps will be used in this tournament

OSL
Jungle Story
Hall of Valhalla
Neo Vertigo
Bifrost
Paradoxxx
Namja Iyagi
Alchemist
Forte
815
Pioneer Period
Hitchhiker
Monty Hall
Fantasy
Troy
Andromeda
Plasma
Tears of the Moon
Outsider
Flight-Dreamliner
Pathfinder

MSL
Enter the Dragon
Detonation F
Raid Assault
Arcadia
Desert Fox
Blitz X
Desperado
Neo Harmony

Proleague
Geometry
Wuthering Heights
Fortress
Beltway
Electric Circuit
Outlier
https://www.facebook.com/StarcraftRemasteredVN/
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 10:50:15
October 04 2022 12:55 GMT
#24
(4)Ice Crystal 0.81
Your ID : TNWZombie
Location : Korea
Map Name : (4)Ice Crystal
Map Version : 0.81
Map Size : 128x128
Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally
Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 5x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.8 Update.
Fixed a bug that didn't build some of the main building at 1 o'clock.
7 o'clock Move 1 space above the main base. (Fixing the point where the Zerg player sells minerals strangely.)

0.8 → 0.81 Update.
Ice Vertical Large ramp Horizontal Large ramp and modified to be similar in size.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5442

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MaD[AoV]
Profile Joined August 2011
Norway170 Posts
October 05 2022 14:26 GMT
#25
Someone remaster Wind and Cloud please, or what it name was❤️

Faoi was also cool!
C'est la vie.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2022-10-05 15:01:09
October 05 2022 14:39 GMT
#26
On October 05 2022 23:26 MaD[AoV] wrote:
Someone remaster Wind and Cloud please, or what it name was❤️

Faoi was also cool!

Wind and Cloud is a post-Kespa-era map and thus too new to be covered by this contest. Faoi was only ever used on iCCup, as far as I know, so it's disputable whether it would be viable for a remake within the scope of this contest.

EDIT: Actually, Faoi should be fair game, as the rules only state "Kespa era"/"made before 2012", not "actually used by Kespa". Of course, WCG maps are fair game, too. Could just lead to weird situations when some one decides to remake some completely unknown map they found via the BWMN random map function or something...
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 10:51:48
October 05 2022 23:50 GMT
#27
(4)Ice Crystal 0.82
Your ID : TNWZombie
Location : Korea
Map Name : (4)Ice Crystal
Map Version : 0.82
Map Size : 128x128
Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally
Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 5x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.8 Update.
Fixed a bug that didn't build some of the main building at 1 o'clock.
7 o'clock Move 1 space above the main base. (Fixing the point where the Zerg player sells minerals strangely.)

0.8 → 0.81 Update.
Ice Vertical Large ramp Horizontal Large ramp and modified to be similar in size.

0.81 → 0.82 Update.
Ice All lamps topographic adjustment.

7 o'clock Move 2 spaces below the main base. (No problem collecting Zerg player minerals strangely.) 

- Download
http://www.panschk.de/mappage/comments.php?mapid=5442

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Moderatoboy
Profile Joined October 2021
9 Posts
Last Edited: 2022-10-12 00:26:10
October 06 2022 05:07 GMT
#28
(4)Vanguard 0.11 Update
- Add Natural Sunken Colony at near main enterance.
- Don't block to main enterance (If you block to main enterance, it might be difficult)

[image loading]


(4)Vanguard0.12 Update
- Can't still block base enterance, but you can narrow main enterance
- erase many snow tile.
- doodad delete and put

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:06:12
October 06 2022 12:32 GMT
#29
(4)Aiur City 0.8
Your ID : TNWZombie
Location : Korea
Map Name : (4)Aiur City
Map Version : 0.8
Map Size : 128x128
Rush distance : 25 seconds Horizontally, 31 seconds Vertically, 35 seconds diagonally 
Map Description : (4)Incubus remake of a map. Remake of maps used in the 2001 Sky Starleague, 2004 Sky Proleague 2Round and 3Round. 4P Standard Hybrid. Add a backyard inside the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Natural Gas volume is 2000. Natural orientation bridge topography. Add center-facing root to nature. 3/9 o'clock Change the terrain to a hill. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Natural : 6x1500 Mineral + 1x2000 Gas (Four)
High ground : 8x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1500 Mineral + 1x5000 Gas (Two)

0.7 → 0.8 Update.
Replace Stasis Cell/Prison on island with Pylon.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5443

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TeamThinkQuick
Profile Joined March 2021
200 Posts
October 06 2022 14:59 GMT
#30
FYI to those who are new to the NWMC series - a few maps submitted to previous contests were subsequently included in ASL and/or ladder map pools, including Largo, GOOD NIGHT and Butter. A few other maps submitted to NWMC contests were considered (but not approved) for ASL.

Be cool to see a remake of Hitchhiker But most likely too difficult to modernize and balance?
https://trovo.live/TeamThinkQuickTTV *** https://www.twitch.tv/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:11:24
October 06 2022 16:27 GMT
#31
(4)Windshaper 0.7
Your ID : TNWZombie
Location : Korea
Map Name : (4)Windshaper 0.7
Map Version : 0.7
Map Size : 128x128
Rush distance : 36 seconds Horizontally, 28 seconds Vertically, 41 seconds diagonally
Map Description : (4)Ragnarok remake of a map. Remake of maps used in the 2001 Coca-Cola Starleague. 4P Standard Hybrid. Size changed from 128x96 to 128x128. I got closer to nature by adding a base in front of the main entrance. The existing nature changes to 3 gas and controls the amount of gas. Add outer root. There are two Stasis Cell/Prison overlapping at the entrance of the outer root of the center. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
2/4/8/10 o'clock : 7x1500 Mineral + 1x1504 Gas (Four)
3/9 o'clock : 7x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1200 Mineral + 1x4000 Gas (Two)
Center : 10x1000 Mineral + 2x2000 Gas (One)

0.6 → 0.7 Update.
Added wall indicator to main base lamp. (Terran Easy to block entrance)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5445

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:14:30
October 08 2022 09:51 GMT
#32
(2)Cursed land 0.6
Your ID : TNWZombie
Location : Korea
Map Name : (2)Cursed land
Map Version : 0.6
Map Size : 128x128
Rush distance : 39 seconds
Map Description : (2)Gauntlet TG remake of a map. Remake of maps used in the 2003 TG Sambo MSL. 2P Standard Hybrid. I got closer to nature by adding a base in front of the main entrance. Backyard has increased its routes from one place to three. Significant adjustment of the center and outlying area bridges. 5/11 o'clock was changed to high ground. Eliminate islands, change to ground, significantly expand highlands, and add a number of routes. The road to backyard is overlapped with three Psi Disrupter and five Power Generator. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x4000 Gas (Two)
Center : 7x1500 Mineral + 1x2000 Gas (Two)
Minerals only : 6x1500 Mineral (Two)
5/11 o'clock High ground : 8x1500 Mineral + 1x5000 Gas (Two)
3/9 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5447

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M3t4PhYzX
Profile Joined March 2019
Poland4165 Posts
October 08 2022 11:21 GMT
#33
some great ones so far

good work, guys!
odi profanum vulgus et arceo
Optimate
Profile Joined August 2020
245 Posts
October 10 2022 02:17 GMT
#34
Blade Storm would be cool map to remake.
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:15:21
October 11 2022 00:03 GMT
#35
(4)Lassal
Your ID : TNWZombie
Location : Korea
Map Name : (4)Lassal
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 26 seconds Vertically, 37 seconds diagonally
Map Description : (4)Dark Sauron remake of a map. Remake of maps used in the 2003 Stout MSL, 2005 CYON MSL. Originally, it turns toward the highland lamp center in front of nature. Delete horizontal outer lowland route. The center-facing lamp was widened and the center-facing lamp was increased from one place to three places at the high altitude. Also, delete the original magma in the outer area and add the route. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
3rd : 7x1500 Mineral + 1x2000 Gas (Four)
High ground : 8x1200 Mineral + 1x4000 Gas (Two)
Low ground : 8x1200 Mineral + 1x4000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5448

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:07:22
October 14 2022 08:44 GMT
#36
(4)Bloody Paths
Your ID : TNWZombie
Location : Korea
Map Name : (4)Bloody Paths
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 40 seconds diagonally
Map Description : (4)Bone Canyon remake of a map. Map that remake an existing Blizzard oldladder map. Main position Pull in corner direction and move slightly toward natural relative base. Eliminating existing islands and transforming them into the ground. 3/6/9/12 o'clock Change from extended lowland terrain to elevation. Refreshing the center terrain. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5449

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NicknameLucifer
Profile Blog Joined May 2022
Korea (South)7 Posts
October 15 2022 06:51 GMT
#37
cannot join the discord server currently
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
Last Edited: 2022-10-15 15:19:13
October 15 2022 15:18 GMT
#38
This is cool!

