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Active: 12318 users

New Worlds Map Contest III: All Submissions (VOTE HERE)

Forum Index > Brood War Tournaments
121 CommentsPost a Reply
Normal
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-25 15:58:46
January 19 2023 22:11 GMT
#1
[image loading]


[image loading] Donations: [image loading]

Donate to the prize pool here.

To sponsor show matches, please contact oxtQ (“ox.tQ” on TL.net ; “oxtQ#7362” on Discord)

[image loading]
[image loading] 1st public voting round: Lasting till January 29th.[image loading]
Extended till February 5th!

remaining
  • Rank your favourite 6 or more maps.
  • Based on your ranking the maps will receive a score, according to the Dowdall-system (1/n point for n-th rank).
  • The maps with the highest scores will advance to the next round, with two exceptions:
    • At most 3 maps from the same author may be selected.
    • One additional map for the same author can be admitted if it was created in cooperation with another map maker.
    • Maps that do not fulfil the quality criteria for the next round will be disqualified:
      • The maps need to be in a functionally finished, play-ready state.
      • 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.

  • We are also going to start running show/test games on some of the maps.
[image loading]
[image loading]Map submissions: [image loading]

These have already been screened for compliance with the submission guidelines. A full overview of all submissions is available here.

Download the full map pack
(non-approved submission included as a bonus)

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KF-21 Boramae
by DQ_MAN
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Flight Dreamliner
by [Ragnarok]Valkyrie
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Map Size:128x112
Rush Distance: x
Map Concept: 2P Standard
Map Description:

-Remake map of Fly high - Dreamliner.

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

-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).
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Lost in Paradise
by DQ_MAN
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Lost Temple
by Blizzard
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Map Size:128x128
Rush Distance: x
Map Concept: Strategic battle map
Map Description:
- 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 multi 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.
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Third Impact
by DQ_MAN
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Longinus
by KuKulZa
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Map Size:128x128
Rush Distance: x
Map Concept: 3P Standard
Map Description:

-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).
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Platoon
by DQ_MAN
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Alchemist
by Rose.of.Dream
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Map Size:128x120
Rush Distance: x
Map Concept: Strategic battle map with dual entrance
Map Description:

- 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)

- 2nd expo has 6M + 1G (3500).
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Parasite
by DQ_MAN
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Usan Nation
by Ashelen
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Map Size:128x128
Rush Distance: x
Map Concept: Outer line circulation battlefield.
Map Description:
-Remake of the Usan Nation.
-Title and concept of the map are taken from the movie "Parasite."
[image loading]
-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.
[image loading]
-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.
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The Downfall of Moon
by DQ_MAN & mAziciAn
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Tears of the Moon
by Str18-02
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Map Size: 128x128

Concept: 4P Standard

Map Description:
- 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.
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Black Soulstones
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
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Dark Crystal
by Blizzard
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So remade a Blizzard map… Obviously "some" changes had to be made, first and foremost "regularizing" the symmetry (or lack thereof) of the layout…
Dark Crystal was, in some ways, bad, even for Blizzard map standards, not only because of random cliffs and drop zones all around the map and vastly varying expansion accessibility for each spawn, but also because of the various super tight and awkward, and often not even intended (one can, for example, sneak units all the way behind the high ground into red's main), pathways around the map.
On the other hand (and with a bit of luck in the spawn roulette), the map was actually quite easy to play on, compared to some other Blizzard maps, due to the very restricted entranceway into the main and the, more or less, free backdoor "natural" (let’s not talk about technicalities like Mineral layouts, though @_@).
The backdoor base, with a zig-zaggy high and low ground path leading to it, is obviously one of the most defining features of the map, so I kept it (improved space use and made it less awkward to move on though). Since it is taking so much room, and because "free" backdoor bases (though, in this case, hard to reinforce due to the long walking distance) are rather boring, I added a ramp (blocked initially by a 4× stack of Overmind Cocoons) to it, which is restricted to smaller units, because I didn't want to allow that backdoor path to become a gateway for Tanks in close position spawns.
I redesigned the high ground outside the mains with a proper natural and kept the middle gas bases (obviously in much improved form).
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Rita
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
[image loading]
— + Show Spoiler [show Original] +

Katrina
by Str18-02
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Most issues of the original boil down to mobility limitations – overly long cross map paths, unnecessary linearity induced by badly positioned ramps, and just generally overly long distances and hard to move stuff around… So I completely reworked the layout of the expansions and middle to make it more sane in that regard.
Choices for a 3rd on Katrina are kind of bad, particularly when compared to modern standards. The min-only is rather far away and very open – and still lacks gas – and the middle bases are even worse as far as openness and general vulnerability goes. I replaced the min-only with a safer gas base and rotated the centre bases around (which also helped with the pathfinding part) to make them safer.
Apart from those changes all the familiar elements from the original are still there. I used lots of doodads, just like the original. The decoration is designed to evoke the impression of swirling storm clouds, in line with the theme of the map.

And most importantly, I fixed the gravest error from the original: Mine does actually rotate counter-clockwise!

The mains (SLs) use off-grid Geyser placement, making sure that all the positions are equally inefficient for all races (about 85% mining rate on 3 workers).
Either third bases have half gasses.
Main minerals use off-grid placed Minerals, too, to some neat effect. Probably gonna extend this to all resources on the map.
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Cyber Temple
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
[image loading]
— + Show Spoiler [show Original] +

Lost Temple
by Blizzard
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Made this diagonal axial symmetry (Python type) to avoid positional imbalances of the original.
I kept the islands and drop cliffs, but added ramps to them and made them mostly unbuildable (except for enough space for exactly one Turret or spotter Pylon) so they are less abusable.
Of course there is a temple, of sorts, in the centre, but I reinterpreted the idea a bit, just for fun and to give players a bit of high ground terrain to play around with.
Instead of the mineral onlies I added 4 half-gas (3k) bases around the centre, so there are some close-by non-island 3rds for players to expand to (centre base Geysers are 2k each).
The middle, I tried to keep as comfy and wide as possible (original has lots of irregular awkward choky spots everywhere). The mains "pancaked" to the edges are simply a result of managing space around all these changes. The original had some strange, irregular and somewhat awkward main shapes as well, so this is still an improvement over that by any account, I guess…
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Starburst
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
[image loading]
— + Show Spoiler [show Original] +

Arkanoid
by Forgotten_
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You all knew this had to come, right?
So obviously the original Arkanoid has a ton of issues. So trying to solve them (details below), I decided to stick to the core idea of having a semi-island map devided up by neutral building walls, keeping the general supersymmetrical layout, but radically redesigned the layout and mechanics. I hope that this makes for a much better and more sophisticated map than the original, which always felt like a rather hastily knocked up job to me.

- Added Installation Door paths to access the middle along the diagonals, to allow worker scouting and not have non-Zerg players have to play blindly.
[image loading]
[image loading]
- No silly Chrysalides to block the bases and screw up Protoss even worse.
- Starting areas only contain 2 gas bases.
- Added additional neutral gas bases to compensate.
- Vision blockers below the low ground Power Generator walls, to spice things up.
- Decided to go with a more varied middle design, that is not all even ground, to give players something interesting to play with once the buildings are down.
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Rush Hour 4
by Gosomi
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Rush Hour
by skb9728_CyGnus
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Map Size: 128x128
Rush Distance: 33sec
Map Description: Remake of Rush Hour 3
Resource:
Main: 9M+1G
Front: 7M+1G
Mineral only(X2): 6M(1200)
Gas on high ground: 8M+1G
Center Mineral: 6M
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Woman Story
by Gosomi
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Namja Iyagi
by Rose.of.Dream
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Map Size: 128x128
Rush Distance: 25/30sec
Map Description: Remake of Man Story
Resource:
Main: 9M+1G
Back: 7M+1G
Mineral only: 7M
Gas on high ground: 8M+1G
Gas on land: 6M+1G
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— + Show Spoiler +

PasCal
by Gosomi
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Monty Hall
by Terrance
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Map Size: 128x128
Rush Distance: 30sec
Map Description: Remake of Monty Hall
Resource:
Main: 9M+1G
Front: 7M+1G
Mineral only: 7M
Gas on Side: 7M+1G(1200/3500)
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Magmabound
by BlackWyvern
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Snowbound
by Blizzard
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Map Size : 96x128
Rush distance : -
Map Description :
Remake of Snowbound - Classic BroodWar ladder map.
4p half-island map.
Tileset changed.
Maintain original map's main concept.
Modify unbalance.

Resources :
Main : 9x1500 Mineral + 1x5000 Gas
Additional : 3x1500 Mineral + 1x2000 Gas (Zerg only)
2nd : 7x1500 Mineral + 1x5000 Gas
Center : 11x1500 Mineral
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Mystic Isles
by BlackWyvern
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Crimson Isles
by [Ragnarok]Valkyrie
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Map Size : 128x128
Rush distance : -

Map Description :
Remake of Crimson Isles - 2001 OGN Starleague official map.
3p island map.
Changed tileset.
Maintain original map's main concept.
- Early style pure island map.
Modify unbalance.

Resources :
Main : 9x1500 Mineral + 1x5000 Gas
Additional : 3x1500 Mineral + 1x2000 Gas(Zerg only)
2nd : 7x1500 Mineral + 1x5000 Gas
3nd : 7x1500 Mineral + 1x5000 Gas
Center : 7x999 Mimeral
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Winterspell
by BlackWyvern
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Winter Conquest
by Blizzard
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⸺ + Show Spoiler [show Author’s Notes] +

Map Size : 128x128
Rush distance :
Vertical 25s Horizontal 43s Diagonal 53s

Map Description :
Remake of Winter Conquest - Classic BroodWar ladder map.
Players decreased 6 to 4.
Maintain original map's main concept.
- Strategic point of the central highlands.
- Long and narrow main base.
- 2nd base area is surrounded by main base area.
Modify unbalance.

Title is taken from the instrumental song 'Winterspell.'

Resources :
Main : 9x1500 Mineral + 1x5000 Gas
2nd : 7x1500 Mineral + 1x5000 Gas
3nd : 12x1500 Mineral
Center : 8x1500 Mimeral + 1x5000 Gas
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Neverland
by Hozzi
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Longinus
by KuKulZa
[image loading]
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Map Size: 128*128
Rush Distance: 33 Sec
Map Description:
▷Remade 'Longinus'
-Completed resource collection rate balance.
-Add 'Search high ground' to the main position.
-Make each way to other base and adapted original high dirt multi(High dirt → Dirt).
▷Set up impossible block completely at 1st entrance. There are 2 eggs for defense.
▷It can defense with 2sup and 1barrack at main entrance.
▷It can defense with 3pylon at 3,6,12's each entrance .

▶Resource
Main : 9M 1G
1st : 7M 1G
Center : 7M(1000) 1G(2000)
3,6,12 : 8M 1G

*A description of the remake criteria conformance.

▷Maintenance of the original
-Maintain large starting bases with Raise Jungle and a 3 way central hill.

▷Modern meta application
-Induce preventing balance collapse (Especially PvsZ) : High dirt multi → Dirt multi, Make each way to other base. Widen the ramps in central hii.
-Several decorations were placed to help with the open multi defense attached to the starting base.
-Adapt the location of starting base : The decrease in the resource collection rate of the existing 6 o'clock starting base was supplemented.
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Lamentation
by Hyojin
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Requiem
by DreamReaver, Rose.of.Dream
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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.

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.
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.
Also downloadable off panschk.de/mappage
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Quandary
by Hyojin
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Hitchhiker
by Forgotten_
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Map Size: 128x96
Rush Distance (top of main ramp to natural entrance): 28s

Original map is (2)Hitchhiker, by Forgotten.

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.
Also downloadable off panschk.de/mappage
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Nyxeos
by Hyojin
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Gaia
by Rose.of.Dream
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Map Size: 128x128
Rush Distance (top of main ramp to natural entrance): Vertical spawn 26s, cross spawn 35s, horizontal spawn 30s

Original map is (4)Gaia, by Rose.of.Dream.

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.
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.
Also downloadable off panschk.de/mappage
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Winter Solstice
by Hyojin
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Tau Cross
by Rose.of.Dream
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Map Size: 128x128
Rush Distance (main entrance to natural entrance): 32s
Original map is (3)Tau Cross, by Rose.of.Dream.

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.
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Blue Lagoon
by KM–
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Great Barrier Reef
by Earthattack
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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.
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Lights Out
by j0j0
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Circuit Breakers
by Earthattack
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Map Version : Latest update is Lights Out 1.2c (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)
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. 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 Mediumground.

