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.
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)
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
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
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
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.
▶️ 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".
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.
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.
-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.
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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— If you have any questions, please comment below. Cheers and have fun mapping!
mAziciAn, bovienchien, M3t4PhYzX, thank you for voting for my map (4)Paranoid Android. I'm a former map maker. I retired in 2008, and came back in december 2022 with this brand new map (4)Paranoid Android as a 2v2 alternative. I'm glad to see a 2v2 map got into de 12 best maps. and I'm glad to see people is interested on 2v2 games!
I hope this map can attract the attention of both 1v1 players and 2v2 players, and make it into the top 4!
And here you have a comparison between my map (4)Paranoid android and the original (2)Paranoid Android, by Korean Map Maker Forgotten_:
Thank you very much for your support! And thank you to all the people who voted for (4)Paranoid android on the first stage! you can see the results of the stage 1 here:
We invite you to download and test the maps before voting.
Congratulations to the mappers who made it to the second stage of the tournament! mAziciAn, TNWZombie, j0j0, Hyojin, Suricatta, Testbug, Minerals, 𝔉𝔯𝔢𝔞𝔨𝔩𝔦𝔫𝔤, and DQ_MAN!
I'll check the new versions of each maps, and watch all the test games before voting.
1. Lights Out ( Best remake imo ) 2. Sand Storm ( But need mineral balance and gaz balance ) 3. Cursed Land 4. Third Impact
I think if you wanna do a remake atleast fix the problems the original has. Paranoid Android remake is such a wasted oportunity to make the map playable for 1v1 standards. Now is just a python wannabe map.
Kind of wish someone make a new take on it as 2 players map with far spawn from each other and some modern mineral expos but making sure to leave the huge original bridge intact . Each time i see Paranoid Android i think about this game. such a classic ending.
On March 09 2023 05:00 [sc1f]eonzerg wrote: Paranoid Android remake is such a wasted oportunity to make the map playable for 1v1 standards. Now is just a python wannabe map.
Kind of wish someone make a new take on it as 2 players map with far spawn from each other and some modern mineral expos but making sure to leave the huge original bridge intact.
In our new version of (2)Paranoid android for 2 players, the main bases were farther away from each other. But in this new thread you have only the list of the 12 most voted maps. I'm happy we were able to make a new version of (2)Paranoid Android for 2 players, but i'm also happy to see the 2v2 version attracted the attention of people, and i'm happy to see the 2v2 community is active!
On March 09 2023 05:00 [sc1f]eonzerg wrote: Paranoid Android remake is such a wasted oportunity to make the map playable for 1v1 standards. Now is just a python wannabe map.
Kind of wish someone make a new take on it as 2 players map with far spawn from each other and some modern mineral expos but making sure to leave the huge original bridge intact.
In our new version of (2)Paranoid android for 2 players, the main bases farther away from each other. But in this new thread you have only the list of the 12 most voted maps. I'm happy we were able to make a new version of (2)Paranoid Android for 2 players, but i'm also happy to see the 2v2 version attracted the attention of people, and i'm happy to see the 2v2 community is active!
Cheers, Testbug
Thanks. I didnt know about this one. I will pm u some details about this version.
On March 09 2023 05:00 [sc1f]eonzerg wrote: 1. Lights Out ( Best remake imo ) 2. Sand Storm ( But need mineral balance and gaz balance ) 3. Cursed Land 4. Third Impact
I think if you wanna do a remake atleast fix the problems the original has. Paranoid Android remake is such a wasted oportunity to make the map playable for 1v1 standards. Now is just a python wannabe map.
Kind of wish someone make a new take on it as 2 players map with far spawn from each other and some modern mineral expos but making sure to leave the huge original bridge intact . Each time i see Paranoid Android i think about this game. https://youtu.be/htjt5yAYRYs?t=285 such a classic ending.
On March 10 2023 09:58 Optimate wrote: 1. Paranoid Android 2. Neo Luna 3. Doesn't like any others. 4. Doesn't like any others.