Most of the maps I’d like to see have been named (Ragnarok, Hall of Valhalla, Forbidden Zone).

I will add Blaze, Binary Burghs, and Ride of the Valkyries!
May the BeSt man win.
MineraIs
Profile Joined September 2020
United States846 Posts
October 15 2022 15:28 GMT
#39
Join: https://discord.gg/vjMSpEY8
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:07:26
October 17 2022 06:24 GMT
#40
(4)Aiur City 0.81
Your ID : TNWZombie
Location : Korea
Map Name : (4)Aiur City
Map Version : 0.81
Map Size : 128x128
Rush distance : 25 seconds Horizontally, 31 seconds Vertically, 35 seconds diagonally 
Map Description : (4)Incubus remake of a map. Remake of maps used in the 2001 Sky Starleague, 2004 Sky Proleague 2Round and 3Round. 4P Standard Hybrid. Add a backyard inside the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Natural Gas volume is 2000. Natural orientation bridge topography. Add center-facing root to nature. 3/9 o'clock Change the terrain to a hill. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Natural : 6x1500 Mineral + 1x2000 Gas (Four)
High ground : 8x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1500 Mineral + 1x5000 Gas (Two)

0.7 → 0.8 Update.
Replace Stasis Cell/Prison on island with Pylon.

0.8 → 0.81 Update.
3/9 o'clock Correct the lamp.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5443

[image loading]
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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-19 06:42:54
October 17 2022 11:48 GMT
#41
(4)Arcane Entropy 0.6
Your ID : TNWZombie
Location : Korea
Map Name : (4)Arcane Entropy
Map Version : 0.6
Map Size : 128x128
Rush distance : 35 seconds Horizontally, 35 seconds Vertically, 40 seconds diagonally
Map Description : (4)Vertigo remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague, 2002 Sky Starleague, 2004 Sky Proleague 1Round Teamplay. Main lamp, nature, center direction lamp position is completely changed. Enlarged the center direction lamp. Expansion of lamps from 2 to 4 per base. (To induce people to use the parts that they don't use often.) Backyard addition.(Minerals only) 3/6/9/12 o'clock Change from extended lowland terrain to elevation. Add nature and center-facing walls. There are two Xel'Naga Temple on the back road of Backyard. Psi Disrupter does not overlap. The amount of minerals stuck next to the Xel'Naga Temple is 32. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four)
Minerals only : 5x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 8x1200 Mineral + 2x2000 Gas (One)
- Download
http://www.panschk.de/mappage/comments.php?mapid=5450

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Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2023-01-07 16:37:48
October 19 2022 00:07 GMT
#42
Your ID : JoJo
Location : Sweden
Map Name : Jungle Book
Map Version : Latest update is 1.7d
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 35 seconds Vertically, 40 seconds diagonally
Map Description : Remake of Neo Jungle Story. 4P standardish map. Original map made by Next_(R). Entrance is moved for better rush distance.
Back expo can be defended by ground but need dropship to secure the expansion on the high raised jungle ground. This choice is to remove the imbalance with the cliffs (needing dropships to defend) behind main minerals in the original. Other balance features is more mirrored areas around 3d.
With high ground natural the narrow winding path is now more balanced so that contains are not as deadly.

Resemblance of original map:
* It has as in the original an island expo behind the main on the high ground. Difference is the balance of defending that area and main minerals by the accessibility of a ramp. Otherwise as in the original this area highly promotes drop play.
* The SL is very similar to the original as well as the path out. That path has been shortened though to create lesser long winding paths that were easily contained. From the high ground it is now easier to break out a potential contain.
* The center is also similar to the original and it supports the gameplay of rotating field battles since the temple walls acts as... blockers.
* Overall the decoration and formations are made to remind you of the original as well.

- Resources
Mains : 9x1500 Mineral + 1x5000 Gas
Naturals : 7x1500 Mineral + 1x5000 Gas
3d's : 6x1500 + Half Mineral and Half Gas
Islands : 6x1500 + Half Mineral + Half Gas
Center : 6x1500 + Four Half Minerals + two 1500 Geysers
-----------------------------------------

Image of map
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Image of original
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Download
http://www.panschk.de/mappage/comments.php?mapid=5451


Suricatta
Profile Joined November 2021
26 Posts
October 19 2022 01:28 GMT
#43
Your ID: Suricatta
Location: US East
Map Name: (4)Paradiso
Map Version: 0.8
Map Size: 128x128
Rush Distance: Close = 29s, Cross = 39s
Map Description: Remake of Dante's Peak by CyGnus and i_terran. The purpose of this remake was to update the layout of the bases for modern playstyles, correct the rotational symmetry, and open up the center. Overlord spots were added to the center of the map.
Resource Distribution:
-Main = 9x1500 minerals + 5k gas
-Natural = 7x1500 minerals + 5k gas
-Other Expansions = 7x1500 minerals + 2.5k gas

Map Image:
[image loading]

Original Image:
[image loading]

Download Link:
http://www.panschk.de/mappage/comments.php?mapid=5452
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-10-23 11:17:20
October 20 2022 12:02 GMT
#44
(4)Tal'darim Ruins
Your ID : TNWZombie
Location : Korea
Map Name : (4)Tal'darim Ruins
Map Version : 0.6
Map Size : 128x128
Rush distance : 33 seconds Horizontally, 33 seconds Vertically, 44 seconds diagonally
Map Description : (4)Jim Raynor's Memory remake of a map. Remake of maps used in the 2003 KPGA Tour league, 2003 Stout MSL, 2003 TG Sambo MSL. A lamp is added to the drop elevation behind the nature to change to the back road and divided into two elevations.(Nature's back road, the highlands by the center) Delete center water. There are eight Protoss Temple stacked on the back roads of nature. There are 10 pieces of mineral zero next to the Protoss Temple. There is also an egg to turn over. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
Low ground : 7x1500 Mineral + 1x5000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5453

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:07:59
October 23 2022 04:31 GMT
#45
(4)Tomb of Fear
Your ID : TNWZombie
Location : Korea
Map Name : (4)Tomb of Fear
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 40 seconds diagonally
Map Description : (4)Eye of the Storm remake of a map. Map that remake an existing Blizzard BroodWar map. Change the entrance position by adding nature and Backyard by drastically modifying the main. a drastic change in the island area. Delete center minerals. Refreshing the center terrain. Only the Protoss player can collect the gas under the main. The Terran, Zerg player cannot build a gas building and cannot be collected. Gas in nature can only be collected by the Zerg player. Not all Psi Disrupter, Sunken Colony are overlapped. Island Command Center anti-flying mineral 0. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000+1x2000 Gas (Four)
Natural : 8x1500 Mineral + 1x2000 Gas (Four)
Backyard : 6x1500 Mineral + 1x5000 Gas (Four)
Island : 7x1200 Mineral + 1x4000 Gas (Eight)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5455

[image loading]
[image loading]

Only the Protoss player can collect the gas under the main. The Terran, Zerg player cannot build a gas building and cannot be collected.
[image loading]
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Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2022-12-29 23:36:08
October 24 2022 23:40 GMT
#46

TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:08:18
October 26 2022 10:53 GMT
#47
(4)Hellfire Stone
Your ID : TNWZombie
Location : Korea
Map Name : (4)Hellfire Stone
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 39 seconds diagonally
Map Description : (4)Dark Crystal remake of a map. Map that remake an existing Blizzard original map. Main, main lamp, center direction lamp, Backyard position, center position modification. Natural addition between main lamp-center direction lamps. Enlarged the center direction lamp. Added center direction lamps to the original Backyard. Mineral 32 next to the egg in the back of the main road. Three Xel'Naga Temple overlap. Mineral 48 next to Xel'Naga Temple. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 6x1500 Mineral + 1x2000 Gas (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5457

[image loading]
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outscar
Profile Joined September 2014
2832 Posts
October 27 2022 01:10 GMT
#48
Friggin dope idea! Already seeing nice maps incoming. Now someone make LT remake pretty please.
sunbeams are never made like me...
ox.tQ
Profile Joined November 2010
794 Posts
October 29 2022 03:07 GMT
#49
On October 27 2022 10:10 outscar wrote:
Friggin dope idea! Already seeing nice maps incoming. Now someone make LT remake pretty please.


I heard Freakling might be remaking Lost Temple on a different tile set.

It would be nice to see one or more remakes of LT, for sure.

I would be curious to see if the mapmaker maintains or modifies any of the following features of the original: close spawn positions, cliffs and islands.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
MineraIs
Profile Joined September 2020
United States846 Posts
October 29 2022 06:36 GMT
#50
On October 29 2022 12:07 ox.tQ wrote:
Show nested quote +
On October 27 2022 10:10 outscar wrote:
Friggin dope idea! Already seeing nice maps incoming. Now someone make LT remake pretty please.