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.
I changed the center layout to hopefully wake some 2on2 interest, i.e the centre 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.
- 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
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Jungle Book
by j0j0
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Jungle Story
by Next_(R)
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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
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Halcyon
by Lucifer_Kor
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Loki
by CarlSagan
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Map Size: 128 x 96
Rush Distance: 35sec

Map Description
Original map is [Loki 1&2]
tried to make chained base camp
most of bases are on 1st floor unlike original map
didn't make narrow path on the center(stupid dragoons)

each Island has one neutral civilian & 2x0 minerals
The reason I put a small amount of minerals in 5&11 o'clock is that I hate isles
Frontyard has an advantage for the defense(8 tiles) so I placed 6M

Resources
Main 9M + 1G
FrontYard 6M + 1G(4500)
BackYard 7M + 1G(1500)
3,6,9,12 o'clock 7M + 1G(4500)
4,10 only mineral 6M
Island 6M(1240) + 1G(1500)
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Speechless
by Lucifer_Kor
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Gauntlet
by Blizzard, Sir.Lupin, i_terran, Drunken Bird
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Map Size: 128 x 128
Rush Distance: 40sec

Inspiration
I watched Calm's game

and fell in love with the map [Gauntlet]

Map Description
Original map is [Gauntlet]
tried to convert the map 2→3 Players Map
tried to make Rush distance rational
Entrance of Front yard would be 8 or 8.5 tiles
There are lots of unbuildable tiles on the way to 2nd exp

Resources
Main 9M + 1G
FrontYard 7M + 1G
2nd expo 6M + 1G(2000)
3rd expo 7M + 1G
Center 9M + 1G
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CHEERUP
by Lucifer_Kor
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Triathlon
by skb9728_CyGnus, i_terran
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Map Size: 128 x 128
Rush Distance: Near 30sec Diagonal 41sec

Map Description
Original map is [Triathlon]
Tried to convert the map from 3 to 4 players map
You can find Neutral LurkerEgg + Arbiter
When you intend to build your 1st exp base, You can choose between FrontYard and BackYard

Others
Area of main base is not quite big (like Vermeer)
Entrance of Front Yard would be 8 tiles
FrontYard and BackYard have same resources unlike original map
In case of Terran, each Main base has different ways to wall

Resources
Main 9M + 1G
Others 7M + 1G(3500)
FrontYard BackYard NeutralBase
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McDonald’s
by Lucifer_Kor
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Heartbreak Ridge
by [Ragnarok]Valkyrie
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Map Size: 128 x 96
Rush Distance: 34sec

Inspiration
Threat from North Korea, Inclement weather, Soldiers are living with harshness
Because of steep slope, They call mountaintops McDonald's
I came up with the idea that I should remake the map [Heartbreak Ridge]

Map Description
Original map is [Heartbreak Ridge]
Main base is on High Dirt unlike original map
You can use byway behind the Natural Base and this byway leads to Main base!
Including 6 ridges, you can use various routes to start attacking
As It's difficult to occupy 2nd expo, I placed additional ramp
In case of center base, You can get 2 geysers with 1 building
On 1&7 o'clock, There are Protoss Temple(HP1500x6) & Minerals(0x18)
Original Map has [Protoss Temple(HP1500x7) & Minerals(0x20)]

Resources
Main 10M(1M=500) + 1G
Nat 7M + 1G
1,5,7,11 o'clock 7M + 1G
6,12,Center 6M + 1G(2000)
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Rudeltaktik
by mAziciAn
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U-Boat
by Drunken Bird
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▶️ 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 natural.
- 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 Khaydarin Crystal. Only zerg can build extractor. Distance between geyser with StartLocation is 4 tiles.
- 12 half, 4, 6 half, 10 o'clock natural is your frontyard. Their entrances's size is 8 tiles. Be aware, the other side natural is widely open.
Resources
Main : 9M + 1G + 1G(For zerg, 1500)
Frontyard : 6M + 1G
Backyard : 6M + 1G
3/6/9/12 : 7M + 1G
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Champion
by mAziciAn
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Challenger
by Blizzard
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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.
Remastered features
+ Add : Frontyard
+ Add : standard expansion structure(5 gas naturals + 1 mineral only natural).
+ Add : Some bridges for terrain variation.
+ Add : Two Eggs with Rocky ground in main entrance.
+ Add : High ground naturals(some kind for terrain variation).
- Removed : All island expansion.

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

- This map fully compatible in 1.16.1.
- Frontyard entrance length is 8 tiles and fully blockable.
- 3/9 o'clock natural can be blocked.
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The Lost Temples
by Minerals
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Lost Temple
by Blizzard
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Map Size:128x128
Rush Distance: x
Map Concept: Standard Map
Map Description: Modernized some awkward aspects of the original map by making overall map adjustments.

-The drop cliff above natural is kept but currently is completely unbuildable with a ramp leading up to it and is reduced in size.
-An additional small geyser base has been added outside of the front yard.
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Vanguard
by Moderatoboy
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Avant Garde
by Next_(R)
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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
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Poverty
by Moderatoboy
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Space Odyssey
by likewise_(R)
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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.
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Blue Violet
by Moderatoboy
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The Eye
by Berserk.E
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Map Size: 128x128
Map Description:

- 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)
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Abyss
by R4TCHET
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Into the Darkness
by skb9728_CyGnus
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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)
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Orognu’s Symbol
by sTY_leZerG-eX
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Un’Goro Crater
by [Ragnarok]Valkyrie
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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.

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.
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Paradiso
by Suricatta
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Dante’s Peak
by skb9728_CyGnus
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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

The main distinguishing features of the original map Dante's Peak are its relatively modern base layout, flat center, and ridges. The gameplay revolved around macro-style games focusing on securing bases with control of the ridges. The ridges gave players a key location to use as defense or to use to push the opponent's bases.

My remake keeps these features in order to preserve the strategies of the original. The remake fixes the rotational symmetry, makes the low ground base easier to defend, and includes a number of balance updates.
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Neo Luna
by Suricatta
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Luna
by Drunken Bird, i_terran
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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

The main distinguishing features of this map were the wide open center, base count, and few terrain changes. Gameplay was relatively standard.

My remake aims to preserve these features and gameplay while updating the layout to be more symmetric.
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Huntress
by Suricatta
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Moon Glaive
by Str18-02
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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.
Resource Distribution:
-Main = 9x1500 minerals + 5k gas
-Gas Expansion = 7x1500 minerals + 5k gas
-Mineral Expansion = 6x1500 minerals

The main distinguishing features for Moon Glaive are the center high ground and the backdoor path to the natural. Other than that, it is a fairly standard 3-player map in terms of layout. Gameplay revolved around large scale battles on the center high ground and backstabs through the backdoor.

My remake includes the center high ground and backdoor path, but it cuts back on both due to balance issues in the original. The high ground is moved back from the natural entrance to reduce the strength of contains. Its presence still facilitates offensive positions, but they will be further back from the natural entrance. My remake includes the backdoor path, but pushes its entrance just outside of the choke point instead of inside. This path is similar in the sense that the player can easily move units through it to the counterclockwise base, but it is not as strong for backstabs. The mineral base was added to increase the resources on the map to a more standard amount.
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Even Newer Peaks
by Testbug
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Peaks of Baekdu
by [Ragnarok]Valkyrie
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▶️ Map size : 112 x 128
▶️ Rush distance : idk whats this but workers can move from one start location toanother in 45 seconds
▶️ Map description : Baekdu was zerg favouring on ZvP so we tried to make a protoss friendly nat (now it can be walled with pylon forge gete). The map was also tight in general, so we tried to make all the routes wider. I watched many games on this maps, and it seems like the backdoors were never used. And the 12/9 areas were just unsuded space. So we tried to bring life to those zones. We also checked nat to 12/9 distance will be londer using the mineral blocked ramp, so units will always prefer to use the middle of the map as main route.
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Paranoid Android
by Testbug
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Paranoid Android
by Forgotten_
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▶️ Map size : 128 x 128
▶️ Rush distance : 24/27/34/35 (see below)
▶️ Map description : Remake of Paranoid Android for 2v2 games. The original map was too small for modern gameplay. All expo to expo distancees were too short. minoly was tankable from 3rd gas, and 3rd gas was tankable from minonly. The backdoor at nat was too terran favoring on TvZ.

I implemented this cornersexpos to create longer routes (to make the map feel larger). This corner expos were also present in the original map at the southwest corner.

The short air distance (also present on the original map) can make muta 2hatch builds too difficult to counter. But this map is meant to be played on 2v2 matches.

If played on 1v1, there's only a 1/3 chance terran will face a nearby position zerg, which may help balance the map a little bit.

The decoration is now complete, i blocked all possible tank holes. and made sure minonlies are not tankable from the high ground expos, and high ground expos are not tankable from minonlyes or for corner expos.

Rush distance :
24 seconds close positions (using the small bridges)
27 seconds opposite positions (this route doesnt use any bridge at all)
35 seconds crossed positions (1 to 7)
34 seconds crossed positions (8 to 2)
I also balanced the vulnerable geyser at 3 o'clock (in the original map, the top left nat had the geyser next to the main ramp, while the other nat had the geyser facing the backdoor, this caused path issues and also was an abusable issue, not only by siege tanks, also by dragoons or marines).

The name of the map comes from the song Paranoid Android (by Radiohead).
At the end of Paranoid Android, Thom Yorke sings "God loves his children.... God loves his children... yeahhh".
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Autumn to Winter
by TNWZombie
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Battle Royal
by Earthattack
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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)

The main feature of BattleRoyal is that the main is close to the air distance and the rush distance is too short. There is a Assimilator entrance in front of nature, and there are two gases at the center base. It's a map with separate battlefields on the outside. I remember this map as a nightmare map for the zerg player advantage.

The remake map increased the number of minerals in the main by two and instead controlled the amount of mineral resources in the main and nature by one. Nature has changed from low to high. The center reduced the Assimilator entrance from two to one and divided the gas base into two. Because the original was very advantageous to the zerg player. I put eggs in front of minerals next to the neutral building on the way to the outside. This is because the worker takes the mineral and passes through it easily. One more gas base was added to the outer periphery each.
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Cursed Land
by TNWZombie
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Gauntlet
by Blizzard, Sir.Lupin, i_terran, Drunken Bird
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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)

The main characteristic of Gauntlet TG is that nature is far from the main entrance and has a drop wall. Backyard is far away. The center is a map characterized by a large number of bridges.

The remake map was originally far away from nature, so it became too close to nature by adding a gas base in front of the main entrance. Originally, nature was changed to a third gas station. After the remake, I put in the back road of nature because the opposing player wanted to break the neutral building and make it strategically fun. And the player can choose whether to break the neutral building and get the Backyard quickly or turn around. Even for Backyard, I thought it would be safe to build walls, so I put in a back road. The center had a drop wall, but it was deleted. Because there is no space to put it in after the remake. All bridges have been drastically adjusted. This is because there is no wide bridge in the original. I deleted the island, changed it to the ground, expanded the highlands, and added various routes. Because you don't need an island mineral base, it was narrow in the lowlands. 5/11 o'clock The base was changed from low to high ground for easy defense, and mineral bases were added to standardize the resources of the map.
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Tal’Darim Ruins
by TNWZombie
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Jim Raynor’s Memory
by Sir.Lupin
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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)

The main characteristic of Jim Raynor's Memory is that there is a drop highland between the mineral base and the gas base, and the map of this lowland is on the battlefield of the center.

The remake map was changed to a back street by adding two entrances to the drop altitude, breaking the neutral building and dropping the opponent's nature. Originally, there was a drop elevation to the center, but it was long, so it was divided into two. One was changed to a road that used the back road to surprise the other's nature, and the other was changed to the highlands of the center. Mineral bases have been added to the highlands behind nature to standardize map resources.
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Suspicious Hill
by TNWZombie
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Wuthering Heights
by Earthattack
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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)

The main feature of Wuthering Heights is a map with no lowlands, two-story highlands and three-story highlands. It is an open feature between the mineral base and the center gas base. In the league, it's a map of a large-scale battle on the battlefield of the center.

The remake map was originally changed near the mineral base. The mineral base has been converted into a gas base, from a two-story highland to a lowland, and the center gas base has been cut in half. Minerals were 500, but the amount of resources was restored. The gas was 1500, but I increased the amount of gas a little bit. Added route from center gas base to center battlefield. The outer part has been changed to a two-stage ridge. The reason is that being too open is not right, and I changed it to make it more fun.
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Windshaper
by TNWZombie
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Ragnarok
by [Ragnarok]Valkyrie
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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)
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Rhombus
by TNWZombie
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Geometry
by [Ragnarok]Valkyrie
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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)

Geometry main features are many highland features, and more than half of the league's maps are heavily battled in highland areas.

The remake map moved the location of the main starting point to the corner and reduced the main size. Nature, too, moved into corners, widened the horizontal ramp. This is because the size of the lamp that goes vertically should be the same size. 3/9 o'clock and at the center, tiles were changed from high platform to low platform and rusty pit, respectively. Because in the league, there was only a high platform in the center, so it was not fun, so I changed the tiles. 3/9 o'clock The gas base originally had two entrances in the vertical direction, but it was changed to one in the horizontal direction. Because the size was too small and there was no Space to build a defense tower. A horizontal gas base has been added to standardize the resources of the map.
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Arcane Entropy
by TNWZombie
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Vertigo
by Next_(R)
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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)
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Ice Crystal
by TNWZombie
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Silent Vortex
by [Ragnarok]Valkyrie
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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)

The main features of the Silent Vortex are ice tiles in the center, two gas bases in the middle, nature inside, and a mineral base in front of the main entrance. In the league it's a map where there are many battles in ice tiles.

The remake map moved the main entrance in a corner direction. It's to match the standard map of 4 people. The center direction ice lamp has been increased from one place to two and the lamp has been expanded. water tiles were put in front of the ice lamp with high water tiles. The reason is to search for Overlord. In the original, there were two gas bases in the center, and it was completely unified to one. Because it seems that there will be rotational symmetry glass and disadvantage, so we unified it. 3/6/9/12 o'clock Drophole deleted successfully. 3/6/9/12 o'clock A gas base has been added to standardize the resources of the map.
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Flashbang
by TNWZombie
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Map name
by Author
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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)

The main characteristic of Nightmare Station is that nature is far from the main entrance, and the size of nature is large. The center's battlefield is narrow, and all terrain is low-lying except for the 6/12 o'clock gas base.

The remake map changed the main and nature to each other, and the original main was turned into a backyard. This is because the main size is less than the natural size. The center field deleted the Doodad that was not used. Because the center field is narrow. 6/12 o'clock gas base was originally a semi-ground entrance, but it was changed to a time-based semi-ground entrance. When you destroy a neutral building, it turns into a ground entrance. Mineral bases have been added to standardize map resources.
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Valley of Ulaan
by TNWZombie
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Fading Realm
by Blizzard
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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)

The main features of the Fading Realm are connected to the highlands from the main entrance to the outskirts. The center has a valley topography, and the main side is an island highland map.

The remake map allowed the main terrain to look like a semi-highland, but actually be judged as a lowland. We've changed the highlands to the outskirts. I added nature, added wallpaper to nature, and added a gas base next to it. Two routes to the center have been added each. Because the rush distance was far from the original. The center gas station has been deleted. This is because unit movement is interrupted and the battlefield is narrow. There was a drop elevation at the original gas station outside, but we added an entrance. Changed the island highlands next to the main. I added 2 more routes and added a gas base. Because the resources of the map should be standard.
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Hellfire Stone
by TNWZombie
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Dark Crystal
by Blizzard
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Aiur City
by TNWZombie
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Incubus
by MoongooN
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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)

The main features of Incubus are lowland in the main, natural, and mineral bases, and the island is highland. It is a map characterized by a drop highland in the mineral base and a lot of bridges in nature and center.

