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Since STPL S4's map contest last year, there has been a stead incline of mappers coming around, that is why we think it is time to have a good little friendly competition for veteran map makers as well as the new comers! Come one, come all!
Submission Rules:
- Maps must be submitted by Monday, the 12th of April 2021 at 21:00CEST. - This is a Standard map contest. Maps considered experimental will not be considered. - This contest is open to all applicants. - This contest is open to maps that work in a Standard 1v1 Top vs Bottom game. - This contest is open to all map tilesets. - This contest is open to your older maps, but newer maps are highly encouraged. - This contest is open for 2, 3, or 4 player maps. - This contest is not open to maps that have been used in official tournaments or leagues prior to 2021. - You may submit maps that are based on other maps, but they may not be duplicates (No ashworld Lost Temple renditions, etc.). - You may submit as many maps as you like, but please keep the submissions high quality! - You may only submit your own work or collaboration. First versions should be fully playable with functional components of the map (functional terrain* and resources) in place, no abusable unfinished terrain (like drop holes), and no mining issues for the most significant bases (mains and naturals). - Final versions (top 4) should be de-bugged to the best of your ability *Functional terrain includes unwalkable and unbuildable areas, ramps, bridges, choke points, vision blocking or cover providing terrain and generally anything that requires specific tile flags etc.
How will this work?
- Judges, Mappers, & the Community will evaluate the entries and decide on the top eight maps to move forward. - Mappers will then be given 2 weeks to fix any issues found by the judges/mappers/community and polish the maps up. - Judges and the community will vote which 4 maps move into the "finals". - Mappers will be given 1 week to de-bug the map and finalize it. - The maps will then be played and broadcasted in a series of Map Test Tournaments, each tournament focusing only on one map. - We will then host a public vote to decide the results of the contest.
Prize Pools: To encourage newer mappers to indulge, we will be splitting the prize pool up. New mapper = has not had maps featured in official tournaments or leagues.
1.) Map Contest: + + Donate Here + + - 80% of the prize pool will go to the first place winner. - 20% of the prize pool will go to the winner of the best "new mapper" 2.) Map Test Tournaments Prize Pool: + + Donate Here + + - Each map test tournament will be worth 25% of the Map Test Matcherino prize pool. Total Pool divided by four map test tournaments.
Map Test Tournaments: Once 4 final maps are chosen, they will then be played and broadcasted in a series of Invitational Map Test Tournaments. If you are interested in being invited, please post your ID & Average MMR below.
- Each tournament will focus on only one map. - Each tournament will be single elimination until Semi Finals (best of 3) and then Finals (best of 5). Subject to change. - Each map test tournament will be worth 25% of the total Matcherino Prize Pool for map test tournaments. - Each tournament will be broadcasted on two streams in english and spanish.
Map Test Tournament Broadcasters:
출 규칙 :-지도는 2021 년 4 월 12 일 월요일 21 : 00CEST까지 제출해야합니다. -스탠다드 맵 콘테스트입니다. 실험적인지도는 고려되지 않습니다. -이 콘테스트는 모든 지원자에게 공개됩니다. -이 콘테스트는 표준 1v1 Top vs Bottom 게임에서 작동하는 맵에 공개됩니다. -이 콘테스트는 모든 맵 타일셋에 공개됩니다. -이 콘테스트는 이전 맵에 공개되지만 최신 맵을 적극 권장합니다. -이 콘테스트는 2, 3, 4 인용 맵으로 진행됩니다. -본 콘테스트는 2021 년 초 이전에 다른 토너먼트 나 리그에서 사용 된 맵에는 공개되지 않습니다. -다른 맵을 기반으로 한 맵을 제출할 수 있지만 중복 될 수는 없습니다 (애쉬 월드 로스트 템플 렌 디션 없음 등). -원하는만큼지도를 제출할 수 있지만 제출물은 높은 품질로 유지하세요! -자신의 작업 또는 공동 작업 만 제출할 수 있습니다. -첫 번째 버전은지도의 기능적 구성 요소 (기능적 지형 * 및 리소스)가 제자리에 있고, 남용 할 수없는 미완성 지형 (예 : 드롭 홀)이 없어야하며, 가장 중요한 기지 (본선 및 내추럴)에 대한 채굴 문제가 없어야합니다. -최종 버전 (상위 4 개)은 최선을 다해 버그를 제거해야합니다. (* 기능적 지형에는 걸을 수없는 지역과 건축 할 수없는 지역, 경사로, 다리, 초크 포인트, 시야 차단 또는 엄폐물 제공 지형 및 일반적으로 특정 타일 깃발 등이 필요한 모든 것이 포함됩니다.)