I heard Freakling might be remaking Lost Temple on a different tile set.

It would be nice to see one or more remakes of LT, for sure.

I would be curious to see if the mapmaker maintains or modifies any of the following features of the original: close spawn positions, cliffs and islands.



Time for you to download SCMDraft!!
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
maybenexttime
Profile Blog Joined November 2006
Poland5496 Posts
October 29 2022 09:34 GMT
#51
The Jungle Story remake is looking very slick!
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:08:38
October 29 2022 11:20 GMT
#52
(4)Broken Ice
Your ID : TNWZombie
Location : Korea
Map Name : (4)Broken Ice
Map Version : 0.6
Map Size : 128x128
Rush distance : 31 seconds Horizontally, 24 seconds Vertically, 36 seconds diagonally
Map Description : (4)Spring Thaw remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 256x128 to 128x128. Main terrain modification. Sunken colonies spawn creep only for zerg players at the beginning of a match. Added center mineral extension. Increase and significantly adjust the center bridge. 3/9 o'clock Add an extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 8x1500 Mineral + 1x5000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5459

[image loading]
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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-07 14:02:12
October 31 2022 10:22 GMT
#53
(4)Rhombus
Your ID : TNWZombie
Location : Korea
Map Name : (4)Rhombus
Map Version : 0.6
Map Size : 128x128
Rush distance : 35 seconds Horizontally, 28 seconds Vertically, 41 seconds diagonally
Map Description : (4)Geometry remake of a map. Remake of maps used in the 2007 Shinhan First Proleague. Improve rush distance by reducing main size and changing entrance position. Natural position pulled in corner direction. Reduce the size of the longitudinal entrance to the front of the nature. Change the size of the front horizontal entrance of nature to be equal to the vertical entrance. 6/12 o'clock Add an extension. Change from center high platform tile to rusty pit tile and terrain modification. Change from high platform tile to low platform tile, delete both lamps and change to a single entrance. There are so many high platform tiles this time, so I wanted to change them to other tiles.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
3rd : 7x1500 Mineral + 1x2000 Gas (Four)
3/9 o'clock : 6x1500 Mineral + 1x5000 Gas (Two)
6/12 o'clock : 8x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5460

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 02 2022 12:31 GMT
#54
(4)Lightning Brunt
Your ID : TNWZombie
Location : Korea
Map Name : (4)Lightning Brunt
Map Version : 0.6
Map Size : 128x128
Rush distance : 31 seconds Horizontally, 27 seconds Vertically, 36 seconds diagonally
Map Description : (4)Nemesis(2007) remake of a map. Remake of maps used in the 2007 Shinhan First Proleague. Pulls toward the corner of the main entrance, main position, and Backyard entrance. Backyard repositioning. Natural extension. 3/9 o'clock Twist towards the center. 6/12 o'clock Drastic change.(Mineral expansion added, various routes, routes to the relative Backyard, turning the island into a reverse time island.) Mineral 32 in front of the door at the entrance to Backyard. two Xel'Naga Temple overlap. five Psi Disrupter overlap. Norad II are not overlapped. I wanted to fix the 6/12 o'clock terrain.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Backyard : 6x1200 Mineral + 1x2000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
3/9 o'clock : 7x1500 Mineral + 1x5000 Gas (Two)
6/12 o'clock : 6x1500+2x744 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5461

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MineraIs
Profile Joined September 2020
United States846 Posts
November 03 2022 13:41 GMT
#55
So many submissions and we still have two months until the deadline!
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Optimate
Profile Joined August 2020
245 Posts
November 03 2022 16:38 GMT
#56
This competition is cool as hell and I'm really enjoying looking at the maps. I would like to see Lost Temple remade.
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 04 2022 01:55 GMT
#57
Currently, I submitted 14 and I plan to submit 10 more in the future.
Optimate
Profile Joined August 2020
245 Posts
November 04 2022 02:34 GMT
#58
Damn, keep them coming champ. Remake the best oldies.
Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2022-12-29 23:36:46
November 04 2022 13:24 GMT
#59
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:09:01
November 05 2022 06:51 GMT
#60
(2)Raiden
Your ID : TNWZombie
Location : Korea
Map Name : (2)Raiden
Map Version : 0.8
Map Size : 128x112
Rush distance : 31 seconds In front of the egg, 25 seconds Bridge standards
Map Description : (2)Astral Balance remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 128x96 to 128x112. Sunken colonies spawn creep only for zerg players at the beginning of a match. Adding a center bridge. Modifying low platform terrain to add multiple routes. 6/12 o'clock Change to an extended terrain elevation. Modifying the center terrain to move to the bridge→low platform wide ramp→low platform narrow ramp→bridge→low platform narrow ramp→low platform wide ramp→bridge path during reconnaissance. 3/9 o'clock Replace the local wall with a ridge. 5/11 o'clock Change the island to a ground elevation. Scale to 2x any expansion.(Backyard,3/9 o'clock,4/10 o'clock) I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x5000 Gas (Two)
Minerals only : 6x1500 Mineral (Two)
6/12 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)
5/11 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)
3/9 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5462

0.6 → 0.7 Update.
Correction of some three-story judgment points near the horizontal bridge.

0.7 → 0.8 Update.
Center bridge front lamp slightly extended.

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Suricatta
Profile Joined November 2021
26 Posts
Last Edited: 2022-11-10 16:19:06
November 06 2022 03:23 GMT
#61
Your ID: Suricatta
Location: US East
Map Name: (3)Huntress
Map Version: 0.8
Map Size: 128x128
Rush Distance: 31s
Map Description: Remake of Moon Glaive by Str18-02. The purpose of this remake was to update the layout of the natural bases so that resources can't be sieged from the backdoor passage and the backdoor is just outside of the choke. The center was updated so that there is a low ground path between the natural and other bases. This is meant to reduce the strength of contains. A mineral only base was added in the triangle location. Changed the clockwise gas base to high ground to balance for ZvT.
Resource Distribution:
-Main = 9x1500 minerals + 5k gas
-Gas Expansion = 7x1500 minerals + 5k gas
-Mineral Expansion = 6x1500 minerals

Map Image:
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Original Image:
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Download Link:
http://www.panschk.de/mappage/comments.php?mapid=5466
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 07 2022 13:00 GMT
#62
(4)Rhombus
Your ID : TNWZombie
Location : Korea
Map Name : (4)Rhombus
Map Version : 0.7
Map Size : 128x128
Rush distance : 35 seconds Horizontally, 28 seconds Vertically, 41 seconds diagonally
Map Description : (4)Geometry remake of a map. Remake of maps used in the 2007 Shinhan First Proleague. Improve rush distance by reducing main size and changing entrance position. Natural position pulled in corner direction. Reduce the size of the longitudinal entrance to the front of the nature. Change the size of the front horizontal entrance of nature to be equal to the vertical entrance. 6/12 o'clock Add an extension. Change from center high platform tile to rusty pit tile and terrain modification. Change from high platform tile to low platform tile, delete both lamps and change to a single entrance. There are so many high platform tiles this time, so I wanted to change them to other tiles.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
3rd : 7x1500 Mineral + 1x2000 Gas (Four)
3/9 o'clock : 6x1500 Mineral + 1x5000 Gas (Two)
6/12 o'clock : 8x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.7 Update.
Turning Elavated Catwalk tiles into bridge tiles among non-construction tiles.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5460

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 07 2022 13:00 GMT
#63
(4)Lightning Brunt
Your ID : TNWZombie
Location : Korea
Map Name : (4)Lightning Brunt
Map Version : 0.7
Map Size : 128x128
Rush distance : 31 seconds Horizontally, 27 seconds Vertically, 36 seconds diagonally
Map Description : (4)Nemesis(2007) remake of a map. Remake of maps used in the 2007 Shinhan First Proleague. Pulls toward the corner of the main entrance, main position, and Backyard entrance. Backyard repositioning. Natural extension. 3/9 o'clock Twist towards the center. 6/12 o'clock Drastic change.(Mineral expansion added, various routes, routes to the relative Backyard, turning the island into a reverse time island.) Mineral 32 in front of the door at the entrance to Backyard. two Xel'Naga Temple overlap. five Psi Disrupter overlap. Norad II are not overlapped. I wanted to fix the 6/12 o'clock terrain.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
Backyard : 6x1200 Mineral + 1x2000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
3/9 o'clock : 7x1500 Mineral + 1x5000 Gas (Two)
6/12 o'clock : 6x1500+2x744 Mineral + 1x5000 Gas (Two)

0.6 → 0.7 Update.
Among the non-construction tiles, Elavated Catwalk tiles were changed to bridge tiles, and Doodads tiles were changed to Solar Array tiles.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5461

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:09:33
November 07 2022 13:01 GMT
#64
(2)Raiden
Your ID : TNWZombie
Location : Korea
Map Name : (2)Raiden
Map Version : 0.81
Map Size : 128x112
Rush distance : 31 seconds In front of the egg, 25 seconds Bridge standards
Map Description : (2)Astral Balance remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 128x96 to 128x112. Sunken colonies spawn creep only for zerg players at the beginning of a match. Adding a center bridge. Modifying low platform terrain to add multiple routes. 6/12 o'clock Change to an extended terrain elevation. Modifying the center terrain to move to the bridge→low platform wide ramp→low platform narrow ramp→bridge→low platform narrow ramp→low platform wide ramp→bridge path during reconnaissance. 3/9 o'clock Replace the local wall with a ridge. 5/11 o'clock Change the island to a ground elevation. Scale to 2x any expansion.(Backyard,3/9 o'clock,4/10 o'clock) I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x5000 Gas (Two)
Minerals only : 6x1500 Mineral (Two)
6/12 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)
5/11 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)
3/9 o'clock High ground : 7x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.7 Update.
Correction of some three-story judgment points near the horizontal bridge.