The remake map has added Backyard to keep the original as much as possible because it is difficult for players to build building walls in nature. A narrow bridge directly to the center has been added to nature. Overlord search walls have been added in front of bridges on both sides of nature. There were many bridges in the center, but the bridge was completely expanded after the unification of two to one for each place according to modernity. 3/9 o'clock The original mineral base was deleted and a gas base was added to the drop highlands instead.
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Volcanic Canyon
by TNWZombie
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Discovery
by Blizzard
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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)

The main feature of Discovery is that all the highlands are made up of islands. It is a map with a valley topography like a Blaze map from the main to the center.

The remake map turned all the island highlands to the ground. Because if you write the original now, it's a Terran player map. The back yard has been added by changing the highlands behind the main. Because there is no space for nature. Two gas stations were added to the upper elevations, one gas base added to each. There have been significant changes in the highlands of the center. Unlike the original, it was reduced in size, various routes were added, and a gas base was added in the corner. This is because the resources of the map should be standard. The center mineral base was divided into two.
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Raiden
by TNWZombie
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Astral Balance
by Blizzard
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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)

The main features of Astral Balance are the drop highlands next to the main, nature far from the main entrance, and gas-free nature. It is characterized by an island, a narrow center field, and a map with few routes.

The remake map has nature scattered around the center, and since it is a gas-free nature, a backyard has been added to the drop highlands to maintain the original as much as possible. The center low platform tile was improved by adding many lamps, and the bridge was added because there was no direct route to the center. The outer wall was converted to a ridge, and there was an island base, but the lowlands in front of the island were converted to ground bases due to the fact that they were just around the corner. 6/12 o'clock gas base was originally a walled lowland, but it was changed to a highland, and a direct route from the main entrance was added. Two gas stations were added to each outside to standardize the map's resources.
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Surprise Attack
by TNWZombie
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Breaking Point
by Blizzard
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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)

The main features of Breaking point are the main entrance on either side, nature is far from the main entrance, and the main size is large. There is an island at the bottom, and the center battlefields are narrow, and it is a horizontal map of two players.

The remake map reduced the main size and pulled the lower main entrance toward nature. There was a drop elevation at the bottom, but it changed and a gas base was added. Narrow bridge added. Nature has also been added to the top. The center has expanded the battlefield by deleting the main front water tile. Because the battlefield was narrow in the original. Mineral bases have been added to it. There was a drop elevation at the top, but it changed and turned into a highland battlefield. And the original mineral base was turned into a gas base.
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River of City
by TNWZombie
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River Styx
by Blizzard
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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)

The main characteristic of River Styx is that both nature and backyard are far from the main entrance, and the center field is narrow. It's a map where all the terrain is lowland.

The remake map brought the backyard closer and nature was originally turned into highlands. There has been a major change in the center. The routes were extended from two to three, and the battlefields were connected to each other on both sides. Because the battlefield was narrow and there was one route in the original. The gas base has also been added to the top. This is because there were glass and bullies that were only at the bottom. An island base has been added to standardize map resources.
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Fireflurry
by TNWZombie
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Fire Walker
by Blizzard
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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)

The main characteristic of Fire Walker is that the main is large, and there is a drop elevation at the back of the main. There is no nature, there is a mineral base, but the distance is too far. The map features a drop elevation at the lower left gas base, many narrow streets, few routes, and diagonal symmetry.

The remake map reduced the main size, changed the original main back drop elevation to two additional entrances and back roads, and added a mineral base. We broke the neutral building and allowed you to drop the opponent's main. Adding nature that wasn't in the original, the original mineral base was turned into a gas base. One gas base was added in the middle, and several bridges were added to the center. Because there were few routes in the original. The narrow street in the center has been widened, and a gas base has been added one by one by adding a highland in the middle. This is because the resources of the map should be standard. Two entrances were added to the original drop elevation behind the lower left gas station, and a Assimilator inlet was added instead. There was also a change in the upper right. The highlands that were scattered connected to each other, increased in size, and turned into a battlefield.
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Lassal
by TNWZombie
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Dark Sauron
by Selecterran
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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)

The main feature of Ragnarok is that nature is far from the main entrance. The gas base is turned towards the center, the island is close to the main entrance, and there is a drop elevation. I remember this map as a nightmare map for the Terran player advantage.

The remake map was originally far away from nature, so it became too close to nature by adding a gas base in front of the main entrance. It's divided into two highlands in nature It was added to the entrance, and the original nature was turned into a third gas station. The road to the center battlefield was turned to the outskirts, 3/9 o'clock the water tiles were completely deleted and a vertical route was added. And we expanded the center field. Because the original was very advantageous to the Terran player and to improve the map that was advantageous to the Terran.
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Paranoiid Androiid
by Minerals
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Paranoid Android
by Forgotten_
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Resized, added some bases.
Naturals easy to wall off, 1pylon 1forge 1gate 1zealot so it is easy to tech to anti air quicker.

Original map is really chokey and hard for 200/200 fights. Adding more area should allow for some proper fighting.
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Sand Storm
by Minerals
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Blue Storm
by Earthattack
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Map Size:112x128
Rush Distance: x
Map Concept: Standard Map
Map Description: Inspired from Blue Storm.

Mineral patches (2x400) on each bridge create a small unit only choke. I added this feature so later in the game we can open the door and allow more mobility.

Experimenting with a lot of sprites, most may be removed.
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Ride of Valkyries II
by Minerals
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Ride of Valkyries
by [Ragnarok]Valkyrie
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-Resized to 128x112
-Frontyard backdoor mineral block is 1x32 value
-Eliminate quite a bit of dead space.
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If you have any questions, please comment below.
Cheers and have fun mapping!

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ZZZero.O
Profile Joined July 2011
Poland1475 Posts
January 19 2023 22:23 GMT
#2
What a post !

I love these maps, I hope I will have option to make some additional event on them
https://www.patreon.com/Bombastic || https://liquipedia.net/starcraft/Bombastic_StarLeague || https://linktr.ee/bombastic
TT1
Profile Blog Joined December 2008
Canada9991 Posts
Last Edited: 2023-02-05 00:12:43
January 19 2023 23:15 GMT
#3
1. Paranoid Android
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Taking Paranoid and mirroring the bases to create a unique 2v2 map is beyond amazing. I've never seen this type of layout for a 2v2 map, you could have 3 completely different 2v2 games based on spawn locations (based on allies spawning close by ground, close by air or cross spawn). Imo maps like this are what push the game forward (both in 1v1 and 2v2). The beauty of the map is that it's super innovative while also being very simple/basic.

2. Champion
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3. Rita
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4. Rudeltaktik
+ Show Spoiler +
[image loading]

I'm pretty sure that this map is extremely Z favored tho. Z doesn't need the extra main base gas (because you're not restricting players from exping) and because Z has space efficient macro/production they'll have a big advantage by having easy map control (all the expos are lowground as well). Beautiful map/design but i think you need to extend the mains/remove the backdoor ramp and make the 3rd base an inbase expo (or maybe even the nat as the inbase instead of 3rd), that way you lessen the impact of having ground map control, games won't snowball as hard.

5. Winter Solstice
+ Show Spoiler +
[image loading]


6. Blue Violet
+ Show Spoiler +
[image loading]


7. Lost in Paradise
+ Show Spoiler +
[image loading]


8. Cursed Land (although this needs some more work, the layout/concept is interesting tho)
+ Show Spoiler +
[image loading]

_________________

Bonus: Rush Hour 4
I think this map has potential with a few changes. Some suggestions:
+ Show Spoiler +
[image loading]

(left side main base min patches need work and all the bridges/ramps should be the same)

1. Open the nat area (by adding a circular/open ramp instead of having a closed area with double ramps) in order to maintain the original feel of the map (nat being wide/open), the way it is right now the map promotes sitting/turtling too much.

2. Cut 1 min only base, there's too many min onlys around the map and they don't add much. Add a 2nd gas to the neutral gas expos. There's not enough gas bases on the map and adding a 2nd gas to the neutral expos makes having center map control more important (which is a key gameplay concept of the original map).

3. Rework main base > to nat area (remove some of those structures behind the nats to open the area up for circulation and add eggs for 2 zeal block/a bit more defenders advantage).

My main criteria was the difficulty of the remake based on the previous version, maintaining the spirit of the original map, how refined/polished the map is and balance/playability (only from 1st glance tho).

There's actually a ton of good maps in the pool that i'd rather play on over some of the maps i picked (just because i prefer playing on basic/standard maps :D), great job overall guys. Your work is much appreciated, stuff like this is what keeps the game moving forward.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
WGT-Baal
Profile Blog Joined June 2008
France3349 Posts
January 20 2023 02:36 GMT
#4
Echo above post on Paranoid Android, please add it to SB 2v2 and we ll also do it, very likely, for BWCL.

We are also looking at several of the others in this list for the 1v1 season
Horang2 fan
ox.tQ
Profile Joined November 2010
794 Posts
Last Edited: 2023-01-20 05:11:31
January 20 2023 04:38 GMT
#5
On January 20 2023 07:23 ZZZero.O wrote:
What a post !

I love these maps, I hope I will have option to make some additional event on them





What a marvelous post, Freakling! These submissions certainly deserved your meticulous attention and editing.

A special thank you to all the mapmakers who contributed to the discussions over the past few months. That process considerably benefitted from the great commitment of each participant to the contest and the diversity of maps presented and the constructive discussions had.

Edit: A fun trivia game to play (either by yourself or with your friends in a text or audio conversation) would be to try to guess the original maps which inspired these recreations. See how many you can get right!
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Testbug[bwmn]
Profile Joined January 2023
31 Posts
Last Edited: 2023-01-20 05:56:07
January 20 2023 05:17 GMT
#6
On January 20 2023 08:15 TT1 wrote:
1. Paranoid Android
Taking Paranoid and mirroring the bases to create a unique 2v2 map is beyond amazing. I've never seen this type of layout for a 2v2 map, you could have 3 completely different 2v2 games based on spawn locations (based on allies spawning close by ground, close by air or cross spawn). Imo maps like this are what pushes the game forward (both in 1v1 and 2v2). The beauty of the map is that it's super innovative while also being very simple/basic.

On January 20 2023 11:36 WGT-Baal wrote:
Echo above post on Paranoid Android, please add it to SB 2v2 and we ll also do it, very likely, for BWCL.

We are also looking at several of the others in this list for the 1v1 season

TT1, WGT-Baal, thank you for your words about my map!! It's truly an honor to read that the community likes my work.

I'm a former map maker. I retired in 2008, and came back in december 2022 with this brand new map. Reading your comments gives me great joy and inspires me to want to keep making more maps the rest of the year.

(4)Paranoid Android was intended to be a 2v2 map, and i hope it will find space in this competition among all the other 1vs1 maps.

And it will be nice if it can be added to the SB 2vs2 mappool!

Regarding this competiton, I would appreciate it if you guys could include (4)Paranoid Android in your list of 6 Best maps, in order to make room for a 2vs 2 map!!

Here you have a bigger preview of the map:
[image loading]

You can download the latest version here: http://www.panschk.de/mappage/comments.php?mapid=5492

And here you have a comparison with the original version, created by Forgotten_ (조승연) in 2005:
[image loading]

Again, thank you very much for your support!

Cheers,
Testbug
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-20 09:46:36
January 20 2023 08:22 GMT
#7
Updated OP info and map pack.
Peeano
Profile Blog Joined March 2009
Netherlands4899 Posts
January 20 2023 11:43 GMT
#8
Congratz on getting your Queen icon and what a post to do it with! I always enjoy your posts, so I hope to see you around for another 1500 posts
FBH #1!
Freakling
Profile Joined October 2012
Germany1526 Posts
January 20 2023 12:07 GMT
#9
On January 20 2023 20:43 Peeano wrote:
Congratz on getting your Queen icon and what a post to do it with! I always enjoy your posts, so I hope to see you around for another 1500 posts

Any chance I could get my Zergling icon back? I miss it so much ;..(
fLyiNgDroNe
Profile Joined September 2005
Belgium3996 Posts
January 20 2023 13:01 GMT
#10
On January 20 2023 21:07 Freakling wrote:
Show nested quote +
On January 20 2023 20:43 Peeano wrote:
Congratz on getting your Queen icon and what a post to do it with! I always enjoy your posts, so I hope to see you around for another 1500 posts

Any chance I could get my Zergling icon back? I miss it so much ;..(


If you keep such quality posting eventually you'll get upgraded to the drone icon
Drone is a way of living
Peeano
Profile Blog Joined March 2009
Netherlands4899 Posts
January 20 2023 13:07 GMT
#11
On January 20 2023 22:01 fLyiNgDroNe wrote:
Show nested quote +
On January 20 2023 21:07 Freakling wrote:
On January 20 2023 20:43 Peeano wrote:
Congratz on getting your Queen icon and what a post to do it with! I always enjoy your posts, so I hope to see you around for another 1500 posts

Any chance I could get my Zergling icon back? I miss it so much ;..(


If you keep such quality posting eventually you'll get upgraded to the drone icon

Heheh
FBH #1!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2023-01-20 19:59:56
January 20 2023 13:22 GMT
#12
Winter Solstice

River of City

Even Newer Peaks

Champion

Lamentation

Speechless

Starburst
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
Last Edited: 2023-01-25 19:01:14
January 20 2023 15:59 GMT
#13
Dreamer vs Voddy (PvT) on Winter Solstice (Tau Cross remake) by Hyojin
https://www.twitch.tv/videos/1713055722?t=0h5m38s
https://www.twitch.tv/videos/1713057397?t=0h0m29s

Dreamer vs Herbmon (PvZ) on Starburst (Arkanoid remake) by Freakling
https://www.twitch.tv/videos/1713087895

Dreamer vs Herbmon (PvZ) on Paradiso (Dante's Peak remake) by Suri
https://www.twitch.tv/videos/1713152671

Dreamer vs Voddy (PvT) on CHEERUP (Triathlon remake) by Lucifer
https://www.twitch.tv/videos/1713210010?t=0h2m56s
https://www.twitch.tv/videos/1713237198

Dreamer vs lamozerg (PvZ) on Blue Lagoon (Great Barrier Reef remake) by KM-
https://www.twitch.tv/videos/1714125536?t=0h1m4s

Dreamer vs Ivaniox (PvZ) on Suspicious Hill (Wuthering Heights remake) by TNWZombie
https://www.twitch.tv/videos/1714349848