I wish they had remade Rivalry or Gaema Gowon
Hi Optimate, thank you for voting for my map. Unfortunately, the judges are very strict here, and will only count votes with 4 maps. I understand you don't like the other 10 maps in this stage, but, can you please analyze them and pick 2 more maps according to how playable they are?
For example, if you ever played on Challenger when you were a kid, you might like to analyze (2)Champion, if you liked the maps used during the TBLS like Blue Storm, you might like to analyze (2)Sand Storm, if you liked pre-TBLS games, you might remember Requiem right? then i recommend you to analyze (4)Lamentation! you like weather forecasting? then i recommend you to take a look at (4)Rita! and i can continue and continue...
I am writing this because I know how much effort the other 10 mappers have put into their creations, and I would really appreciate it if you would choose 2 more maps.
Thank you for voting!! Here you have a piece of heart: 💗 collect 4 of them, and your life energy wil be powered!
1.Lights Out (Circuit Breaker remake) by j0j0 2.Jungle Book (Jungle Story remake) by j0j0 3.Winter Solstice (Tau Cross remake) by Hyojin 4.Paranoid Android (4 player remake) by Testbug
On March 10 2023 09:58 Optimate wrote: 1. Paranoid Android 2. Neo Luna 3. Doesn't like any others. 4. Doesn't like any others.
I wish they had remade Rivalry or Gaema Gowon
Hi Optimate, thank you for voting for my map. Unfortunately, the judges are very strict here, and will only count votes with 4 maps. I understand you don't like the other 10 maps in this stage, but, can you please analyze them and pick 2 more maps according to how playable they are?
For example, if you ever played on Challenger when you were a kid, you might like to analyze (2)Champion, if you liked the maps used during the TBLS like Blue Storm, you might like to analyze (2)Sand Storm, if you liked pre-TBLS games, you might remember Requiem right? then i recommend you to analyze (4)Lamentation! you like weather forecasting? then i recommend you to take a look at (4)Rita! and i can continue and continue...
I am writing this because I know how much effort the other 10 mappers have put into their creations, and I would really appreciate it if you would choose 2 more maps.
Thank you for voting!! Here you have a piece of heart: 💗 collect 4 of them, and your life energy wil be powered!
I will write my opinion on a few maps. The subject of this contest is the remaster of old maps. It will mean making up for the shortcomings of the old map and recreating it as a better map.
And befitting the theme, when these maps are used in tournaments, people should welcome the revival of old maps, recalling the golden age of StarCraft 1, and people should have anticipation for the remastered old maps. Also, the game will be very interesting with a variety of attack routes.
1. Champion At least in Korea, you will be surprised and interested in how the map called Challenger, a map you would have used at least once with your childhood friends, has changed so nicely. It's a map that's enough to stimulate people's nostalgia.
2. Winter Solstice It's very natural that people think of Taucross when they see this map. Consider the disadvantages of Taucross. In TvZ and PvT, Terran play a really tough game. In the case of TvZ, you need to build a missile turret with a really wide range to defend against mutalisk attacks. The same goes for PvT. In addition, in the case of the existing Taucross, in the case of a second base, Terran defending Zerg's mutalisk attack route was the worst condition. However, in the case of Winter Solstice, we managed to get rid of at least one mutalisk attack route by relocating the minerals in the second base, and the map was modified to be a bit more friendly to Terran players getting 4 bases. In addition, Winter Solstice modified the overall terrain of the map to be consistent, eliminating the advantages and disadvantages of starting as much as possible and adding fairness. Also, this map that reminds you of Taucross will evoke people's nostalgia and will be a fun map.
3. Neo Luna It may be the most unchanging map. However, this map does not need major changes. In Korea, there is a concept called "national map". The maps that have been loved by so many people belong to the national maps. Lost Temple -> Python (Luna) -> Fighting Spirit (Circuit Breaker) Luna was a map that was loved as much as Python when Python was the national map, but it had a big drawback that second base SimCity was not possible and the rush distance was not constant. However, Neo Luna made the second base SimCity possible and fixed the rush distance. This alone is a really big change and old fans will be thrilled to use this map.