0.7 → 0.8 Update.
Center bridge front lamp slightly extended.

0.8 → 0.81 Update.
Change both Elavated Catwalk and Doodads tiles to bridge tiles among non-construction tiles.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5462

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-15 23:10:01
November 08 2022 10:17 GMT
#65
(4)Flashbang
Your ID : TNWZombie
Location : Korea
Map Name : (4)Flashbang
Map Version : 0.6
Map Size : 128x128
Rush distance : 24 seconds Horizontally, 24 seconds Vertically, 30 seconds diagonally
Map Description : (4)Nightmare Station remake of a map. Map that remake an existing Blizzard original map. Change the main starting point to the natural location and change the original main to the Backyard by modifying the original main and natural terrain. Sunken colonies spawn creep only for zerg players at the beginning of a match. Mineral expansion added. 6/12 o'clock Change the half extension to the temporal half extension. Only small and medium-sized units can pass with 28 pixels before breaking the Stasis Cell/Prison. Large units cannot pass. Three Stasis Cell/Prison overlap. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
Center : 6x1500 Mineral + 1x5000 Gas (Four)
Low ground : 7x1500 Mineral + 1x5000 Gas (Two)
High ground : 6x1500+2x744 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5467

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maybenexttime
Profile Blog Joined November 2006
Poland5496 Posts
November 08 2022 21:16 GMT
#66
I love Huntress! 3 player maps are always hard to pull off. This one looks really solid.
Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2022-12-29 23:36:59
November 08 2022 23:28 GMT
#67
zlald
Profile Joined October 2019
Korea (South)34 Posts
November 11 2022 10:25 GMT
#68
[image loading]


Map Name: Blue Lagoon
Map Version: 0.70
Map Size: 128x128
Rush Distance: 31sec
Resources:
-Main: 9M+1M(500) + 1G
-Back: 6M+1M(500)+1M(160) + 1G
-Mineral only: 8M (1000)
-Outside expo: 8M (748) + 1G(3000)

Map Description: Remake of (3)El Nino, and (3)Great Barrier reef (by EarthAttack) for 4 players map. Inspired by the chain structures of the outside expos.
*dark terrains at the center are high ground level.
2019.10.27.
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 11 2022 23:51 GMT
#69
(4)Suspicious Hill
Your ID : TNWZombie
Location : Korea
Map Name : (4)Suspicious Hill
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 40 seconds diagonally
Map Description : (4)Wuthering Heights remake of a map. Remake of maps used in the 2008 Shinhan Proleague. 3/6/9/12 o'clock change in the outer region.(Addition of two-stage ridges and some lowlanding.) Add a root directly from the center to the center extension. There are only highlands, so I wanted to add some lowlands this time.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four)
Low ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 6x1500 Mineral + 1x2000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5468

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Moderatoboy
Profile Joined October 2021
9 Posts
Last Edited: 2023-01-01 01:17:01
November 13 2022 04:57 GMT
#70
[image loading]
Your ID: ModeratoBoy
Location: South Korea
Map Name: Araneae
Map Version: 0.1
Map Size: 128x96
Map Description: The Original map name is Neo Arachne. This map was used by OGN Ladies Starleague when OGN was launched in 2000. I think that most people don't know this map.

This map was very unfair. Because of 12'o clock.
So I modified this map for 2 players to make it fair.

The lower road can only pass through small units.
you cant' build on centers.


Resource:
Main: 9M+1G
Back: 8M+1G
Other Gas : 7M+1G
Original Image
[image loading]

--------------------------------------------------------------------------------

I give up this map don't score this
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-16 11:54:56
November 16 2022 10:05 GMT
#71
(2)Surprise attack
Your ID : TNWZombie
Location : Korea
Map Name : (2)Surprise attack
Map Version : 0.7
Map Size : 128x112
Rush distance : 31 seconds Below, 34 seconds Above
Map Description : (2)Breaking point remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 128x96 to 128x112. Adding nature to the top and changing the original natural lamp position. Modify the original natural drop elevation to change to the front of nature, add two routes and extensions. Sunken colonies spawn creep only for zerg players at the beginning of a match. The main entrance is narrowed to two eggs, so it has 42 pixels, so in the beginning, an Protoss player can block an Zealot with one, a Zerg player can block a Zergling with one and two, and a Terran player can block a Marine one and two. All players can block the entrance with one worker. Mineral expansion added. Expanding the center. 5/7 o'clock When the zerg players builds a Hatchery, the creep is generated up to both lamps. Major changes in center terrain. Added mineral extension to central battlefield and significantly adjusted water tiles. the transformation of the wall into a highland battlefield. I wanted to renew the map that was too old.
- Resources
Main : 9x1500+1x744 Mineral + 1x5000 Gas (Two)
Natural : 7x1000 Mineral + 1x2504 Gas (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Two)
Low ground : 8x1500 Mineral + 1x5000 Gas (One)
Island : 8x1200 Mineral + 1x4000 Gas (One)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5472


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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 16 2022 22:57 GMT
#72
(4)Tal'darim Ruins
Your ID : TNWZombie
Location : Korea
Map Name : (4)Tal'darim Ruins
Map Version : 0.7
Map Size : 128x128
Rush distance : 33 seconds Horizontally, 33 seconds Vertically, 44 seconds diagonally
Map Description : (4)Jim Raynor's Memory remake of a map. Remake of maps used in the 2003 KPGA Tour league, 2003 Stout MSL, 2003 TG Sambo MSL. A lamp is added to the drop elevation behind the nature to change to the back road and divided into two elevations.(Nature's back road, the highlands by the center) Delete center water. There are eight Protoss Temple stacked on the back roads of nature. There are 10 pieces of mineral zero next to the Protoss Temple. There is also an egg to turn over. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
Low ground : 7x1500 Mineral + 1x5000 Gas (Four)

0.6 → 0.7 Update.
12 o'clock Change the worker to come up for 56 seconds at start.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5453

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Optimate
Profile Joined August 2020
245 Posts
November 17 2022 18:17 GMT
#73
Man these maps are incredible and the tournament idea is one of the best concept tournaments I ever heard of. All the old best maps are being remade left and right. We should all donate more money.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2022-11-21 04:38:32
November 20 2022 21:42 GMT
#74
Your ID: sTY_leZerG-eX
Location: Mexico
Map Name: (4) Orognu's Symbol
Map Version: 1.0
Map Size: 128 x 128
Rush Distance (main ramp to main ramp): 32 sec (close) 42 sec (cross)
Original author: [Ragnarok]Valkyrie
Map Description: This is my modern take on original (4)Un'Goro Crater. Map that I really enjoyed back in the day.
Map Image and original map image for side by side comparison and nostalgia:

(4) Orognu's Symbol

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(4)Un'Goro Crater

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Side by Side

+ Show Spoiler +
[image loading]



Recourses: All gases except for mains have been reduced to 4,000 (Original map had them all the way down to 2,000) Corner bases and middle bases have 1 mineral patch reduced to 748.
• Overlord spots added: at the nat, main and middle.
• High ground leading to corner expos is unbuildable.