Dreamer vs Ivaniox (PvT) on Lights Out (Circuit Breakers remake) by j0j0
https://www.twitch.tv/videos/1714454274?t=0h3m33s

Dreamer vs Ivaniox (PvZ) on Neverland (Longinus remake) by Hozzi
https://www.twitch.tv/videos/1714503739?t=0h5m43s

Dandy vs dM-Blade (TvP) on Orognu's Symbol (Un'Goro Crater remake) by StyleZerg
https://www.facebook.com/DandyStarCraftBW/videos/5987482657961465/
1 hour and 27 minute mark

Dreamer vs Voddy (PvT) on Rudeltaktik (U-Boat remake) by Mazician
https://www.twitch.tv/videos/1715322530?t=0h4m50s
https://www.twitch.tv/videos/1715327192

Suri vs Agge (PvZ) on Huntress (Moon Glaive remake) by Suri
https://www.twitch.tv/videos/1715485827?t=0h11m27s

Blander vs Darkysh (TvZ) on Sandstorm (Blue Storm remake) by Minerals
https://www.twitch.tv/videos/1715691013?t=0h15m48s
https://www.twitch.tv/videos/1715650980?t=1h3m27s

Blander vs Darkysh (TvZ) on Abyss (Into the Darkness remake) by R4TCHET
https://www.twitch.tv/videos/1715691013?t=1h23m56s
https://www.twitch.tv/videos/1715650980?t=2h11m58s

Blander vs Darkysh (TvZ) on Vanguard (Avant Garde remake) by Moderatoboy
https://www.twitch.tv/videos/1715691013?t=2h26m25s
https://www.twitch.tv/videos/1715650980?t=3h13m23s

Blander vs Darkysh (TvZ) on (2) Paranoiid Androiid (Paranoid Android remake) by Minerals
https://www.twitch.tv/videos/1715691013?t=3h43m38s
https://www.twitch.tv/videos/1715650980?t=4h31m30s

Blander vs Darkysh (TvZ) on (4) Paranoid Android (Paranoid Android remake) by Testbug
https://www.twitch.tv/videos/1715691013?t=4h31m44s
https://www.twitch.tv/videos/1715650980?t=5h19m36s

Sziky vs Dewalt (ZvP) on Cyber Temple (Lost Temple remake) by Freakling
https://www.twitch.tv/videos/1716040848?t=2h6m27s

Dreamer vs Herbmon (PvZ) on Jungle Book (Jungle Story remake) by j0j0
https://www.twitch.tv/videos/1716182061?t=0h2m46s

Dreamer vs Darkysh (PvZ) on Mystic Isles (Crimson Isles remake) by Gungwol
https://www.twitch.tv/videos/1716284058?t=0h4m42s
https://www.twitch.tv/videos/1716287716?t=0h2m47s

Blander vs Armada (TvP) on Pascal (Monty Hall remake) by Gosomi
https://www.twitch.tv/videos/1716620362?t=1h20m53s

Dewalt vs Sziky (PvZ) on Champion (Challenger remake) by Mazician
https://www.twitch.tv/videos/1717947712?t=4h2m18s
https://www.twitch.tv/videos/1718095171?t=0h6m53s

Bonyth vs Sziky (PvZ) on Quandary (Hitchhiker remake) by Hyojin
https://www.twitch.tv/videos/1718080676?t=1h45m37s
https://www.twitch.tv/videos/1718095171?t=1h24m46s

Bonyth vs Sziky (PvZ) on Third Impact (Longinus remake) by DQ_MAN
https://www.twitch.tv/videos/1718095171?t=2h3m42s
https://www.twitch.tv/videos/1718080676?t=2h22m58s

We asked each contestant to select one map made by them to be play tested by our wonderful community members. These are VODs of those playtests. Hopefully end up with 17 different playtests of 17 different maps by 17 contestants within a week or so. Feel free to check out the VODs.

We will also have two more rounds of play testing as part of NWMC3. The first round of official play testing is reserved for the semi finalist maps (top 12 maps selected based on the round of voting in this thread) and the last set of play testing is reserved for the final four maps. Play test VODS on the 12 semi finalist maps and four finalist maps will be posted so that voters could check them out before voting on their favourite maps.

If you would like to donate to any of the play tests, please contact me. You can also pick the maps and players that you would like to be featured in your sponsored playtests.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
maybenexttime
Profile Blog Joined November 2006
Poland5510 Posts
January 20 2023 19:42 GMT
#14
1. Starburst
2. Winter Solstice
3. Rita
4. Paranoiid Androiid
5. Paranoid Android
6. Huntress
7. McDonald's
8. Champion
9. Lamentation
10. Even Newer Peaks
RemastrTV
Profile Joined January 2022
7 Posts
Last Edited: 2023-01-23 00:42:11
January 20 2023 22:49 GMT
#15
I love a lot of these maps but my favorites are:

1. Paranoid Android by TestBug
2. Champion by mAzician
3. Jungle Book by jOjO
4. Rudeltaktik by mAzician
5. Sand Storm by Minerals
6. The Lost Temples by Minerals
7. Rita by Freakling
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-21 00:58:10
January 21 2023 00:52 GMT
#16
On January 21 2023 07:49 RemastrTV wrote:
I love a lot of these maps but my favorites are:

1. Champion
2. Jungle Book
3. Rudeltaktik
4. Paranoid Android
5. Sand Storm
6. Tempest
7. Rita

Tempest?!
Testbug[bwmn]
Profile Joined January 2023
31 Posts
January 21 2023 01:03 GMT
#17
On January 21 2023 09:52 Freakling wrote:
Tempest?!


Don't worry, he already listed 6 options. Rita can take place number 6.
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
January 21 2023 01:14 GMT
#18
On January 21 2023 07:49 RemastrTV wrote:
I love a lot of these maps but my favorites are:

1. Champion
2. Jungle Book
3. Rudeltaktik
4. Paranoid Android
5. Sand Storm
6. Tempest
7. Rita


If you're talking about a Lost Temple remake, you have to choose one out of three.
Mutaller
Profile Blog Joined July 2013
United States1050 Posts
Last Edited: 2023-01-24 15:31:54
January 21 2023 02:23 GMT
#19
1. Neo Luna by Suricatta
2. Champion by mAziciAn
3. Rita by Freakling
4. Lamentation by Hyojin
5. Sand Storm by Minerals
6. Valley of Ulaan by TNWZombie
7. Blue Lagoon by KM–
8. Huntress by Suricatta
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
Optimate
Profile Joined August 2020
247 Posts
January 21 2023 04:40 GMT
#20
1. Paranoid Android by Testbug
2. The Lost Temples
3. Neo Luna
4. Rush Hour 4
5. Aiur City (Incubus Remake)
6. Jungle Book (Jungle Story Remake)
Aiur
Profile Joined November 2002
Sweden138 Posts
Last Edited: 2023-01-21 19:11:15
January 21 2023 12:12 GMT
#21
1 Blue Lagoon
by KM–
- Very nice map. Has potential for both 2v2 and 1v1. Balanced mineral only's.
Nice army movements and also drop locations that spice things up and also adds airplay viable.
Overall great!

2 Lamentation
by Hyojin
- The naturals choke is too steep still. The pathway must cut deeper into the current 3d area.
Move 3d 2-3 tiles and adjust the mineral only accordingly.

3 Champion
by mAziciAn
- Outstanding map! Even the mineral only seems balanced wich usually is extremely open
and accordingly is not a good spot for 3d for zerg. Since it is very hard to defend
the first 3d gas choice if not taking the mineral only first.
Especially in zvp - because of this it becomes a problem for many players - but not in this version!

4 Huntress
by Suricatta
- I like this map a lot. However the naturals choke is too steep.
Remove some of the cliff so the defender has a possibility to take the other route out.

5 Paranoid Android
by Testbug
- 2v2 map only I think. However it will probably be used a lot in 2v2 leagues, well done

6 Rita
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
- Nice layout and army movements. A tad unorthodox it seems for buildings in main.
I think that maybe many of the ramp decorations look weird inside the game


Honorable meantions

Lost in Paradise
by DQ_MAN
Very interesting take on the lost temple map.
- However the center with its mineral only's maybe should be redrawn, right now it becomes a spacial problem for larger army.

Orognu’s Symbol
by sTY_leZerG-eX
I don't really like the naturals - Poorly shaped for walls, for turrets
and zlots and marines can with benefit gather behind nat minerals.
From main "ramp" to natural there is an extra bad choke.
However the map looks interesting and could with some adjustments be an upgrade from the original.

Taurquoise Cross
by Testbug
(Didn't get sent in before deadline, however is an outstanding remake of Tau Cross)
TT1
Profile Blog Joined December 2008
Canada9991 Posts
Last Edited: 2023-01-21 21:33:51
January 21 2023 12:39 GMT
#22
I think Huntress has potential but say the spawns are 8P and 4T, once T controls the areas in yellow it becomes mega cancer to engage into them (unless you already have carriers out). The areas in red are way too cramped to engage into T.

I understand that the area in white is there to maintain the original spirit of the map but imo it would be much better without it (or if it was opened up some more, or if the area connecting the nat to the 3rd was further down).

[image loading]
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Freakling
Profile Joined October 2012
Germany1526 Posts
January 21 2023 14:31 GMT
#23
Updated map pack (Some critical bugfixes on Starburst after yesterday's show match).
RemastrTV
Profile Joined January 2022
7 Posts
January 21 2023 15:56 GMT
#24
On January 21 2023 09:52 Freakling wrote:
Show nested quote +
On January 21 2023 07:49 RemastrTV wrote:
I love a lot of these maps but my favorites are:

1. Champion
2. Jungle Book
3. Rudeltaktik
4. Paranoid Android
5. Sand Storm
6. Tempest
7. Rita

Tempest?!


Sorry, The Lost Temples
rodrigogonzalezsc
Profile Joined January 2023
1 Post
January 21 2023 18:51 GMT
#25
1. Paranoid Android by Testbug
2. Rush Hour 4 by Gosomi
3. Neverland by Hozzi
4. Jungle Book by j0j0
5. Mystic Isles by BlackWyvern
6. Orognu’s Symbol by sTY_leZerG-eX
Testbug[bwmn]
Profile Joined January 2023
31 Posts
January 21 2023 20:18 GMT
#26
I would like to vote for my own map, (4)Paranoid Android, but that would be anti-competitive.

My vote goes to the following maps:
1. Neo Luna (by Suricatta)
2. Champion (by mAziciAn)
3. Lamentation (by Hyojin)
4. CHEERUP (by Lucifer_Kor)
5. The Lost Temples (by Minerals)
6. Rudeltaktik (by mAziciAn)

Congratulations to everyone for the great job you've done! And many thanks to the voters for showing their support for the mapping community.

Cheers,
Testbug
FocaAvida
Profile Joined January 2023
1 Post
January 22 2023 00:31 GMT
#27
1. Champion
2. Jungle Book
3. Rudeltaktik
4. Paranoid Android
5. Sand Storm
6. The Lost Temples
7. Rita
Nyentek
Profile Joined January 2022
United States4 Posts
January 22 2023 04:47 GMT
#28
1. Lamentation by Hyojin
2. Champion by mAziciAn
3. Third Impact by DQ_MAN
4. Huntress by Suricatta
5. Nyxeos by Hyojin
6. Orognu's Symbol by sTY_leZerG-eX
A lot of people be afraid... they're afraid to enjoy theirselve -Tommy Wiseau
iRkSupperman
Profile Joined October 2022
Norway130 Posts
Last Edited: 2023-02-04 14:02:39
January 22 2023 10:00 GMT
#29
1. KF-21 Boramae by DQ_Man
2. Huntress by Suricatta
3. Neverland by Hozzi
4. Neo Luna by Suricatta
5. McDonald's by Lucifer_Kor
6. Lights Out by j0j0
7. Ride of Valkyries II by Minerals
8. Rita by Freakling
9. Third Impact by DQ_Man
10. Rush Hour 4 by Gosomi
M3t4PhYzX
Profile Joined March 2019
Poland4168 Posts
Last Edited: 2023-01-22 10:32:56
January 22 2023 10:27 GMT
#30
An actually insane number of interesting and flashy ones this time around.. damn!

1. Champion
2. Paranoiid Androiid
3. Black Soulstones
4. Rita
5. Blue Lagoon
6. Paradiso

hardest one yet, for sure.
odi profanum vulgus et arceo
Freakling
Profile Joined October 2012
Germany1526 Posts
January 22 2023 11:57 GMT
#31
Map pack update – changes to:
- CHEERUP
- Paranoid Android
- Starburst
Bugg.col
Profile Joined August 2019
Colombia8 Posts
January 22 2023 13:05 GMT
#32
1. SandStorm
2. Cursed Land
3. Fireflurry
4. Champion
5. Vanguard
6. Rita
Kraekkling
Profile Blog Joined June 2007
Romania386 Posts
January 22 2023 23:47 GMT
#33
1. Paranoid Android
2. Ride of Valkyries II
3. Neo Luna
4. Winter Solstice
5. Champion
6. Paranoiid Androiid
(*^^)(^*)
MineraIs
Profile Joined September 2020
United States846 Posts
January 23 2023 01:14 GMT
#34
On January 21 2023 21:39 TT1 wrote:
I think Huntress has potential but say the spawns are 8P and 4T, once T controls the areas in yellow it becomes mega cancer to engage into them (unless you already have carriers out). The areas in red are way too cramped to engage into T.

I understand that the area in white is there to maintain the original spirit of the map but imo it would be much better without it (or if it was opened up some more, or if the area connecting the nat to the 3rd was further down).

