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
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
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.
Prize PoolsTo 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.
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
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 (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.
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!
(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)
(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)
(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)
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
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
(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.)
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.
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.
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
(Based map AV2)
---------------------
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).
(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)
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
(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.
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...
(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.)
(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)
(4)Vanguard0.12 Update - Can't still block base enterance, but you can narrow main enterance - erase many snow tile. - doodad delete and put
(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.
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?
(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)
(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)
(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)
(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)
(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.
(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
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 -----------------------------------------
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
(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)
(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)
(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)
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.
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.
(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)
(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)
(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)
(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)
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
(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.
(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.
(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.
(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)
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.
(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)
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 --------------------------------------------------------------------------------
(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)
(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.
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.
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:
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.
(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.
(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)
(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)
(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)
(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)
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.
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.
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.
On December 03 2022 02:05 Moderatoboy wrote: 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.
------------------------------- 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.
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
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
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
edit2: bottom left #3 patch has a similar problem
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
i didnt test the mining on the nats/3rds/side expos but just from looking at them they should be fine
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
edit2: bottom left #3 patch has a similar problem
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
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
Speechless 0.60 Original map is [Gauntlet](1998~2003) tried to convert the map 2p → 3p map Rest Area 0.38 Original map is [The Highway](1998~1999) Halcyon 0.30 Original map is [Loki](2007) McDonald's 0.19 Original map is [Heartbreak Ridge](2009) Main base is on 2nd floor unlike original map CHEERUP 0.62 Original map is [Triathlon](2010) tried to convert the map 3p → 4p map
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
Original map is (4)Neo Requiem, by Rose.of.Dream. + Show Spoiler +
*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.
*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.
*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 +
*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.
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!
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).
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.
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.
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.
▶️ 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.
▶️ 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.
- 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)
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)
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.
(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.
(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)
(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)
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
(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
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.
Original map is (3)Tau Cross, by Rose.of.Dream. + Show Spoiler +
*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.
-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.
-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
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 +
-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.
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 +
- 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.
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 +
-Remake map of Fly high - Dreamliner. -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.
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 +
- 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)
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).