Picture Height and Picture Buildable terrain:
+ Show Spoiler +
[image loading][image loading]



Download:
www.panschk.de



Known bugs:
• I have not unbuged all mining (mains, nats etc)


10%
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2022-11-24 10:33:47
November 21 2022 22:57 GMT
#75
(2)Valley of Ulaan
Your ID : TNWZombie
Location : Korea
Map Name : (2)Valley of Ulaan
Map Version : 0.8
Map Size : 128x112
Rush distance : 30 seconds
Map Description : (2)Fading Realm remake of a map. Map that remade an existing Blizzard BroodWar-Ladder map. Size changed from 128x96 to 128x112. The main Sunken Ground is judged on the first floor. 6:30/12:30 o'clock The Sunken Ground is still on the 2nd floor. Major changes in the topography from the main entrance to the highlands.(Add nature that didn't exist, add wallpapers in a row, add extensions, 1/7 o'clock change existing extensions, and add 2 routes.) 3/9 o'clock a change of elevation.(Add extension, add 2 routes, add lamp to drop zone.) 4/10 o'clock When the zerg players builds a Hatchery, the creep is generated up to both lamps. Delete center extension. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Natural : 7x1500 Mineral + 1x5000 Gas (Two)
High ground : 6x1500+1x744 Mineral + 1x4000 Gas (six)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)

0.7 → 0.8 Update.
Reduced and positioned from 2 main lamp eggs to 1 egg.
Map title changed to Ulaan of Valley → Valley of Ulaan.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5475

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The main Sunken Ground is judged on the first floor.
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6:30/12:30 o'clock The Sunken Ground is still on the 2nd floor.
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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 22 2022 10:46 GMT
#76
(2)River of City
Your ID : TNWZombie
Location : Korea
Map Name : (2)River of City
Map Version : 0.6
Map Size : 112x128
Rush distance : 33 seconds
Map Description : (2)River Styx remake of a map. Map that remade an existing Blizzard oldladder map. Size changed from 96x128 to 112x128. Sunken colonies spawn creep only for zerg players at the beginning of a match. Extend from 2 to 3 routes to the opposing player. Connect the center field to each other on both sides. Add it to the top of the center expansion to solve the glass disadvantage. 3/9 o'clock Change the extension to elevation. Change the outer island area and add island expansion. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x5000 Gas (Two)
High ground : 8x1500 Mineral + 1x5000 Gas (Two)
Center : 7x1500 Mineral + 1x5000 Gas (Four)
Island : 6x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5476

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 26 2022 11:04 GMT
#77
(2)Autumn to Winter
Your ID : TNWZombie
Location : Korea
Map Name : (2)Autumn to Winter
Map Version : 0.6
Map Size : 128x128
Rush distance : 31 seconds
Map Description : (2)BattleRoyal remake of a map. Remake of maps used in the 2008~2009 Shinhan Proleague 4Round. Change the natural to natural front topography to high ground. Center topography change.(Assimilator reduced from 2 entrances to 1 location, added 1 neutral building route each, and divided into 1 extension to 2 locations) 1/7 o'clock Change of topography.(Add walls to the extension to make it easier to block the entrance, and add a lamp to the drop elevation.) 3/9 o'clock Add an extension. One Xel'Naga Temple overlap. Two Psi Disrupter overlap. Five Protoss Temple overlap. Three Stasis Cell/Prison overlap. Mineral 24 next to all neutral buildings. There is also an egg to turn over. I wanted to fix the zerg player map.
- Resources
Main : 9x1500+1x496 Mineral + 1x5000 Gas (Two)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Two)
Center : 7x1000 Mineral + 1x1504 Gas (Two)
Minerals only : 6x1500 Mineral (Two)
High ground : 7x1500 Mineral + 1x5000 Gas (Two)
3/9 o'clock Low ground : 8x1500 Mineral + 1x5000 Gas (Two)
5/11 o'clock Low ground : 7x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5478

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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
November 30 2022 09:59 GMT
#78
(4)Melted Snow Mountain
Your ID : TNWZombie
Location : Korea
Map Name : (4)Melted Snow Mountain
Map Version : 0.6
Map Size : 128x128
Rush distance : 28 seconds Horizontally, 28 seconds Vertically, 38 seconds diagonally
Map Description : (3)Ice Mountain remake of a map. Map that remade an existing Blizzard BroodWar map. Change from 3 players to 4 players. Backyard addition. Sunken colonies spawn creep only for zerg players at the beginning of a match. Adding a route from the ice tile to the highlands. Delete Center Island Extension. Move to the original ground expansion corner. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Minerals only : 6x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5479
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TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
December 01 2022 15:52 GMT
#79
(2)Volcanic Canyon
Your ID : TNWZombie
Location : Korea
Map Name : (2)Volcanic Canyon
Map Version : 0.6
Map Size : 128x128
Rush distance : 31 seconds
Map Description : (2)Discovery remake of a map. Map that remake an existing Blizzard oldladder map. Changing all highland islands to the ground. Add entrance and add Backyard to the drop elevation behind the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Center elevation terrain change.(addition of multiple lamps, 3/9 o'clock addition of extension) Changes in the terrain of the outer highlands.(divided into two, 6/12 o'clock additional extensions) Divided into two central minerals. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x4000 Gas (Two)
High ground : 7x1500 Mineral + 1x4000 Gas (six)
Minerals only : 6x1500 Mineral (Two)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5480

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vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
December 01 2022 22:32 GMT
#80
Great idea! I'm expecting a fun time!
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
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
Sweden508 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
26 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
Canada9990 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
Norway130 Posts
December 11 2022 11:54 GMT
#87
Luna remake should be great for the 2v2 scene!
TT1
Profile Blog Joined December 2008
Canada9990 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
Canada9990 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
794 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
Poland5496 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
245 Posts
December 25 2022 03:53 GMT
#100
Very cool project and epic maps !!
ox.tQ
Profile Joined November 2010
794 Posts
Last Edited: 2022-12-28 16:59:29
December 28 2022 16:23 GMT
#101
So there's something that hasn't been discussed or pointed out in this thread regarding the qualification rules so i'd like to offer my own personal interpretation and paraphrasing of them.

it has to do with the question of whether the classic map chosen needed to be re-created and remastered in the first place. In other words, the contest sort of assumes and requires that each map selected to be re-created be problematic in terms of gameplay and require fixing.

For example, if we look at 'Hyojin's' various submissions in this thread, we can read his apt descriptions and rationales for why the original versions that he selected to remaster suffered from certain shortcomings and therefore implicitly made them good candidates for this contest. I am not saying his maps all objectively meet the qualification criteria. That is up to people to decide. But you can see he clearly thought about the contest rules to select and revise classic maps and provided explanations to follow his reasoning/choices/edits.

This assumption/goal of the contest regarding map selection and revision is emphasized in the rules. For example:

Scope of the Contest

The goal of this contest is to recreate “classic” maps and adapt them for the current meta game, while retaining significant features of the original.

“Significant and recognizable features” of the original should be preserved as much as possible while adding or removing, or otherwise changing, some features to improve balance, and gameplay in general, with a modern meta in mind.

Any added gameplay-relevant features should be in service of gameplay/balance improvements over the original, not as a new major characteristic by themselves.
- - -

So when mapmakers are screening maps after the submission deadline (and after that screening when TL members here will be asked to vote on their favorite maps to proceed to the next rounds), I think the question that should be asked is whether the map selected by the mapmaker was a good candidate for remastering. In other words, did it need to be remastered in your opinion? Did it suffer from shortcomings and possibly enough of them to make it a good fit for this contest?

One way to do that is by carefully examining the new version to see if there are clear gameplay improvements over the original. If the mapmaker provided a description of those improvements and how they relate to the current meta, then even better as that would help with one's assessment.

Just because the original map was popular back in the day or is interesting because it is rarely known does not make for a good rationale for selecting the map in my opinion. More importantly, it should be asked if the selected classic map is problematic in today's meta and secondly if that can be fixed?

If the answer to those questions is "yes" then the next step is to reflect on whether the new version is similar enough to the old one to be considered a "remastered classic". This is in the contest rules as well: “Significant and recognizable features” of the original should be preserved as much as possible". In other words, the remastered version has to resemble the original in significant and recognizable ways, especially in terms of gameplay features. So tileset, spawning positions, spawning locations, decorations, etc. by themselves are not enough in my opinion to meet this criteria. The new and old versions must be similar enough in terms of important gameplay characteristics. What does that mean? Well do they both give rise to the same kinds of gameplay opportunities/possibilities/dynamics/options? I am not able to elaborate on this further but I welcome examples or clarification from those more knowledgeable.

Only by fulfilling these two main requirements should a map be allowed to proceed to the next round in my personal opinion. I think mapmakers should keep these things in mind when they are screening maps and public voters should at least consider these things when selecting their favourite maps. Of course, these requirements mean extra effort on the part of judges (mapmakers and public) since you need to critically think about the maps instead of merely saying "oh this looks cool, I like it" or applying some other subjective, unsystematic and irrelevant criteria to dismiss or approve maps.