[image loading]


Seems okay to me.. good have you speed shuttles for a reason.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
TT1
Profile Blog Joined December 2008
Canada9991 Posts
January 23 2023 02:04 GMT
#35
ya maybe, we'll have to test it to see
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
outscar
Profile Joined September 2014
2832 Posts
January 23 2023 04:38 GMT
#36
Damn this is crazy! You guys are doing gods work by reviving map making! Freakling <3. I'm gonna download and check them out ASAP!
sunbeams are never made like me...
ToastedBagel
Profile Joined September 2010
Canada90 Posts
January 23 2023 07:01 GMT
#37
1. Quandary
2. Even Newer Peaks
3. Lamentation
4. Platoon
5. KF-21 Boramae
6. Third Impact
WGT-Baal
Profile Blog Joined June 2008
France3349 Posts
Last Edited: 2023-01-23 14:47:44
January 23 2023 14:46 GMT
#38
1. Paranoid Android - Testbug

2. Neo Luna

3. Nyxeos

4. Lights out

5. Winter solstice

6. The lost temples
Horang2 fan
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-24 18:59:20
January 23 2023 14:59 GMT
#39
Map pack updated:

-
Vanguard updated
-
Rita updated
- Major update to (4)
Paranoid Android !
Mutaller
Profile Blog Joined July 2013
United States1050 Posts
Last Edited: 2023-01-24 15:16:52
January 24 2023 06:17 GMT
#40
On January 22 2023 19:00 iRkSupperman wrote:
1. KF-21 Boramae by DQ_Man
2. Huntress by Suricatta
3. Neverland by Hozzi
4. Neo Luna by Suricatta
5. McDonald's by Lucifer_Kor
6. Lights Out by j0j0


Looks like you have two maps from Suricatta, I would too, but 1 vote per map maker unless it is a team project is the rule
At most 3 maps from the same author may be selected.

I stand corrected
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
iRkSupperman
Profile Joined October 2022
Norway130 Posts
Last Edited: 2023-01-24 06:31:29
January 24 2023 06:27 GMT
#41
On January 24 2023 15:17 Mutaller wrote:
Show nested quote +
On January 22 2023 19:00 iRkSupperman wrote:
1. KF-21 Boramae by DQ_Man
2. Huntress by Suricatta
3. Neverland by Hozzi
4. Neo Luna by Suricatta
5. McDonald's by Lucifer_Kor
6. Lights Out by j0j0


Looks like you have two maps from Suricatta, I would too, but 1 vote per map maker unless it is a team project is the rule



"At most 3 maps from the same author may be selected.
One additional map for the same author can be admitted if it was created in cooperation with another map maker."

?

A bunch of other people have also voted for 2 maps by the same map maker. As I read it, it seems perfectly okay according to the rules.
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2023-01-24 20:42:31
January 24 2023 06:56 GMT
#42
You are correct, you can vote for multiple maps from the same map maker. I think you are confusing the rules about how many maps can proceed into the next round..
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Freakling
Profile Joined October 2012
Germany1526 Posts
January 24 2023 08:04 GMT
#43
On January 24 2023 15:17 Mutaller wrote:
Show nested quote +
On January 22 2023 19:00 iRkSupperman wrote:
1. KF-21 Boramae by DQ_Man
2. Huntress by Suricatta
3. Neverland by Hozzi
4. Neo Luna by Suricatta
5. McDonald's by Lucifer_Kor
6. Lights Out by j0j0


Looks like you have two maps from Suricatta, I would too, but 1 vote per map maker unless it is a team project is the rule

Please read the rules again before you spread misufirmation. The only prohibition for votes is against selecting one's own maps.
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
January 24 2023 08:41 GMT
#44
1. Windshaper by TNWZombie
2. Paranoiid Androiid by Minerals
3. Rudeltaktik by mAziciAn
4. Lamentation by Hyojin
5. Woman Story by Gosomi
6. Platoon by DQ_MAN
https://www.facebook.com/StarcraftRemasteredVN/
Mutaller
Profile Blog Joined July 2013
United States1050 Posts
January 24 2023 15:24 GMT
#45
On January 24 2023 17:04 Freakling wrote:
Show nested quote +
On January 24 2023 15:17 Mutaller wrote:
On January 22 2023 19:00 iRkSupperman wrote:
1. KF-21 Boramae by DQ_Man
2. Huntress by Suricatta
3. Neverland by Hozzi
4. Neo Luna by Suricatta
5. McDonald's by Lucifer_Kor
6. Lights Out by j0j0


Looks like you have two maps from Suricatta, I would too, but 1 vote per map maker unless it is a team project is the rule

Please read the rules again before you spread misufirmation. The only prohibition for votes is against selecting one's own maps.


My bad, I reread them and I was wrong. Thanks for pointing this out
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-24 18:59:06
January 24 2023 18:58 GMT
#46
OP and Map pack updated:

-
Jungle Book updated
-
Lights Out updated
-
Rita – Final version out!
MineraIs
Profile Joined September 2020
United States846 Posts
January 24 2023 20:45 GMT
#47
Of all the map submissions, I think these are my toughest competition and will gain my vote.


1) Lamentation by Hyojin
This is an excellent representation of Requiem that seems to have dialed in the concept exceptionally well. It gets my first vote because the visual side by side representation is unmistakably Requiem with a new (more accepted) tileset and well polished in todays standards. Should play some nice games!

2) StarBurst by Freakling
This is an excellent twist on the outdated Arkanoid. This map is way more clean and comfortable compared to the original and adding the option to scout adds tons of crazy options for ninja bases and unique cheeses. This is a great modern experimental map that we need in leagues. I expected nothing less from the professor.

3) Champion by mAz
Simply beautiful map, the decoration is very natural and appealing. I instantly knew what this map was when I first saw it. I’ve spent many hours as a child playing SC64 on Challenger on slow speed because I could barely read at the time and didn’t know that I could turn the game speed up.. good times. Seemingly an excellent Map for the most popular match up, PvsZ. Not sure how 200/200 Terran mech looks here with all of the chokes, might be a little strong but honestly we need to help the Terrans get out of b rank somehow. Please remove the neutral creep or at least allow it to be killed. Perhaps a stacked neutral building on top that you have to kill before you can eventually aim at the creep colony? I don’t know.. it seems like an unnecessary hidden mechanic on a beautiful basic standard map to me.

4) Rita by Freakling
Well executed map. I think the round ramps will help make the map feel less clunky and maneuverability easier. Decoration is settle and easy on the eyes.

5) Blue Lagoon by KM-
I personally despise having my natural mineral line harassed by vultures all the time on maps like these. That being said, this is an all around a solid map as far as symmetry, functionality, deco, and keeping the spirit of the original map alive while bringing it back to life.

6) The Downfall of Moon by mAz & DQ
Nice collaboration between you two. I always enjoy nice twilight maps and the decoration theme is tasteful. I think it is a nice standard map with a good expansion layout, even expanding ccw towards your opponent doesn’t seem the most difficult, similar to FS.

7) Third Impact by DQ
Longinus is an all time favorite map for me. I think structurally you have made some good improvements. The new 3rd/4th base layout is different from the original but I think accessibility from both directions is necessary today.

8) Paradiso by Suri

9) Winter Solstice by Hyojin
Nice Tau recreation, should be comfortable for any player. Perhaps the left bridges may need an adjustment somehow, they seem to close together.

10) Neo Luna by Suri
This is a great rendition and corrects everything that needed attention. Hope to see this running full time on the SB ladder and in clan leagues for 2:2 from now on.

11) Orognu’s Symbol by StyleZerg
I want to vote this map higher up in my list.
I like this map but really want to see some changes in the center. The original was always unique depending on the spawn positions. An idea could be something like changing the four center bridges up to different individual terrain features that people would feel comfortable randomly playing on (FS bridge, Vermeer temple spine ramp, CB double bridges come to mind). I’m also an advocate for more trees, especially in the center and on the spammy areas of blending the cliff to raised jungle around the mains.

12) KF-21 Boramae by DQ_mang
All around a nice looking map. Should play fine. I’m a fan of the small choke in the direct path between mains.

13) Mystic Isles By BlackWyvern
This is a great take at an old school island map so i has to make sure to get it in my list. Not overly complicated, simple and clean.
I would like to see changes in the center, perhaps changing to flat ground with an expansion in each pocket, or three expos on high ground with ramps.

14) CHEERUP by LuciferKor
For my taste, it definitely could use some more focus on decoration, especially in the center as well as removing some of the straight lines in terrain. I voted for this map based on its functionality and it seems to play quiet nice and leaves many options for every race. Everyone loves ninja expansions with cloaked eggs at the entrance. Good play off of the original concept.
[image loading]
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Fkc)Bishop
Profile Joined April 2007
Peru82 Posts
January 25 2023 03:08 GMT
#48
1. Paranoid Android by Testgug
2. Rudeltaktik
3. Ride of Valkyries II
4. Cursed Land
5. Orognu’s Symbol
6. CHEERUP
"Lo que llaman talento no es otra cosa más que un arduo y continuo trabajo realizado correctamente"
Just_a_Moth
Profile Joined March 2012
Canada1948 Posts
January 25 2023 04:12 GMT
#49
1. Cursed Land
2. Sand Storm
3. Champion
4. KF-21 Boramae
5. Flashbang
6. Raidan
Squishu
Profile Joined January 2023
1 Post
January 25 2023 04:16 GMT
#50
1. Sandstorm
2. Ride of Valkyries II
3. Winter Solstice
4. Paranoiid Androiid
5. Cursed Land
6. Huntress
MC.Builder
Profile Joined January 2022
2 Posts
January 25 2023 04:57 GMT
#51
1. Lost in Paradice
2. Neverland
3. Lamentation
4. Champion
5. Paradiso
6. Orognu’s Symbol
ox.tQ
Profile Joined November 2010
794 Posts
January 25 2023 05:19 GMT
#52
Thanks for everyone's interest in the contest so far, including viewers, commentators, and, of course, voters.

This is a one of a kind Starcraft event, which celebrates the long history of this classic game through recreations of old maps that many of us spent precious moments of our lives playing or watching.

These remastered classics are the product of a collaboration between the foreign and Korean map making communities.

One of the special things about the New Worlds Map Contest is that it brings together the different parts of the Starcraft community -- mapmakers, players and the public -- to work in unison with each other for the sake of the game.

Big thanks to Artosis for shining some light on this community event on his stream.

https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Testbug[bwmn]
Profile Joined January 2023
31 Posts
January 25 2023 05:24 GMT
#53
On January 25 2023 13:12 Just_a_Moth wrote:
1. Cursed Land
2. Sand Storm
3. Champion
4. KF-21 Boramae
5. Flashbang
6. Raidan

For thos who are counting the votes, it's Raiden, with e, by TNWZombie.
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
January 25 2023 14:51 GMT
#54
1. Sandstorm.

put this map on the ladder!
Commentatorhttp://twitter.com/Artosis
Freakling
Profile Joined October 2012
Germany1526 Posts
January 25 2023 15:01 GMT
#55
On January 25 2023 23:51 Artosis wrote:
1. Sandstorm.

put this map on the ladder!

We have no influence on Blizzard's ladder maps.
And you need to rank at least 6 maps.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-01-25 16:03:37
January 25 2023 16:01 GMT
#56
OP updated:

There seems to be an overall feeling of overwhelm with the amount of maps submitted. So we decided to extend the voting deadline by another week to give people more time to shift through them and cast their vote.
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2023-01-25 20:25:41
January 25 2023 20:25 GMT
#57
1. Neo Luna

But where is my remade python or Fighting Spirit, they were my favorite maps
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Freakling
Profile Joined October 2012
Germany1526 Posts
January 25 2023 21:11 GMT
#58
On January 26 2023 05:25 Drake wrote:
1. Neo Luna

But where is my remade python or Fighting Spirit, they were my favorite maps

Please rank at least 6 maps.
*Python* and *Fighting Spirit* may not have been enough in need of a remake in most people's eyes to be considered.
Sokitan
Profile Joined August 2016
2 Posts
January 25 2023 21:44 GMT
#59
Dug up my account just to vote

1. Neo Luna
2. Lamentation (Requiem)
3. Winter Solstice (Tau Cross)
4. Even Newer Peaks
5. Sand Storm (Blue Storm)
6. Rush Hour 4

Sorry to all Lotem clones, Lotem is pure nostalgia and I don't really want to revisit that old roots. But speaking of it. Nobody remade Nostalgia? Really. Sadge.
Freakling
Profile Joined October 2012
Germany1526 Posts
January 25 2023 22:37 GMT
#60
Map pack updated:

-
Rita bugfixes
-
(4)Paranoid Android bugfix
Cronkonium
Profile Joined January 2023
Canada1 Post
Last Edited: 2023-01-25 22:49:06
January 25 2023 22:48 GMT
#61
For my choices of maps I'll pick #s 1-6 then give some suggestions in point form.
From Worst of the Best to Best of the Best (My Favourite Map Comes Last):
#1) *Light's Out*
Suggestions: I think having the 3rd base minerals slightly organised more towards the mains is maybe a good idea, then reduce the main's size on that front slightly (so there is still a gap between them). Also the central North & South Bases should maybe be reduced & have the gas geyser either towards the middle of the map (or if it's bad mining pathing for one of the bases over the other), then remove some minerals and set it on either the East or West. I just see little harass potential other than frontal attacks against the North & South bases as opposed to the East & West ones which are on high grounds (easy Zerg defences I think here for a big gain).
#2) *Paranoiid Androiid*
Suggestions: Reduce the size of the bridge between the Top-Right corner bases & maybe increase the size of the middle 1 slightly. I think also the 3rd base location is too easy to take & it maybe requires having a bit of risk with it when it comes to Terrans taking it quickly & Zergs taking & holding all 3 bases in 1 chokepoint. Maybe point the ramps into the centre of the map rather than having them look back towards the natural so much. It might also be a good idea to get a bit of gap between the minerals and the edge of the map as with most of these maps they're very very very hard to hit with non-frontal attacks (e.g. reavers or high templars, with mutas, lurker drops... or even vultures would have a hard time in those bases).
#3) *Ride of Valkyries II*
Suggestions: I think the 3rd bases (along the vertical borders of the map) ought to be pushed further Northwards away from the natural. With just a single mineral patch in the way between them, once it is gone it will too easy for two bases to be defended. Either that or have the minerals rotated a bit to face over the bridge somewhat (move the terrain around as needed too), because right now it looks like Frontal Pushes are easy & will work - giving Terrans and many Zergs a boost. But Arbitres & High Templars or Reavers will do nothing on this map. Considering too that it's not even a good Carrier map, I really would worry that Protoss would have to cheese most games on here without having crevices & gaps in the high ground in the middle. Vultures, Lings, Hydras/Lurkers, Siegetank/Goliath would all be a bit too strong on this map especially since Protoss doesn't really have a second base where they can have structures... so maybe altering the main to be slightly smaller and partially upgrading a top base in size might be useful to have Protoss units be capable of interacting with the high ground from multiple angles.
#4) *Sand Storm*
Suggestions: Holding Protoss in maybe Terrans in some circumstances, seems to be way too easy on a map like this if they ever get a position on you. A bridge right near a double tall ramp, that's also near a tall ramp that immediately connects to that other higher ground is just a circle of high ground/bridge choke-point that seems immediately scary to my eyes as there is no other way out really. I think pushing that TALLEST ridge back slightly away from the bridges and those 'CAGE looking things', even reduce the ramp near the cage just on the other side of the bridge... would maybe allow for strategic contains to work, but not just a consistent *I have overlapping waves of siege tanks on successive high grounds* for example.
#5) *Cursed Land*
Suggestions: This map looks really quite good, barely second for me (at the same highest position alongside Even Newer Peaks). The main problem I might see is that a meta might be figured out quickly here... Zerg base positionings
- bases 1-3/4 especially. I worry for Terrans with Mutas attacking the natural, I worry for Protoss with Tanks easily smashing probe lines at the natural & I worry for Zerg (just a little) & Terran a bit that there would be Dragoons or High Templar storms hitting the natural mineral lines too. Increase the thickness of the wall JUST up the ramp to the side of the natural's mineral line to 3 or even 4. Maybe get a bit of water spots too just below into the base on the lower ground too (push the base maybe 1 or 2 hexes further to the South for the Upper Right player & to the North for the Lower Left player. This would all reduce the ramp size by maybe 2-3 hexes and give a balanced push location that isn't too large, but also isn't small either.
#6) *Even Newer Peaks* (My Choice for Best Map)
Suggestions: Remove 2 of the eggs on the side closest to the centre (or 1 on each) and bring the sides of the map in a bit to close the new gap. By doing this you'll leave your slightly larger than normal choke open, but it won't be THAT big. I'm thinking bringing the edges away from the centre stops strong Zerg & Terran positionings/pushes from high ground as tanks and lurkers/hydras don't have even easier access to shoot you down and Protoss can dragoon flood down the ramp as easily. Then also cut down the diamond high grounds a bit and move the triangular bit backwards slightly (a few positions maybe 5 or 6 at most).
Artosis said he didn't think the map was quite there yet & I know my ideas would be different from his, but I see potential in this map. Really the only other worrisome thing for me is the ability to shell things in the enemy's main base if they try to hide buildings to the far South or North with tanks or even a few hydras on the edge. Turrets could be picked off before flying Arbitres or Shuttles in too! So widening the gap slightly might help there.
Testbug[bwmn]
Profile Joined January 2023
31 Posts
Last Edited: 2023-01-26 19:28:31
January 26 2023 00:30 GMT
#62
On January 26 2023 07:48 Cronkonium wrote:
and bring the sides of the map in a bit to close the new gap.

Sorry i didn't get this part. which ssides? can you draw lines/marks using paint or using your phone?

but thank you for your ideas, we are also thinking to add a cliff behind the nats to muta harssment will be more powerful, maybe this solves the problem you pointed out. In case this maps gets into the next round, ee'll let you know when we make the changes!
unit
Profile Blog Joined March 2009
United States2621 Posts
Last Edited: 2023-01-26 01:46:54
January 26 2023 01:45 GMT
#63
1.Even Newer Peaks
2.Paranoiid Androiid
3.Sand Storm
4.Lights Out
5.PasCal
6.Downfall of Moon
MineraIs
Profile Joined September 2020
United States846 Posts
January 26 2023 02:13 GMT
#64
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Mazer
Profile Joined April 2008
Canada1086 Posts
Last Edited: 2023-01-26 22:38:28
January 26 2023 04:36 GMT
#65
1) Rita
2) Sand Storm
3) KF-21 Boramae
4) Winter Solstice
5) Orognu's Symbol
6) The Lost Temples

Honorable mentions for me: Starburst, Champion, and Nyxeos.

EDIT - just say to say thanks to organizers and mapmakers. Wasn't expecting to spend so much time looking through but it was pretty awesome. Will try to find time to play some of these this weekend.

EDIT 2 - did anyone try to do Gorky by chance? https://tl.net/tlpd/korean/maps/129_Gorky_Island
RedmundR2
Profile Joined January 2023
20 Posts
January 26 2023 06:46 GMT
#66
1. Sand Storm
2. Lamentation
3. Rush Hour 4
4. KF-21 Boramae
5. The Lost Temples
6. Orognu’s Symbol

If Sand Storm ever makes it to the ladder mappool, I will be so happy
CharactR
Profile Joined January 2020
Canada105 Posts
January 26 2023 08:17 GMT
#67
1.The Lost Temples
2.Downfall of the moon
3. Ice Crystal
4. Halcyon
5. Neoxyeos
6. Huntress
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
ReFridgeRaider
Profile Joined March 2020
United States14 Posts
January 26 2023 08:58 GMT
#68
1. Winter Solstice
2. Paranoid Android (Testbug)
3. Halcyon
4. The Lost Temples
5. Blue Lagoon
6. Bllack Soulstones
Galacsia
Profile Joined February 2020
Chile157 Posts
January 26 2023 15:46 GMT
#69
1.The Downfall of Moon
2. Sandstorm
3. Third Impact
4. Abyss
5. Lights Out
6. Rush Hour 4
BeSt / Bisu ftw!!
Optimate
Profile Joined August 2020
247 Posts
January 26 2023 18:43 GMT
#70
This has got to be one of the best things that happened to Broodwar in a decade. Very cool initiative.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 27 2023 02:43 GMT
#71
1. Paranoid Android (by Testbug)
2. Rudeltaktik
3. Abyss
4. Champion
5. River of City
6. Parasite

There are better maps that I didn't include, but I was judging them based on amount of improvement from original, the degree to which they maintained the sense/novelty of the original, the author's intent, and their playability. So some other maps were better but were barely different from the original, or they tried to change a legendary map maker's map and made it worse, or they greatly improved the map but it retained too little of the original, etc. I felt the maps I chose best combined the ideas of improvement, retaining the original idea, and remaining playable. I will say that I'm worried about the building space of Parasite, but with any luck it's still playable, perhaps as a 2v2 map as a last resort.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2023-01-27 03:02:11
January 27 2023 02:59 GMT
#72
On January 26 2023 09:30 Testbug[bwmn] wrote:
Show nested quote +
On January 26 2023 07:48 Cronkonium wrote:
and bring the sides of the map in a bit to close the new gap.

Sorry i didn't get this part. which ssides? can you draw lines/marks using paint or using your phone?

but thank you for your ideas, we are also thinking to add a cliff behind the nats to muta harssment will be more powerful, maybe this solves the problem you pointed out. In case this maps gets into the next round, ee'll let you know when we make the changes!


Cronkonium seems to have voted like this.

* Voting Status
1. Even Newer Peaks (My Choice for Best Map)
2. Cursed Land (My second favorite map after Even Newer Peaks.)
3. Sand Storm
4. Ride of Valkyries II
5. Paranoiid Androiid
6. Light's Out
Cruiser0929
Profile Joined December 2019
511 Posts
Last Edited: 2023-01-27 04:43:53
January 27 2023 04:26 GMT
#73
1. Sand Storm
2. Third Impact
3. Blue Lagoon
4. The Lost Temples
5. Paradiso
6. Champion

As a Korean caster, I chose a map that has a relatively high probability of being selected in the ASL map pool.
ox.tQ
Profile Joined November 2010
794 Posts
January 27 2023 05:17 GMT
#74
On January 26 2023 13:36 Mazer wrote:

EDIT 2 - did anyone try to do Gorky by chance? https://tl.net/tlpd/korean/maps/129_Gorky_Island


No, there is no remake of Gorky Island. You can see the list of new/old map names here much easier

I think the issue with Gorky Island was that it was heavily imbalanced towards Terran because of the cliff behind the main mineral line which could be dropped. That cliff was a defining characteristic of Gorky Island so a remake would probably need to include that cliff again. Doing so would make it an imbalanced map? Also, islands may be very difficult to balance or to please players because they don't seem to like island maps. For these reasons and perhaps others, I don't think it would have been a smart choice to select a map like Gorky Island to remake. But I would be interested in hearing your reasons for recreating it.
https://www.twitch.tv/TeamThinkQuickTTV *** https://trovo.live/TeamThinkQuickTTV *** https://play.afreecatv.com/axtqttv
Freakling
Profile Joined October 2012
Germany1526 Posts
January 27 2023 09:26 GMT
#75
On January 27 2023 11:43 Nightmarjoo wrote:
1. Paranoid Android (by Testbug)
2. Rudeltaktik
3. Abyss
4. Champion
5. River of City
6. Parasite

There are better maps that I didn't include, but I was judging them based on amount of improvement from original, the degree to which they maintained the sense/novelty of the original, the author's intent, and their playability. So some other maps were better but were barely different from the original, or they tried to change a legendary map maker's map and made it worse, or they greatly improved the map but it retained too little of the original, etc. I felt the maps I chose best combined the ideas of improvement, retaining the original idea, and remaining playable. I will say that I'm worried about the building space of Parasite, but with any luck it's still playable, perhaps as a 2v2 map as a last resort.

I'd take Parasite, just like the map it is based on, as a pure 2v2 map.
Wake90
Profile Joined January 2023
1 Post
January 27 2023 22:14 GMT
#76
1. Sand Storm
2. Ride of Valkyries II
3. The Lost Temples
4. Cursed Land
5. Abyss
6. KF-21 Boramae
Freakling
Profile Joined October 2012
Germany1526 Posts
January 27 2023 22:35 GMT
#77
Map pack updated:

-
Quandary – important updates and bugfixes
-
Lamentation updated
-
Nyxeos updated
-
Winter Solstice updated
-
Starburst – further bugfixes
-
Rita – further bugfixes and mining optimizations
Mazer
Profile Joined April 2008
Canada1086 Posts
Last Edited: 2023-01-27 22:51:54
January 27 2023 22:45 GMT
#78
On January 27 2023 14:17 ox.tQ wrote:
Show nested quote +
On January 26 2023 13:36 Mazer wrote:

EDIT 2 - did anyone try to do Gorky by chance? https://tl.net/tlpd/korean/maps/129_Gorky_Island


No, there is no remake of Gorky Island. You can see the list of new/old map names here much easier

I think the issue with Gorky Island was that it was heavily imbalanced towards Terran because of the cliff behind the main mineral line which could be dropped. That cliff was a defining characteristic of Gorky Island so a remake would probably need to include that cliff again. Doing so would make it an imbalanced map? Also, islands may be very difficult to balance or to please players because they don't seem to like island maps. For these reasons and perhaps others, I don't think it would have been a smart choice to select a map like Gorky Island to remake. But I would be interested in hearing your reasons for recreating it.


Thanks for the link, this is great.

Re. Gorky - probably just nostalgia mainly. I 'memba some really early "competitive" 1v1 games there (maybe on WGTour? or maybe even just with friends) but I totally agree - not a great map at any point in hindsight. Valhalla was a better ask since it was a bit more competitive but as mentioned, island maps hard asf to balance (probably moreso today).

Gorky specifically you can deny the Terran CC early pretty easy right? Wouldn't be the first map to do that in recent years.. And less important but it does mean something for me - I love the grass/snow on that one but can understand the reasons why that tileset is used less often; some compromise with less ice should be possible like Tau Cross though.

I'd agree that keeping either Gorky or Valhalla as permanent islands is not gonna work maybe like an Arkanoid type spin on either while still keeping some of the low/highground layouts? I know it goes a lot further than that and I'm outta my depth here so just spit-ballin.

Edit - I guess a re-hash of my question is - did anyone try Gorky or Valhalla but not submit to the contest?
[SK]doglived
Profile Joined September 2017
5 Posts
January 27 2023 22:51 GMT
#79
1. Winter Solstice
2. Huntress
3. Sand Storm
4. Paradiso
5. Lost in Paradise
6. Third Impact
Suricatta
Profile Joined November 2021
26 Posts
January 27 2023 23:48 GMT
#80
1. Champion by mAziciAn
2. KF-21 Boramae by DQ_MAN
3. Jungle Book by j0j0
4. Third Impact by DQ_Man
5. Rita by Freakling
6. Neverland by Hozzi
7. Lights Out by j0j0
8. Raiden by TNWZombie
9. Halcyon by Lucifer_Kor
10. Blue Lagoon by KM-
mechzdeus
Profile Joined July 2018
88 Posts
January 27 2023 23:55 GMT
#81
1. Sandstorm
2. Ice Crystal
3. Autumn to Winter
4. Quandary
5. Lamenation
6: Valley of Ulaan
fearthequeen
Profile Joined November 2011
United States786 Posts
Last Edited: 2023-02-03 03:58:45
January 28 2023 00:08 GMT
#82
#1 - Sand Storm (Minerals)
#2 - Paranoid Android (Testbug)
#3 - Nyxeos (Hyojin)
#4 - Rita (Freakling)
#5 - Neo Luna (Suricatta)
#6 - Arcane Entropy (TNWZombie)
#7 - Champion (mAziciAn)
#8 - Platoon (DQ_MAN)
#9 - Valley of Ulaan (TNWZombie)
#10 - Speechless (Lucifer_Kor)

#11 - Rhombus (TNWZombie)
#12 - Paradiso (Suricatta)
#13 - The Lost Temples (Minerals)
#14 - The Downfall of Moon (DQ_MAN & mAziciAn)
#15 - Abyss (R4TCHET)
#16 - Neverland (Hozzi)
#17 - Jungle Book (j0j0)
#18 - Ride of Valkyries II (Minerals)

Thank you for extending the voting period. With this many maps it takes a long time for voters to look at every map.
NAKR`flying
carloselmagno
Profile Joined January 2023
1 Post
January 28 2023 00:56 GMT
#83
1. Paranoid Android by Testbug
2. Champion by mAziciAn
3. Rita by Freakling
4. Lamentation by Hyojin
5. Aiur City (Incubus Remake)
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
January 28 2023 06:09 GMT
#84
@carloselmagno you have to vote at least 6 maps, please!

