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remaining
- To vote, comment with exactly 4 maps ranked in order. Votes with less than 4 selections, or unordered votes will not be considered
- Based on your ranking the maps will receive a score, according to the Dowdall-system (1/n point for n-th rank).
- The 4 maps with the highest scores will advance to the next round, with two exceptions:
- At most 1 map from the same author may enter the finals.
- 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 4 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 4 maps should not have any other issues that principally inhibit their being played on.
- The maps need to be in a functionally finished, play-ready state.
- At most 1 map from the same author may enter the finals.
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![[image loading]](https://cdn.discordapp.com/attachments/860854544719675422/1065630602172309544/IsometricSmall.png)
Download the semifinals map pack
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082466704766021672/maps_1-4.png)
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Champion
by mAziciAn
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461239684378694/0.71.png)
— + Show Spoiler [show Original] +
Challenger
by Blizzard
![[image loading]](https://cdn.discordapp.com/attachments/1029263973901672458/1039579078308667545/original.png)
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.
Cursed Land
by TNWZombie
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461277881892864/2Cursed_Land_0.90.jpg)
— + Show Spoiler [show Original] +
Gauntlet
by Blizzard, Sir.Lupin, i_terran, Drunken Bird
![[image loading]](https://cdn.discordapp.com/attachments/1028187029164531712/1028187669622181938/2Gauntlet_Before_the_remake.jpg)
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 + 1x3000 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)
Jungle Book
by j0j0
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461455510675507/4Jungle_Book_1.9n.png)
— + Show Spoiler [show Original] +
Jungle Story
by Next_(R)
![[image loading]](https://cdn.discordapp.com/attachments/1026247062225948772/1026247383320887348/Jungle_Story.jpg)
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
Lamentation
by Hyojin
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461494899380224/4Lamentation_0.75.jpg)
— + Show Spoiler [show Original] +
Requiem
by DreamReaver, Rose.of.Dream
![[image loading]](https://cdn.discordapp.com/attachments/1058374853801025596/1058374924684763146/23_Neo_Requiem.png)
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
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082466716791078933/maps_5-8.png)
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Lights Out
by j0j0
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461617159163914/4Lights_Out_1.7n.png)
— + Show Spoiler [show Original] +
Circuit Breakers
by Earthattack
![[image loading]](https://cdn.discordapp.com/attachments/1053084553847246848/1053084636693151804/Circuit_Breakers.jpg)
Map Version : Latest update is Lights Out 1.7 (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
Neo Luna
by Suricatta
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461654421348452/Neo_Luna_3.3.png)
— + Show Spoiler [show Original] +
Luna
by Drunken Bird, assisted by i_terran
![[image loading]](https://cdn.discordapp.com/attachments/1049862911213965322/1049864339110236190/27_Luna_the_Final.jpg)
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.
Paranoid Android
by Testbug
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461721748324352/Paranoid_Android1.6g.png)
— + Show Spoiler [show Original] +
Paranoid Android
by Forgotten_
![[image loading]](https://cdn.discordapp.com/attachments/1055564092863152189/1055912961283215510/600px-Paranoid_Android.png)
▶️ 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 distances 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 corner expos 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 minonlies 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".
Ride of Valkyries
by Minerals
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461780644737064/Untitled_design_4.png)
— + Show Spoiler [show Original] +
Ride of Valkyries
by [Ragnarok]Valkyrie
![[image loading]](https://cdn.discordapp.com/attachments/1039157382355365930/1039159416039165972/image0.jpg)
-Resized to 128x112
-Frontyard backdoor mineral block is 1x32 value
-Eliminate quite a bit of dead space.
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082466723598434364/maps_9-12.png)
— + Show Spoiler +
Rita
by 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461819509149716/Rita_0.90.jpg)
— + Show Spoiler [show Original] +
Katrina
by Str18-02
![[image loading]](https://cdn.discordapp.com/attachments/1057350407522885632/1057350876282491001/Katrina_SE.png)
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.
Sand Storm
by Minerals
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461858633613312/Untitled_design_3.png)
— + Show Spoiler [show Original] +
Blue Storm
by Earthattack
![[image loading]](https://liquipedia.net/commons/images/3/3e/Bluestorm.jpg)
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.
Third Impact
by DQ_MAN
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082461927885783070/Third_Impact.png)
— + Show Spoiler [show Original] +
Longinus
by KuKulZa
![[image loading]](https://cdn.discordapp.com/attachments/1060216704292114462/1060216866045427722/13a57a9de3147851.jpg)
-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).
Winter Solstice
by Hyojin
![[image loading]](https://cdn.discordapp.com/attachments/1082370855960584354/1082462162775179355/3Winter_Solstice_0.74.jpg)
— + Show Spoiler [show Original] +
Tau Cross
by Rose.of.Dream
![[image loading]](https://cdn.discordapp.com/attachments/1061005861926998046/1061006053099176049/34534534.jpg)
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.
![[image loading]](https://cdn.discordapp.com/attachments/860854544719675422/1065630601874509926/IsometricDiamondsAreForever.png)
If you have any questions, please comment below.
Cheers and have fun mapping!
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