Now I will offer my opinion on something that may be considered debatable or problematic from a screener's or voter's perspective. It is also possible that a classic map chosen to be recreated was or is so experimental or so radically out of touch with today's meta (or even back then) that it is incapable of being updated/remastered in a way that makes it sufficiently playable now. What I mean is that there may be classic maps that cannot be changed enough to make them suitable for the current game meta because they were/are too "far out there" already. And even if those changes are made to make the map playable now, you run the risk of those revisions being so drastic that the new version no longer contains those "significant and recognizable features" of the old version anymore, making it less qualified for the contest.

Please note that these are my own thoughts and views regarding the contest rules and therefore they should not be interpreted as being part of the contest rules or an official interpretation/extension/paraphrasing of them!
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
TT1
Profile Blog Joined December 2008
Canada9990 Posts
Last Edited: 2022-12-28 23:38:29
December 28 2022 17:58 GMT
#102
I agree that some maps are way too out there to remaster, you'd lose the essence of the map, essentially you'd have to re-do the entire thing and it wouldn't look anything like the old version. That said, i think there's a lot of value in remastering stuff like Neo Jungle Story and Rush Hour for example because they're unique/solid maps. The nat areas on those maps are gonna have to be completely different (and maybe even the mains depending on your layout approach) just because they're not playable for modern day gameplay.

The end product might not look like the original versions but they still have unique elements to them that should be preserved (for example Jungle Story has the backdoor islands, Rush Hour has the double ramps outside your nat/the expo layouts).
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
ox.tQ
Profile Joined November 2010
794 Posts
Last Edited: 2022-12-29 02:41:59
December 29 2022 02:39 GMT
#103
Appreciate the feedback and examples.

I believe we do have a remastered version of Rush Hour 3 called Rush Hour 4 by Gosomi. It may have not been posted in this thread yet but it is submitted in the BWMN discord server.

I believe jOjO (aka aiur on TL) has submitted a remastered version of Jungle Story as well. So you could look forward to both of those when they are made available (provided they pass the screening round by mapmakers which more information will be shared about in the coming weeks).

The contest is pretty cool and unique when you think about its requirements more deeply. I have to say that I have only begun to wrap my own head around and appreciate its scope and vision.

Very excited to see so many submissions by Korean and foreign mapmakers and looking forward to the rest before the deadline.

ASL has been considering two maps (called 76 and Red Eagle) that were submitted to the NWMC series by the way Congrats to their creators (KD_MAN and mAziciAn) and the mapmaking community in general.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2022-12-29 15:49:01
December 29 2022 15:42 GMT
#104
Lots of maps don't need that much to be playable.

Luna: Balance the spawn locations with regard to harassability via air, and give all of them the same ability to forge expand. There's no need to make the ramp wallable for Terran, or to make the third base naturals have gas.

Lost Temple: Make the centre more open, make every spawn location's mineral only equal, and make it so that every location can forge expand equally (right now 12 can't do it, but other locations can). Also change the ramps to all face outward. Maybe put 8 value mineral patches on the island bases so that Terran can't float a CC... or don't, honestly.

Everything else, including the buildable cliffs, can be kept. Protoss goes shuttle most games anyway and Zerg always goes mutas. It's not a problem.

If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ox.tQ
Profile Joined November 2010
794 Posts
December 29 2022 16:38 GMT
#105
Voddy clearly wants to drop tanks and build turrets and bunks on your nat cliffs

In all seriousness, thanks for your suggestions regarding remastered versions of Luna and Lost Temple. I believe both have been remade by Suri and Minerals (if not others) and will be revealed soon.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
mAziciAn
Profile Joined October 2019
Korea (South)29 Posts
Last Edited: 2023-01-02 06:44:43
January 02 2023 06:27 GMT
#106
[image loading]
▶️ ID : mAziciAn
▶️ Location : South Korea
▶️ Map name : Champion
▶️ Map version : 0.4
▶️ Map size : 112 x 128
▶️ Rush distance : 33 seconds
▶️ Map description :
- This map based on Challenger, one of original map.
- The reason why I select this map is that when I met starcraft, I played melee with computer on this map. This map make nostalgic feeling to me.
- Main feature of this map is the battle in the fully flat ground and fierce battle in every place.
I remained it and focused on standard fight meta.
- At 4/10 expo, neutral creep colonies are hided by Khaydarin crystal, So It cannot be destroyed until using Nuke or splash units. This is some experimental feature for making improvement beyond original map.

Resources
▶️ Main : 9M + 1G
▶️ Frontyard : 7M + 1G
▶️ 1/7 : 7M + 1G
▶️ 3/9 : 8M + 1G
▶️ 4/10 : 7M + 1G
▶️ Mineral only : 6M

Download link
Broodwarmaps.net
Hello TeamLiquid! ლ(´ڡ`ლ)
mAziciAn
Profile Joined October 2019
Korea (South)29 Posts
Last Edited: 2023-01-02 06:44:33
January 02 2023 06:39 GMT
#107
[image loading]
▶️ ID : mAziciAn
▶️ Location : South Korea
▶️ Map name : Rudeltaktik
▶️ Map version : 0.2
▶️ Map size : 128 x 128
▶️ Rush distance :
- Horizontal and vertical 24 seconds.
- Diagonal 37 seconds.
(Door to door)
▶️ Map description :
- This map based on U-Boat.
- The reason why I select this map is inspired by a match between iloveoov with Yellow.
- Original map type is Island. I focused to remain it and made easier to get expos.
- All Start Location's entrances are blocked by Door Sprites. Only workers can pass through using minerals. There are 0 amount minerals so you can go up or down.
- For zerg players, There are Vespene geysers covered by two [b]Khaydarin Crystal[b]. Only zerg can build extractor. Distance between geyser with start location is 4 tiles(for equalify mining balance).
- 12 half, 4, 6 half, 10 o'clock expos are your frontyard. Their entrances's size is 8 tiles. Be aware, the other side expos are widely open.

Resources
Main : 9M + 1G + 1G(For zerg, 1500)
Frontyard : 6M + 1G
Backyard : 6M + 1G
3/6/9/12 : 7M + 1G

Download link
Broodwarmaps.net
Hello TeamLiquid! ლ(´ڡ`ლ)
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 02 2023 13:19 GMT
#108
- Last Submission
(2)Fireflurry
Your ID : TNWZombie
Location : Korea
Map Name : (2)Fireflurry
Map Version : 0.6
Map Size : 128x128
Rush distance : 30 seconds
Map Description : (2)Fire Walker remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 128x96 to 128x128. Change to the back road by adding the entrance to the drop elevation behind the main. There are ten Psi Disrupter stacked on the back roads of Main. There are 5 pieces of mineral zero next to the Psi Disrupter. A major change in the center.(Wide the road and add various routes.) Outer area changes.(3/12 o'clock adding narrow routes to extensions, widening the elevation and connecting the battlefield to each other on both sides) 7 o'clock Highland changes.(add both entrances and replace with Assimilator entrances) Scale to 3x any expansion.(Natural,Minerals only,Center,6/9 o'clock) I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Two)
Minerals only : 5x1500 Mineral (Two)
Center : 7x1500 Mineral + 1x2000 Gas (Two)
3/12 o'clock Low ground : 7x1500 Mineral + 1x5000 Gas (Two)
High ground : 7x1500 Mineral + 1x5000 Gas (Two)
1/7 o'clock Low ground : 8x1500 Mineral + 2x3000 Gas (Two)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5483

[image loading]
[image loading]
R4TCHET
Profile Joined January 2023
1 Post
January 02 2023 14:20 GMT
#109
[image loading]


Your ID: R4TCHET
Location: South Korea
Map Name: Abyss
Map Version: 0.1
Map Size: 112x128
Rush Distance: 44s (between base entrances)

Resource
- Base : 9M, 1G
- Front yard : 7M, 1G
- Third yard : 5M(1000)
- Other yard : 7M 1G

Map Description
- Remake of 'Into the darkness'
- You can widen the entrance by mining minerals(24) in the entrance
- Can not completely block the front yard entrance
- Zerg players can spread well creeps in 11, 5 Yard
(there is a neutral creep colony behind the crystal)

Download
TT1
Profile Blog Joined December 2008
Canada9990 Posts
Last Edited: 2023-01-02 22:18:16
January 02 2023 22:07 GMT
#110
Rudeltaktik would actually be sick for 2v2 without the gas Khaydarin Crystals and if the main ramps weren't blocked :3 (blocked backdoor ramp leading to your 3rd is fine tho).