TvZ in Windshaper, Paranoid_II, Platoon, Woman Story

https://www.twitch.tv/videos/1720653007
https://www.facebook.com/StarcraftRemasteredVN/
Islandsnake
Profile Joined April 2009
United States679 Posts
January 28 2023 08:31 GMT
#85
1. Ride of the Valkyries II by Minerals
2. Rita by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
3. Lost in Paradise DQ_man
4. Pascal by Gosomi
5. Paranoid Android by Testbug
6. Speechless by Lucifer_kor
Bang!
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
January 28 2023 09:07 GMT
#86
TvP in Windshaper, Platoon, Woman Story

https://www.facebook.com/StarcraftRemasteredVN/videos/5997906263594343/
https://www.facebook.com/StarcraftRemasteredVN/
whiskeydingo
Profile Joined January 2023
Canada3 Posts
January 28 2023 15:42 GMT
#87
1. Lights Out
2. Rush Hour 4
3. Jungle Book
4. Huntress
5. PasCal
6. Champion
7. The Lost Temples
8. Lamentation
The Lizard Wizard
ESC.BlAckSuN
Profile Joined December 2011
Germany49 Posts
January 28 2023 15:46 GMT
#88
1. Lights Out
2. Paranoid Android
3. Rita
4. Jungle Book
5. Lost in Paradise
6. Neo Luna
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
January 29 2023 03:34 GMT
#89
TvP in Jungle Book, Lamentation
https://www.facebook.com/StarcraftRemasteredVN/videos/854723525603393
https://www.facebook.com/StarcraftRemasteredVN/
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
January 29 2023 12:30 GMT
#90
TvP in Blue_Violet, Suspicious_Hill, Cyber Temple, Broken_Ice, Halcyon
https://www.facebook.com/StarcraftRemasteredVN/videos/2081023468755739

TvP, TvZ in SandStorm, The_Lost_TempleS
https://www.mediafire.com/file/mad4tt70i3h3v4d/SandStormandTemple.rar/file
https://www.facebook.com/StarcraftRemasteredVN/
mAziciAn
Profile Joined October 2019
Korea (South)29 Posts
Last Edited: 2023-01-30 08:34:12
January 30 2023 08:33 GMT
#91
On January 20 2023 08:15 TT1 wrote:

Bonus 1) Rudeltaktik
+ Show Spoiler +
[image loading]


I'm pretty sure that this map is extremely Z favored tho. Z doesn't need the extra main base gas (because you're not restricting players from exping) and because Z has space efficient macro/production they'll have a big advantage by having easy map control (all the expos are lowground). Beautiful map/design but i think you need to extend the mains/remove the backdoor ramp and make the 3rd base an inbase expo (or maybe even the nat as the inbase instead of 3rd), that way you lessen the impact of having ground map control, games won't snowball as hard.

Yes I know that. This map contain lots of problem. I will modify this map if this map passed first round.
Also, another my map, Champion, It will be modified if it passed first round. I mistaked about unattackable creep spawner. I will remove it and give a mineral to min only nat.

BTW, I'm so glad to players who played my map. Very very appreciated it.
Hello TeamLiquid! ლ(´ڡ`ლ)
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
Last Edited: 2023-01-30 12:25:54
January 30 2023 12:24 GMT
#92
On January 26 2023 07:48 Cronkonium wrote:
For my choices of maps I'll pick #s 1-6 then give some suggestions in point form.
From Worst of the Best to Best of the Best (My Favourite Map Comes Last):
#1) *Light's Out*
Suggestions: I think having the 3rd base minerals slightly organised more towards the mains is maybe a good idea, then reduce the main's size on that front slightly (so there is still a gap between them). Also the central North & South Bases should maybe be reduced & have the gas geyser either towards the middle of the map (or if it's bad mining pathing for one of the bases over the other), then remove some minerals and set it on either the East or West. I just see little harass potential other than frontal attacks against the North & South bases as opposed to the East & West ones which are on high grounds (easy Zerg defences I think here for a big gain).
#2) *Paranoiid Androiid*
Suggestions: Reduce the size of the bridge between the Top-Right corner bases & maybe increase the size of the middle 1 slightly. I think also the 3rd base location is too easy to take & it maybe requires having a bit of risk with it when it comes to Terrans taking it quickly & Zergs taking & holding all 3 bases in 1 chokepoint. Maybe point the ramps into the centre of the map rather than having them look back towards the natural so much. It might also be a good idea to get a bit of gap between the minerals and the edge of the map as with most of these maps they're very very very hard to hit with non-frontal attacks (e.g. reavers or high templars, with mutas, lurker drops... or even vultures would have a hard time in those bases).
#3) *Ride of Valkyries II*
Suggestions: I think the 3rd bases (along the vertical borders of the map) ought to be pushed further Northwards away from the natural. With just a single mineral patch in the way between them, once it is gone it will too easy for two bases to be defended. Either that or have the minerals rotated a bit to face over the bridge somewhat (move the terrain around as needed too), because right now it looks like Frontal Pushes are easy & will work - giving Terrans and many Zergs a boost. But Arbitres & High Templars or Reavers will do nothing on this map. Considering too that it's not even a good Carrier map, I really would worry that Protoss would have to cheese most games on here without having crevices & gaps in the high ground in the middle. Vultures, Lings, Hydras/Lurkers, Siegetank/Goliath would all be a bit too strong on this map especially since Protoss doesn't really have a second base where they can have structures... so maybe altering the main to be slightly smaller and partially upgrading a top base in size might be useful to have Protoss units be capable of interacting with the high ground from multiple angles.
#4) *Sand Storm*
Suggestions: Holding Protoss in maybe Terrans in some circumstances, seems to be way too easy on a map like this if they ever get a position on you. A bridge right near a double tall ramp, that's also near a tall ramp that immediately connects to that other higher ground is just a circle of high ground/bridge choke-point that seems immediately scary to my eyes as there is no other way out really. I think pushing that TALLEST ridge back slightly away from the bridges and those 'CAGE looking things', even reduce the ramp near the cage just on the other side of the bridge... would maybe allow for strategic contains to work, but not just a consistent *I have overlapping waves of siege tanks on successive high grounds* for example.
#5) *Cursed Land*
Suggestions: This map looks really quite good, barely second for me (at the same highest position alongside Even Newer Peaks). The main problem I might see is that a meta might be figured out quickly here... Zerg base positionings
- bases 1-3/4 especially. I worry for Terrans with Mutas attacking the natural, I worry for Protoss with Tanks easily smashing probe lines at the natural & I worry for Zerg (just a little) & Terran a bit that there would be Dragoons or High Templar storms hitting the natural mineral lines too. Increase the thickness of the wall JUST up the ramp to the side of the natural's mineral line to 3 or even 4. Maybe get a bit of water spots too just below into the base on the lower ground too (push the base maybe 1 or 2 hexes further to the South for the Upper Right player & to the North for the Lower Left player. This would all reduce the ramp size by maybe 2-3 hexes and give a balanced push location that isn't too large, but also isn't small either.
#6) *Even Newer Peaks* (My Choice for Best Map)
Suggestions: Remove 2 of the eggs on the side closest to the centre (or 1 on each) and bring the sides of the map in a bit to close the new gap. By doing this you'll leave your slightly larger than normal choke open, but it won't be THAT big. I'm thinking bringing the edges away from the centre stops strong Zerg & Terran positionings/pushes from high ground as tanks and lurkers/hydras don't have even easier access to shoot you down and Protoss can dragoon flood down the ramp as easily. Then also cut down the diamond high grounds a bit and move the triangular bit backwards slightly (a few positions maybe 5 or 6 at most).
Artosis said he didn't think the map was quite there yet & I know my ideas would be different from his, but I see potential in this map. Really the only other worrisome thing for me is the ability to shell things in the enemy's main base if they try to hide buildings to the far South or North with tanks or even a few hydras on the edge. Turrets could be picked off before flying Arbitres or Shuttles in too! So widening the gap slightly might help there.


Yes, sir. If the Cursed Land is pulled out, we will delete the center extension and put a tile in front of the wall that cannot walk the unit. Thank you for studying my map.
letsthrive
Profile Joined January 2023
2 Posts
January 30 2023 15:51 GMT
#93
1. Lights Out
2. Jungle Book
3. Vanguard
4. Rush Hour 4
5. The Downfall of Moon
6. Neverland
MineraIs
Profile Joined September 2020
United States846 Posts
January 31 2023 07:17 GMT
#94
Five days left to vote for your favorite 6 (or more) maps!

✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
January 31 2023 16:43 GMT
#95
This is incredible. Such a good initiative. Such good execution. Only issue is: I found myself nostalgia-voting and kinda downplaying the original Blizzard vs. famous & memorable maps, oh well...
  1. (4) Paranoid Android
  2. Rita — Katrina
  3. Black Soulstones — Inbase mid cliffs
  4. PasCal — Monty Hall
  5. Sand Storm — Blue Storm
  6. Lamentation — Requiem

  7. Ride of Valkyries II
  8. Neverland — Longinus
  9. Starburst — Arkanoid
  10. Paradiso — Dante's Peak
  11. Platoon — Alchemist Remake
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
nOm.Esk4l4de
Profile Joined January 2023
3 Posts
January 31 2023 18:28 GMT
#96
1. Neo Luna
2. Jungle Book
3. Rita
4. Huntress
5. Sand Storm
6. Valley of Ulaan
7. Blue Lagoon
8. Lamentation
Soulja
Profile Joined December 2022
2 Posts
Last Edited: 2023-02-04 20:45:43
January 31 2023 23:25 GMT
#97
i like most of the maps, great work to everyone on it

1.Third Impact
2.The Downfall of Moon
3.Cyber Temple
4.Neverland
5.Winter Solstice
6.Champion
Cheesemayo
Profile Joined February 2023
1 Post
February 01 2023 11:41 GMT
#98
1. Cursed Land
2. Lamentation
3. Nyxeos
4. Sand Storm
5. Neo Luna
6. Platoon
MicroDK
Profile Joined January 2018
4 Posts
February 01 2023 13:18 GMT
#99
1 Winter Solstice
2 Sand Storm
3 Cyber Temple
4 Quandary
5 Third Impact
6 Lights Out
7 Champion
8 Neverland
9 Ride of Valkyries II
10 Huntress
11 Neo Luna
12 McDonald’s
neocronx
Profile Joined December 2009
United States20 Posts
February 03 2023 01:23 GMT
#100
1. Jungle Book
2. Nyxeos
3. Neverland
4. Winter Solstice
5. Rush Hour 4
6. Paranoid Android

Testing the maps and rating the games based on racial balance, dynamic play, and 12 million other totally real variables I ended up with this graded rubic:

Jungle Book 8.2
nyxeos 7.9
neverland 7.2
winter soltice 7.1
Rush Hour 4 6.9
Paranoid Android 6.8
Paranoiid Androiid 6.6
Sandstorm 6.6
Rhombus 6.6
Winshaper 6.5
blue lagoon 6.5
Cheerup 6.5
The Lost Temples 6.4
Blue Violet 6.4
Even Newer Peaks 6.4
Tal'Darim Ruins 6.4
Ride of Valkyries II 6.4
Huntress 6.2
lamentation 6.0
quandry 5.9


Sidenote: McDonalds would have made it with a better name possibly as I didn't test it. Fix your damn machine.
Random - The only way to play.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2023-02-03 10:21:17
February 03 2023 01:58 GMT
#101
I have played a lot of these maps over the past week or two as much as I could. I realized that there are some that are really cool in concept but seem a little imbalanced in one way or another towards another race or potentially may be difficult for new players. We need to cater to newer players in 2023 as much as we do with the veterans. I don't want to get in to specifics about each one but some "negative" factors determining the outcome my voting process were things such as:

-Too many bases
-Too easy to secure third and fourth with one choke point
-Island maps (I'm sorry but I don't think in 2023 people really want to play island maps, myself included. Maybe in a super casual setting or with clan mates etc)
-Too much of a high ground choke advantage outside a natural to enable easy contains (This is playable to an extent of course, but if you're playing a better player it makes the game a little too one sided I believe)
-Too many breakable structures (A personal preference)
-Maps that are remakes of old maps that still hold a lot of play or competitive value for today's meta in their original form

It's tough to pick only 6 of course, as I was blown away with having so many choices.

EDIT: Top 6 in order

1. Neo Luna - A very slight update to one of my favorite and most nostalgic maps. I put a lot of play time into Luna back in the day. The updates make it keep its original feel yet allow for a more standard play style (Better sim city and mineral placements)
2. Blue Violet - I like the simplicity, open middle (good for newer players) yet difficulty in obtaining a 4th expansion. This one is potentially a little on the tougher side for newer folk but I enjoyed the layout and feel of the map in the games I played on it.
3. Neverland - Seems like a good update of one of my older favorites, Longinus. Starting positions are slightly changed, mineral placement on the expansions seems more updated, and the 4th base doesn't seem as easy to hold which will make for faster paced game play (Low ground and open to a back choke instead of one ramp entrance defended by the third base mineral only area)
4. Nyxeos Gaia was always a pretty awesome map and reminds me of a good era of BW. This takes the map and makes it a little more standard looking but I think that that sometimes is appealing to newer players. I like the light and dark side thing (it's been done before) but still an interesting take on it. The 4th base location is a little harder to defend, still siege-able from the low ground but not as easily defended.
5. Paranoid Android 1.01 - The original map reminds me of when I was young and tried to "compete" in WCG USA. They had it set up like a ladder basically, and I would try to play the worst players I could to make my stats look good. Of course, that doesn't prove anything especially with strong players out there in USA. However I did end up winning a 30gb Samsung Mp3 player with audio recording capabilities from a random "lottery" e-ticket from being in there -- Anyway, this map seems awesome for a 2v2 map as well as a 1v1 map. The original was pretty interesting and definitely fitting of the name, and I think this one keeps the theme of that while remaining fresh.
6. Winter Solstice - A snow map. I actually never have minded playing on snow maps Tau Cross was another one from my past that I played a lot of. Back then I never really analyzed the positional imbalances on that map but I have seen some crazy macro games on there. Obviously Zerg is a beast on this map and that's just part of the game I think. I like the updates made personally while basically retaining the starting positions and middle of the map. A modern take on a classic.