어떻게 작동할까요?-심사 위원,지도 작성자 및 커뮤니티는 출품작을 평가하고 앞으로 나아갈 상위 8 개지도를 결정합니다. -그런 다음 2 주 동안 심사 위원 / 매퍼 / 커뮤니티에서 발견 한 모든 문제를 수정하고지도를 다듬을 수 있습니다. -심사 위원과 커뮤니티는 "결승전"에 진출한 4 개의지도 중 어느 것을 투표할지 투표 할 것입니다. -지도 작성자는지도를 디버그하고 완성하는 데 1 주일이 주어집니다. -지도는 일련의지도 테스트 토너먼트에서 재생되고 방송되며 각 토너먼트는 하나의지도에만 집중됩니다. -그런 다음 공모전 결과를 결정하기 위해 공개 투표를 주최합니다.
상금 풀 : 새로운지도 작성자가 참여하도록 장려하기 위해 상금 풀을 분할 할 것입니다. 새 맵퍼 = 공식 토너먼트 또는 리그에 등장하는 맵이 없습니다. 이 이벤트에는 두 개의 상금 풀이 있습니다. 하나는 맵퍼 용이고 다른 하나는 맵 테스터 (플레이어) 용입니다.-총 상금의 80 %는지도 콘테스트의 1 등 당첨자에게 주어집니다. -총 상금의 20 %는 최고의 "새로운 맵퍼"의 우승자에게 주어집니다. -각 맵 테스트 토너먼트는 맵 테스트 Matcherino (플레이어) 상금 풀의 25 %의 가치가 있습니다.
상금 풀 Matcherino 페이지 중 하나에 기부하는 것을 고려하십시오. -Mappers를위한 상금 풀에 기부 - https://matcherino.com/tournaments/44488/ -지도 테스터를위한 상금 풀에 기부 - https://matcherino.com/tournaments/44489/
지도 테스트 토너먼트 : 4 개의 최종지도가 선택되면 일련의 초대지도 테스트 토너먼트에서 재생 및 방송됩니다. -각 토너먼트는 하나의 맵에만 집중됩니다. -각 토너먼트는 준결승 (베스트 오브 3)과 파이널 (베스트 오브 5)까지 단일 엘리 미 네이션으로 진행됩니다. -각 맵 테스트 토너먼트는 맵 테스트 토너먼트의 총 Matcherino 상금 풀의 25 %의 가치가 있습니다. -각 토너먼트는 영어와 스페인어로 2 개의 스트림으로 방송됩니다.
How to enter? Post your entry in this thread with the following. Entries not in this format may not be taken into account when judging.