4. Third Impact Looking at this map, it wouldn't be easy for people to think of Longinus as the worst Protoss map ever. However, when I looked at the level of completion of this map compared to other maps, I felt it was a good enough map to choose. However, the imbalance between left top and left bottom starting base sizes may need to be corrected. And one thing is for sure, Terran players will feel bad if they start the match from the right middle start lol And the creator of the map will have to measure the rush distance well. The rush distance of this map seems quite long. Ideal rush distance on all maps averages 32 seconds. Once the rush distance goes beyond 32 seconds, it becomes a protoss friendly map.
------- Other than that, my personal evaluation of the maps I didn't vote for.
Lights Out This map is a circuit breaker obviously. The problem with this map is its imbalance in ZvP and imbalance in PvT. The existing Circuit Breaker had a very short vertical rush distance of 25 seconds. So in ZvP terms Protoss had to be played very carefully.
Lights out, on the other hand, has a vertical rush distance of 33 seconds, which is quite positive. However, the diagonal rush distance has also been greatly increased to 43 seconds. This would be another downside.
And in the case of Circuit Breaker, it was a very difficult terrain for Protoss to defend against Zerg's rush through a large hill in ZvP terms. So we've seen a lot of matches where the Protoss couldn't hold the 3rd base and declared gg.
Also, in the case of PvT, the terrain consisting of two small bridges and one large hill is an area that is very easy for Terran players to defend, while Protoss players cannot attack those terrains, in the end, the match time is very long.
Circuit Breaker's biggest drawback is its long game time. It's not a fun long game time, but a boring long game time. This is a very big difference.
In the end, Circuit Breaker's remaster needed an element to solve this boring game time, but it seems that the creators didn't grasp the inherent problem of this map. The large hill in the center of the map is meaningless. Rather, it will be a terrain that gives more power to Zerg and Terran players in ZvP and PvT.
For this map to be loved by players, solving the fundamental problem of the map will be the top priority.
Rita
I'm pretty sure this map will be the #1 ban if used in a tournament. Korean players are getting giddy about the Protoss map season after season. 2 player maps, ringing bloom, ultimate stream
And Rita contains the same elements as Ringing Bloom and Ultimate Stream. Those maps were difficult even for Flash to overcome.
Rita is pretty, but it's like a battlefield for players. A battlefield doesn't have to be beautiful.
1. Champion 2. Sand Storm 3. Neo Luna 4. would have voted on Winter Solstice, but the image of the map in post 1 still includes severe imbalances, not sure if this was fixed already or not. Will vote for Third Impact instead
On March 25 2023 23:36 Bonyth wrote: 1. Champion 2. Sand Storm 3. Neo Luna 4. would have voted on Winter Solstice, but the image of the map in post 1 still includes severe imbalances, not sure if this was fixed already or not. Will vote for Third Impact instead
hejjj Bonyth,
I noticed they used old pictures in some of the maps. And i also noticed most mappers are modifying their maps to improve them day by day. And I'm pretty sure the top 4 maps will have new improvements in the last stage of the map competition!
Oh, and thank you for testing all our maps!!! Dziękuję bardzo bardzo!!
1. Champion for 1v1 I love this map!!! 😍 I played a lot of games on Challenger when i was a kid. And when i play on Champion, i always have that "Challenger Feeling" very nice job!!!
2.Neo Luna for 2v2 I hope this map will be used on 2v2 tournaments!!! rush distance is only 26 seconds which makes 2v2 games super interesting!
3. Lights Out for both 1v1 and 2v2 argh... but the mapper destroyed his map 1 day before the voting period ends... please Aiur, fix version 1.8b😭
4. Sand Storm for 1v1 I wanted to give this map a higher score, but since a lot of users already voted for this map, i decided to boost Champion, Luna and Lights Out with my vote. Very nice job Minerals!!!.