Anyway, I played a good portion of these maps on pub games on US West. Some were just noobs who didn't know better and joined because they don't know one map from another, but some were pretty decent games.

EDIT: Ordered for voting process, sorry.

7. Huntress
8. Sand Storm
9. Halcyon
10. Speachless
11. The Lost TempleS
12. The Downfall Of Moon
13. Jungle Book
14. Abyss
15. Paradiso


Great job everyone.
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
MineraIs
Profile Joined September 2020
United States846 Posts
Last Edited: 2023-02-03 07:04:22
February 03 2023 04:40 GMT
#102
On February 03 2023 10:58 Th1rdEye wrote:
I have played a lot of these maps over the past week or two as much as I could. I realized that there are some that are really cool in concept but seem a little imbalanced in one way or another towards another race or potentially may be difficult for new players. We need to cater to newer players in 2023 as much as we do with the veterans. I don't want to get in to specifics about each one but some "negative" factors determining the outcome my voting process were things such as:

-Too many bases
-Too easy to secure third and fourth with one choke point
-Island maps (I'm sorry but I don't think in 2023 people really want to play island maps, myself included. Maybe in a super casual setting or with clan mates etc)
-Too much of a high ground choke advantage outside a natural to enable easy contains (This is playable to an extent of course, but if you're playing a better player it makes the game a little too one sided I believe)
-Too many breakable structures (A personal preference)
-Maps that are remakes of old maps that still hold a lot of play or competitive value for today's meta in their original form

It's tough to pick only 6 of course, as I was blown away with having so many choices.

My top 6 and not necessarily in order:

1. Neo Luna - A very slight update to one of my favorite and most nostalgic maps. I put a lot of play time into Luna back in the day. The updates make it keep its original feel yet allow for a more standard play style (Better sim city and mineral placements)
2. Blue Violet - I like the simplicity, open middle (good for newer players) yet difficulty in obtaining a 4th expansion. This one is potentially a little on the tougher side for newer folk but I enjoyed the layout and feel of the map in the games I played on it.
3. Neverland - Seems like a good update of one of my older favorites, Longinus. Starting positions are slightly changed, mineral placement on the expansions seems more updated, and the 4th base doesn't seem as easy to hold which will make for faster paced game play (Low ground and open to a back choke instead of one ramp entrance defended by the third base mineral only area)
4. Nyxeos Gaia was always a pretty awesome map and reminds me of a good era of BW. This takes the map and makes it a little more standard looking but I think that that sometimes is appealing to newer players. I like the light and dark side thing (it's been done before) but still an interesting take on it. The 4th base location is a little harder to defend, still siege-able from the low ground but not as easily defended.
5. Paranoid Android 1.01 - The original map reminds me of when I was young and tried to "compete" in WCG USA. They had it set up like a ladder basically, and I would try to play the worst players I could to make my stats look good. Of course, that doesn't prove anything especially with strong players out there in USA. However I did end up winning a 30gb Samsung Mp3 player with audio recording capabilities from a random "lottery" e-ticket from being in there -- Anyway, this map seems awesome for a 2v2 map as well as a 1v1 map. The original was pretty interesting and definitely fitting of the name, and I think this one keeps the theme of that while remaining fresh.
6. Winter Solstice - A snow map. I actually never have minded playing on snow maps Tau Cross was another one from my past that I played a lot of. Back then I never really analyzed the positional imbalances on that map but I have seen some crazy macro games on there. Obviously Zerg is a beast on this map and that's just part of the game I think. I like the updates made personally while basically retaining the starting positions and middle of the map. A modern take on a classic.

Anyway, I played a good portion of these maps on pub games on US West. Some were just noobs who didn't know better and joined because they don't know one map from another, but some were pretty decent games.

Some honorable mentions that I really enjoyed in no particular order:

- Huntress
- Halcyon
- Speachless
- The Lost TempleS
- The Downfall Of Moon
- Jungle Book
- Abyss
- Paradiso
- Sand Storm

Great job everyone.



If you’d like your votes to count they must be in order, and you can vote for more than six maps, they just must be in order.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Testbug[bwmn]
Profile Joined January 2023
31 Posts
Last Edited: 2023-02-03 07:11:44
February 03 2023 06:03 GMT
#103
On February 03 2023 10:58 Th1rdEye wrote:
My top 6 and not necessarily in order:


Hi Th1rdEye, acording the voting system we are using, you must specify the order of your top 6 maps (because your number 1 choice will obtain more points, and your number 6 choice will obtain less points). Can you please try to give them an order?
MineraIs
Profile Joined September 2020
United States846 Posts
February 03 2023 06:48 GMT
#104
At least 6 maps must be voted on.
✯ [ 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
February 03 2023 07:25 GMT
#105
On February 03 2023 10:23 neocronx wrote:
1. Jungle Book
2. Nyxeos
3. Neverland
4. Winter Solstice
5. Rush Hour 4
6. Paranoid Android

Testing the maps and rating the games based on racial balance, dynamic play, and 12 million other totally real variables I ended up with this graded rubic:

Jungle Book 8.2
nyxeos 7.9
neverland 7.2
winter soltice 7.1
Rush Hour 4 6.9
Paranoid Android 6.8
Paranoiid Androiid 6.6
Sandstorm 6.6
Rhombus 6.6
Winshaper 6.5
blue lagoon 6.5
Cheerup 6.5
The Lost Temples 6.4
Blue Violet 6.4
Even Newer Peaks 6.4
Tal'Darim Ruins 6.4
Ride of Valkyries II 6.4
Huntress 6.2
lamentation 6.0
quandry 5.9


Sidenote: McDonalds would have made it with a better name possibly as I didn't test it. Fix your damn machine.



If you’d like to give credit to your list of hard work, you could number them 1-20 and each map will get something.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
NicePants
Profile Joined December 2020
12 Posts
February 03 2023 08:59 GMT
#106
1. Paradiso (by Suricatta)
2. Neverland (by Hozzi)
3. Ice Crystal (by TNWZombie)
4. Abyss (by R4TCHET)
5. Champion (by mAziciAn)
6. Blue Violet (by Moderatoboy)
7. Winter Solstice (by Hyojin)


Comments:

It's great when new Standard and Mostly-Standard maps get added to the popular rotation, like Butter and Allegro. I wonder if Neverland or Winter Solstice could become the next popular 3-player map.

(4) Paradiso (by Suricatta)
- Could potentially be a fun alternative to Vermeer, nice! (Vermeer is decent, but for me personally, Vermeer doesn't seem as fun as Polypoid or Allegro or Circuit Breakers.)
- Looks like the mains in Paradiso are a bit larger than Vermeer's too-small mains, nice.

(4) Ice Crystal (by TNWZombie)
- Looks like the 3rd might be easier to take than a normal 3rd? Neat concept, if so. A bit like training-wheels maybe, could be interesting to see how it plays out. (Makes it a nice map for beginners perhaps? Not sure!)
- I also like that the mains aren't too small.
sas.Sziky
Profile Joined October 2011
Hungary275 Posts
February 03 2023 10:03 GMT
#107
1: Sand Storm
2: Paradiso
3: Even Newer Peaks
4: Third Impact
5: McDonald’s
6: Rita
More attention to mineral patches pls and will be perfect o.o
Thanks for your work guys. HF.
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 03 2023 17:37 GMT
#108
1) Paranoid Android by Testbug
2) Rita by Freakling
3) KF-21 Boramae by DQ_MAN
4) Black Soulstones by Freakling
5) Ride of Valkyries II by Minerals
6) Quandary by Hyojin
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
fireboy011
Profile Joined February 2023
Israel3 Posts
February 03 2023 20:57 GMT
#109
1. Third Impact
2. Starburst
3. Paranoid Android (4 player map)
4. Black Soulstones
5. Blue Lagoon
6. Champion
7. Winter Solstice
8. Huntress
9. Volcanic Canyon
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
February 03 2023 23:01 GMT
#110
On February 03 2023 15:03 Testbug[bwmn] wrote:
Show nested quote +
On February 03 2023 10:58 Th1rdEye wrote:
My top 6 and not necessarily in order:


Hi Th1rdEye, acording the voting system we are using, you must specify the order of your top 6 maps (because your number 1 choice will obtain more points, and your number 6 choice will obtain less points). Can you please try to give them an order?


On February 03 2023 15:48 MineraIs wrote:
At least 6 maps must be voted on.


I changed it to show order instead. Thanks for pointing that out. I haven't read the original post in a long time but I have been playing a lot of games on tehse maps
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
Airneanach
Profile Joined January 2021
United States59 Posts
February 04 2023 03:47 GMT
#111
1. Neo Luna
2. Paranoiid Androiid
3. PasCal
4. Lamentation
5. Starburst
6. Champion
7. The Downfall of Moon
Ask not what StarCraft can do for you, ask what you can do for StarCraft
GoGG
Profile Joined September 2004
Germany92 Posts
February 04 2023 08:24 GMT
#112
1. Black Soulstones
2. Jungle Book
3. Rita
4. Starburst
5. River of City
6. Orognu’s Symbol
7. Champion
8. The Lost Temples
9. Paranoid Android
10. Platoon
11. Paranoiid Androiid
12. Cursed Land
13. Even Newer Peaks

favorite players: fOrGG | iloveoov | GARIMTO
ZZZero.O
Profile Joined July 2011
Poland1475 Posts
February 04 2023 13:58 GMT
#113
1. Sand Storm
2. Cheerup
3. Starburst
4. Paranoid Android
5. Winter Solstice
6. Autumn to Winter
7. Ride of Valkyries II


I probably could find a few more maps which are great, overal the contest is amazing and thanks for doing them
https://www.patreon.com/Bombastic || https://liquipedia.net/starcraft/Bombastic_StarLeague || https://linktr.ee/bombastic
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-02-04 23:17:22
February 04 2023 22:57 GMT
#114
1. Rudeltaktik
I needed to pick this as my first choice. I think this map is criminally underrated so far, probably because some people don't even want to consider island maps. Is it balanced? Probably not – yet. But it definitely does a lot of things right, managing to completely and immediately recognizably catching the spirit of the original and at the same time managing to radically modernize it.

2. Lost in Paradise
Of the three Lost Temple remakes in this competition, I like this one the most. It takes the elements of the original and radically reinterprets them, using modern map mechanics.

3. Lamentation
As always, Hyojin delivers some high quality maps, and this one is currently probably the most refined and interesting of his submissions.

4. Vanguard
Another very interesting remake that seems to get completely overlooked by every one. It certainly not perfect yet, but it deserves a chance to get there.

5. PasCal
A 3p Monty Hall is a really neat idea. I might have even ranked it higher, but I feel that right now it still lacks some of the refinements and details that other maps already got.

6. Third Impact
DQ basically delivered me exactly the modern rendition of Longinus I was hoping for.



7. Paranoid Android
Great reinterpretation of the concept.

8. Champion
Just like Rudeltaktik, also by mAziciAn, I want to credit this one for the immediate feeling of familiarity this gave me, even though it actually, necessarily, diverges very far from the original's concept (or lack thereof, as Blizzard maps often give the impression of…).

9. KF-21 Boramae
DQ_MAN comes out very strong in this contest, and this seems like another very well-made map by him.

10. Paradiso
11. Neo Luna
Two more conservative takes on a remake, only implementing the bare minimum of changes that seem necessary to fix bugs and make the map more comfortable to play on – and that was really all that was required in these cases!
olipatrick
Profile Joined May 2019
Bolivia7 Posts
February 05 2023 01:45 GMT
#115
Go for it!

1 - Paranoid Android by TestBug
2 - Black Soulstones by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
3 - Aiur City by TNWZombie
4 - Flashbang by TNWZombie
5 - Starburst by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
6 - Rita by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
7 - Rudeltaktik by mAziciAn
Testbug[bwmn]
Profile Joined January 2023
31 Posts
February 05 2023 03:13 GMT
#116
On January 27 2023 11:59 TNWZombie wrote:
Show nested quote +
On January 26 2023 09:30 Testbug[bwmn] wrote:
On January 26 2023 07:48 Cronkonium wrote:
and bring the sides of the map in a bit to close the new gap.

Sorry i didn't get this part. which ssides? can you draw lines/marks using paint or using your phone?

but thank you for your ideas, we are also thinking to add a cliff behind the nats to muta harssment will be more powerful, maybe this solves the problem you pointed out. In case this maps gets into the next round, ee'll let you know when we make the changes!


Cronkonium seems to have voted like this.

* Voting Status
1. Even Newer Peaks (My Choice for Best Map)
2. Cursed Land (My second favorite map after Even Newer Peaks.)
3. Sand Storm
4. Ride of Valkyries II
5. Paranoiid Androiid
6. Light's Out


Thank youuuu
Invincibilitysky
Profile Joined January 2022
3 Posts
February 05 2023 06:42 GMT
#117
1. Sand Storm by Minerals
2. Rita by Freakling
3. Cursed Land by TNWZombie
4. Champion by mAziciAn
5. Blue Violet by Moderatoboy
6. Winter Solstice by Hyojin
DQ
Profile Joined October 2022
8 Posts
Last Edited: 2023-02-05 07:59:39
February 05 2023 07:57 GMT
#118
1.Rita
2.Lamentation
3.Rudeltaktik
4.Blue Lagoon
5.Huntress
6.Orognu’s Symbol
TNWZombie
Profile Joined March 2021
Korea (South)70 Posts
February 05 2023 07:59 GMT
#119
Those who made the map, good job.

1. Black Soulstones(Freakling)
2. Champion(mAziciAn)
3. Rita(Freakling)
4. Sand Storm(Minerals)
5. Winter Solstice(Hyojin)
6. The Downfall of Moon(DQ_MAN&mAziciAn)
7. Neo Luna(Suri)
8. NeverLand(Hozzi)
9. Jungle Book(JoJo)
MineraIs
Profile Joined September 2020
United States846 Posts
February 05 2023 11:14 GMT
#120
Voting is closed.
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
2Pacalypse-
Profile Joined October 2006
Croatia9490 Posts
February 05 2023 11:15 GMT
#121
Thread locked.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2023-02-05 14:14:55
February 05 2023 14:14 GMT
#122
Final Map pack update (top 12 map pack to be released soon!):

Updates to:

- Quandary
- Lamentation
- Huntress
- Lights Out
- Rush Hour 4
- Rita
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