That said, it's an interesting design the way it is. I'm not sure how balanced it is to give Z an extra gas given how easy it is to take your nat/3rd and other exps, it's not like it's a pure island map or anything (like Sparkle). I really like the feel of the map tho, something about the design/layout makes it really pleasing to look at :D.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 03 2023 10:54 GMT
#111
(4)Aiur City 0.85
Your ID : TNWZombie
Location : Korea
Map Name : (4)Aiur City
Map Version : 0.85
Map Size : 128x128
Rush distance : 24 seconds Horizontally, 28 seconds Vertically, 34 seconds diagonally 
Map Description : (4)Incubus remake of a map. Remake of maps used in the 2001 Sky Starleague, 2004 Sky Proleague 2Round and 3Round. 4P Standard Hybrid. Add a backyard inside the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Natural Gas volume is 2000. Natural orientation bridge topography. Add center-facing root to nature. 3/9 o'clock Change the terrain to a hill. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Backyard : 7x1500 Mineral + 1x5000 Gas (Four)
Natural : 6x1500 Mineral + 1x2000 Gas (Four)
High ground : 8x1500 Mineral + 1x5000 Gas (Two)
Island : 8x1500 Mineral + 1x5000 Gas (Two)

0.7 → 0.8 Update.
Replace Stasis Cell/Prison on island with Pylon.

0.8 → 0.81 Update.
3/9 o'clock Correct the lamp.

0.81 → 0.85 Update.
Changed to an entrance similar to the main entrance butter.
Change to go through the vertical center to the other party.
Adjusting the rush distance.
25→24 seconds Horizontally, 31→28 seconds Vertically, 35→34 seconds diagonally.

- Download
http://www.panschk.de/mappage/comments.php?mapid=5443

[image loading]
[image loading]
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 03 2023 15:30 GMT
#112
(4)Lassal
Your ID : TNWZombie
Location : Korea
Map Name : (4)Lassal
Map Version : 0.7
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 26 seconds Vertically, 37 seconds diagonally
Map Description : (4)Dark Sauron remake of a map. Remake of maps used in the 2003 Stout MSL, 2005 CYON MSL. Originally, it turns toward the highland lamp center in front of nature. Delete horizontal outer lowland route. The center-facing lamp was widened and the center-facing lamp was increased from one place to three places at the high altitude. Also, delete the original magma in the outer area and add the route. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500 Mineral + 1x5000 Gas (Four)
3rd : 7x1500 Mineral + 1x2000 Gas (Four)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.7 Update.
Expand Main Size.
Modified so that buildings cannot be built in front of nature.
Move slightly outside the 3rd extension position.
Move slightly in the corner of the outer lamp position.
6/12 o'clock Extend and delete high ground, change to low ground and connect to each other in the relative horizontal direction. (Roll back to original.)
6/12 o'clock Change center direction lamp to vertical.
3/9 o'clock Rollback of extended resource volumes. (Mineral : 1200→1500/Gas : 4000→5000)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5448

[image loading]
[image loading]
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 04 2023 14:25 GMT
#113
(4)Arcane Entropy
Your ID : TNWZombie
Location : Korea
Map Name : (4)Arcane Entropy
Map Version : 0.7
Map Size : 128x128
Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 35 seconds diagonally
Map Description : (4)Vertigo remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague, 2002 Sky Starleague, 2004 Sky Proleague 1Round Teamplay. Main lamp, nature, center direction lamp position is completely changed. Enlarged the center direction lamp. Expansion of lamps from 2 to 4 per base. (To induce people to use the parts that they don't use often.) Backyard addition.(Minerals only) 3/6/9/12 o'clock Change from extended lowland terrain to elevation. Add nature and center-facing walls. There are two Xel'Naga Temple on the back road of Backyard. Psi Disrupter does not overlap. The amount of minerals stuck next to the Xel'Naga Temple is 32. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Four)
Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four)
Minerals only : 5x1500 Mineral (Four)
High ground : 7x1500 Mineral + 1x5000 Gas (Four)
Center : 6x1500 Mineral + 2x2000 Gas (One)

0.6 → 0.7 Update.
Change the position of the main entrance to get closer nature.
Adjust the rush distance by changing the main entrance position.
35→30 seconds Horizontally, 35→30 seconds Vertically, 40→35 seconds diagonally.
Change the location of the outer root entrance from the center to the relative base.
elimination the Xel'Naga Temple on the back of the main road and the mineral next to Xel'Naga Temple.
Overlapped with 10 Psi Disrupter at the entrance of the center. Additionally, 5 Overlapped per mineral.
Delete 2 center extension minerals.
Center Extension Mineral Resources Rollback. (Mineral : 1200→1500)

- Download
http://www.panschk.de/mappage/comments.php?mapid=5450

[image loading]
[image loading]
Moderatoboy
Profile Joined October 2021
9 Posts
Last Edited: 2023-01-05 07:18:30
January 05 2023 04:56 GMT
#114
[image loading]

Your ID: Moderatoboy
Location: South Korea
Map Name: Blue Violet
Map Version:0.1
Map Size: 128x128
Map Description:

[image loading]
- Remake map of The Eye

- It was modified while saving the special entrance to the original center.

- In the original, it was difficult to obtain a front yard, but in the remake, the front yard was placed in the main camp to make it easier to obtain.

- However, there will be difficulties in acquiring other extensions, so you will have to take the risk.

Resources
Main : 8M+1G
inside from main base : 8M+1G
Front yard : 7M(1000)+1G(3000)
4th Gas Expo : 7M+1G
Center : 8M(1200)+1G(4000)

-----------------------------------------------------

[image loading]

0.15 Update
- Inner expo changed to front yard
- 3rd gas expo deleted
- 12,6 o'clock byway blocked
- 3,9 o'clock byway created
- Main base add a mineral

-----------------------------------------------------

[image loading]

0.151 Update
- Moved starting location
- Changed resource position
-visnu-
Profile Joined April 2009
Australia149 Posts
January 05 2023 07:57 GMT
#115
The best !
Good luck all.
Pretty much same list as TT1's +1

Lost Temple
Luna
Python
Rush Hour
R-Point
Neo Requiem
Gaema Gowon
Nostalgia
Neo Jungle Story
Gaia
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 05 2023 12:18 GMT
#116
(2)Volcanic Canyon
Your ID : TNWZombie
Location : Korea
Map Name : (2)Volcanic Canyon
Map Version : 0.7
Map Size : 128x128
Rush distance : 33 seconds
Map Description : (2)Discovery remake of a map. Map that remake an existing Blizzard oldladder map. Changing all highland islands to the ground. Add entrance and add Backyard to the drop elevation behind the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Center elevation terrain change.(addition of multiple lamps, 3/9 o'clock addition of extension) Changes in the terrain of the outer highlands.(divided into two, 6/12 o'clock additional extensions) Divided into two central minerals. I wanted to renew the map that was too old.
- Resources
Main : 9x1500 Mineral + 1x5000 Gas (Two)
Backyard : 7x1500 Mineral + 1x4000 Gas (Two)
High ground : 7x1500 Mineral + 1x4000 Gas (six)
Minerals only : 6x1500 Mineral (Two)
Low ground : 8x1500 Mineral + 1x5000 Gas (Two)

0.6 → 0.7 Update.
Slightly reduce the main entrance distance from the base starting point.
Changed to an entrance similar to the main entrance butter.
Adjusted the rush distance due to a slight reduction in the main entrance distance.
31→33 seconds

- Download
http://www.panschk.de/mappage/comments.php?mapid=5480

[image loading]
[image loading]
ox.tQ
Profile Joined November 2010
794 Posts
January 05 2023 18:07 GMT
#117
Many maps submitted to the contest have not appeared in this thread yet because the creators only posted them in the BWMN discord. In the next TL thread they should all appear, provided they pass the screening phase.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2023-01-05 19:24:52
January 05 2023 19:24 GMT
#118
On January 02 2023 15:27 mAziciAn wrote:
[image loading]


This map seems good, but I don't see why Zerg needs the ability to nydus expand to the fourth, but I'll take it. I'd play on it.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
CrystalDrag
Profile Joined July 2010
173 Posts
January 06 2023 20:07 GMT
#119
Your ID: Hyojin
Location: __

Map Name: (3)Winter Solstice
Map Version: 0.50
Map Size: 128x128
Rush Distance (main entrance to natural entrance): 32s
[image loading]

Original map is (3)Tau Cross, by Rose.of.Dream.
+ Show Spoiler +
[image loading]

*The most obvious issue of the original Tau Cross is the lack of symmetry used for the northeast. The natural is very exposed from air. Another issue is the lack of an expansion with a choke, besides the third player's natural.
*Rotational symmetry has been redone to be relatively more balanced for all positions. The airspace behind the natural mineral lines have been removed, due to the better effectiveness of mutalisks, shuttles, and arbiters. The droppable cliff by the geyser remains.
*The fourth expansion is now high ground with a two isometric wide ramp, and has a geyser. To reduce the amount of gas, the third and fourth geysers have been lowered to 3000. Thehse ramps are pylon-wallable with 4 pylons.
*A new set of mineral onlies have been added in the center, to help expanding counterclockwise.
*No unbuildable area has been added to the middle of the map.


Download @ bwmn.net
Aiur
Profile Joined November 2002
Sweden138 Posts
January 06 2023 20:09 GMT
#120
[image loading]


Update 1.2a
maybenexttime
Profile Blog Joined November 2006
Poland5496 Posts
January 06 2023 20:50 GMT
#121
Tau Cross after global warming. xD
DQ
Profile Joined October 2022
8 Posts
January 07 2023 12:42 GMT
#122
[image loading]
Your ID: DQ
Location: RoK
Map Name: Parasite
Map Version:0.81
Map Size:128x128
Rush Distance: x
Map Concept: Outer line circulation battlefield.
Map Description:

+ Show Spoiler +

[image loading]
-Remake of the Usan Nation.

-Title and concept of the map are taken from the movie "Parasite."

-Main base is double-structured, and there is no gas in the front yard.

-Amount of gas in the main base is 3500 each.

-All the gas expos are on the outer line, which planned a map in the direction of pioneering the outer line rather than battle to take control of the center.

[image loading]
-Workers can pass through the blocked entrances of the main base without any special help.

-All Xel'naga temple on the map are stacked 3 each.

-Amount of minerals at the entrance of the main base is 24.

-In the center is the neutral queen hero, Matriarch



Download: http://www.panschk.de/mappage/maps/(4) Parasite 0.81(n).scm

DQ
Profile Joined October 2022
8 Posts
January 07 2023 12:46 GMT
#123
[image loading]
Your ID: DQ
Location: RoK
Map Name: Third Impact
Map Version:0.85
Map Size:128x128
Rush Distance: x
Map Concept: 3P Standard
Map Description:
+ Show Spoiler +

[image loading]
-Remake map of Longinus.

-I intended an easy-to-play 3p standard map.
​
-Gas expo of the original map was separated into two expos and changed to make it easier to secure expos continuously.

-Added a rush route to the center.

-Main base entrance can be blocked by 1B2S, but it is not completely blocked, and it is narrowed down to 2 eggs.

-Front yard entrance is 8 grid.​

-2nd expo has 6M (1250) + 1G 1000).



Download: http://www.panschk.de/mappage/maps/(3) Third Impact 0.85(n).scx

DQ
Profile Joined October 2022
8 Posts
January 07 2023 12:49 GMT
#124
[image loading]
Your ID: DQ
Location: RoK
Map Name: Lost in Paradise
Map Version:0.82
Map Size:128x128
Rush Distance: x
Map Concept: Strategic battle map
Map Description:
+ Show Spoiler +

[image loading]

- Remake map of Lost Temple.

- This map is transplanted strategic elements of Earthatack's map "Nemesis" and "Fortress" into Lost Temple.

-1 o'clock and 7 o'clock expo can only be passed by workers clicking on minerals near the gate.

-5 o'clock and 11 o'clock expo has an Assimilator and egg, and if one Assimilator is destroyed, a large unit cannot pass, and if two Assimilators are destroyed, all units except Ghost cannot pass.

-All main bases are completely blocked with 1B2S and the front yard entrance is 8 grids.


Download: http://www.panschk.de/mappage/maps/(4) Lost in Paradise 0.82(n).scm
DQ
Profile Joined October 2022
8 Posts
January 07 2023 12:53 GMT
#125
[image loading]
Your ID: DQ
Location: RoK
Map Name: KF-21 Boramae
Map Version:0.89
Map Size:128x112
Rush Distance: x
Map Concept: 2P Standard
Map Description:
+ Show Spoiler +

[image loading]
-Remake map of Fly high - Dreamliner.
[image loading]
-Title and design of the map were taken from the next generation Korean fighter KF-21 (Boramae).

-In order to increase the air distance between the main bases, which was the biggest problem of the original map, the starting location was changed to the corner.

-Main base entrance can be blocked with 1B2S, but it is not completely blocked.

-Front yard entrance is 7 grid.(except for Egg)

-2nd expo has 7M(1250) + 1G (1500).

​-central expo has 7M + 2G (2500).


Download: http://www.panschk.de/mappage/maps/(2) KF-21 0.89(n).scm

DQ
Profile Joined October 2022
8 Posts
January 07 2023 12:57 GMT
#126
[image loading]
Map Name: The Downfall of Moon

Map Version: 0.92

Map Size: 128x128

Concept: 4P Standard

Map Description:
+ Show Spoiler +

[image loading]
- Remake map of Tears of the Moon.

-We designed a 4P standard map that eliminates elements that harm balance while maintaining the beautiful moon design of the original.

- Back door of the front yard, which was the biggest problem with Tears of the Moon, was deleted to take the front yard more stably.

-All main ramp and front yard entrance are completely blocked with 1B2S.

-Central expo is a mineral 1500 x 5, 749 x 5 gas 5000.


[image loading]
Created by mAziciAn & KD_MAN



Download: http://www.panschk.de/mappage/maps/(4) The Downfall of Moon 0.92(n).sc

DQ
Profile Joined October 2022
8 Posts
Last Edited: 2023-01-07 14:28:44
January 07 2023 13:53 GMT
#127
[image loading]
Your ID: DQ
Location: RoK
Map Name: Platoon
Map Version:0.81
Map Size:128x120
Rush Distance: x
Map Concept: Strategic battle map with dual entrance
Map Description:
+ Show Spoiler +

[image loading]
- Remake map of Alchemist.

- Dual entrance was implanted while maintaining the original map's donut-shaped concept.

- Since it is difficult to use the dual entrance of the original map in modern meta, the rush route is limited to one until the front yard is expanded.

- It was intended to use the dual entrance after the assimilator was destroyed and the shortest path was blocked.

- Each entrance is blocked in a different form, and the player has to think about which entrance to pioneer first. (Mineral 32 or Xel'naga Temple x 1)


Download: https://www.mediafire.com/file/l0be3orgs0pqpbl/%282%29_Platoon_0.81%28n%29.scm/file
MineraIs
Profile Joined September 2020
United States846 Posts
January 07 2023 19:21 GMT
#128
Submissions end
✯ [ 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
Last Edited: 2023-01-07 21:41:12
January 07 2023 21:39 GMT
#129
We got a teaser stream tomorrow on Sunday starting at 1:00 pm eastern time and 19:00 CET where we will showcase and discuss at least two map submissions from each contestant. We’ve never done something like this but thought it would be fun to celebrate and talk about new maps inspired by old ones. We’ll also ask some of the casters (who aren’t mappers) if they can guess which old maps the new submissions were inspired by. It’ll be a fun little trivia segment.

Open cast as always so feel free to join the conversation in the ttq discord “open cast” audio channel (our discord is linked in our twitch channel).

https://twitch.tv/teamthinkquickttv

Shout out to Freakling who is creating a slideshow presentation of all the maps and spider who has made a pretty unique promo video.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Xyz1109
Profile Joined April 2022
7 Posts
Last Edited: 2023-01-08 08:59:15
January 08 2023 08:24 GMT
#130
[image loading]


Your ID: swj119
Location: south korea
Map Title: Magma spirit
Map version: 0.1
Map size: 128x128, for 4 players

Rush distance(base entrance- base entrance, scv standard):
-Horizontally: 34 seconds
-Vertically: 27 seconds
-diagonally: 40seconds

Resource
-Base: 9M(1500), 1G(5000)
-Front yard: 7M(1500), 1G(5000)
-Third yard: 7M(1500)
-(12,6,3,9 yard): 6M(1500), 1G(5000)

Map description or concept: -As a completely symmetric map, the horizontal and vertical rush distances are different.

-Asirigo map has been remade.

http://www.panschk.de/mappage/comments.php?mapid=5503

+ Show Spoiler +
[image loading]


Xyz1109
Profile Joined April 2022
7 Posts
January 08 2023 08:28 GMT
#131
On January 08 2023 04:21 MineraIs wrote:
Submissions end


Please treat my work as a submission.
maybenexttime
Profile Blog Joined November 2006
Poland5496 Posts
Last Edited: 2023-01-08 21:01:41
January 08 2023 16:41 GMT
#132
Please, do. That map looks awesome!
ox.tQ
Profile Joined November 2010
794 Posts
Last Edited: 2023-01-09 04:27:17
January 09 2023 04:24 GMT
#133


Casters featured: voddy, razz, suri, freakling, jojo and minerals
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Aiur
Profile Joined November 2002
Sweden138 Posts
January 12 2023 23:13 GMT
#134
Latest update: 1.2c
[image loading]
[image loading]
Rus_Brain
Profile Blog Joined June 2006
Russian Federation1893 Posts
February 17 2023 02:31 GMT
#135
That was just insanely stupefying :D
patyrykin.net
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