- Your ID: - Location: - Map Name: - Map Image: - Map Size: - Map Concept: - Post map file with image to this submissions channel: https://discord.gg/BT96YvbNbC
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Here are some randomly scattered tips/guidelines to help. I will probably organize them later on. + Show Spoiler +- Natural base should be wallable ling tight with 1 pylon, 1 forge, 1 gateway, 3 zealots (8 tiles). -It is more comfortable when natural choke simcity are vertical (like circuit breakers). -Eggs with the simcity can bring comfort to a player knowing they dont have to kill a building to open the wall. - 9 minerals in main, 7 or 7.5 in natural. - Ramps/entrance to main base should be wallable with 2 supply, 1 barrack, or something similar. 1 supply 1 rax probably not an issue. - Rush distance from nat to nat probably should be around 25~30 seconds. - Close annoying tank holes with unwalkable terrain. - Main mineral lines are "most comfortable" when they are vertical (like CB/FS) - Main mineral lines are also best against the edge of the map or close by. Keeping mutalisk's in mind, Terran should be able to defend their base without mutalisks being able to do circles around defended areas. Edge of the map helps with turret efficiency. - 3 player maps are hard to make, i don't recommend trying. :D - Overlords need places to hang out safely or semi-safely around the map. - 3-4 pylons should be able to wall off vultures at least on a couple expansion options on the map - A ramp doesn't have to necessarily be an entrance to the main base, but no more than 2 tiles for an entrance. (see sylphid) - Neutral eggs are your friend when it comes to helping with simcity set up in natural base. - The center of the map probably shouldn't be 100% buildable because Terran. - Make sure that up-ramp vision works properly. A lot of ramp tiles' height aren't correct and need an adjustment, especially SC:R ramps. Otherwise units can see units or buildings on top of said ramp. - Try to "tuck" bases into cliffs and such so units won't get clumped up trying to walk through the mining workers - it is key to have good unit movement on the map without much unwanted disruption. - Do not use to many critters. If you do - make sure they are in jailed areas or as far away as possible from main bases. Also set their hp to 1% so a worker can 1 shot it if need be. - Players do not like kakaru's constantly on their minimap - Just because you can place neutral buildings a map, doesn't mean you should. Try to make sure they are tasteful and will work well. - Terrans need a closer 3rd base than protoss and zerg. - Zerg's should probably be able to hold their 3rd base with 1 or 2 lurker eggs vs bio. - Always check your heights in SCMDraft! - Keep flanking in mind. Players with 5 or 6 control groups of units should be able to run around and effectively fight. - Gas always on top or to the left of the starting location in main base. - Keep asking questions, we are happy to help when we can!
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CharacteR Location: Canada Static 0.8 (96x128)
- Map Concept: Standard map with a close high ground mineral only, more vulnerable central expansions towards the middle of the map that are down-ramp from high ground sections
Mystery Box 1.10 (128x128)
Concept: A very Circuit Breakers-esque map with a safer mineral third, without the double bridges but with central ridges + chokes in the middle.
Teknopathic 0.5 (112x128)
Concept:Short rush path runs over 2 ridges in the middle, High ground expansions of varying openess line the outsides of the map.
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- Your ID: HeMsK - Location: Sweden - Map Name: Vertebrae 0.7 - Map Size: 112x128 - Map Concept: 5 ramps divide the middle.
Edit: Updated picture
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Can't wait to see all of these maps!
would be cool to see some games on the best ones, too.
HF all
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TNWZombie nim~
안녕하세요 친구, 이것은 Google 번역 메시지입니다.
New World Map Contest에 대한 귀하의 제출물을 확인합니다. 이 맵 콘테스트는 표준 맵 전용입니다. 중립적 인 건물이 많기 때문에 항목이 표준으로 간주되지 않고 "실험용"지도 일 수 있습니다.
Polypoid, 투지, 실피드, 일식과 유사한 "표준"지도 만 제출할 수 있습니까?
이번 콘테스트에서 노멀 플레이에 가장 적합한 노멀 맵을 찾고 싶습니다.
이 콘테스트가 끝나면 "실험"맵 콘테스트가 있습니다.
감사합니다. 콘테스트에 더 많은 출품작을보기를 바랍니다.
좋은 하루 되세요 ~~
-씨. 탄산수
Thank you~
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On February 28 2021 22:51 sPriNgArN wrote: - Your ID: HeMsK - Location: Sweden - Map Name: Vertebrae 0.7 - Map Size: 112x128 - Map Concept: 5 ramps divide the middle.
I really like the map layout and I don't have much input regarding improvements. Looks all around solid from what I can tell.
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안녕하세요. 미네랄 님. 만나서 반가워요.
표준 지도 제출한거였군요. 제가 나중에 실험 지도 대회가 있으면 기존 지도를 제출하겠습니다. 곧 다른 지도에 제출해서 올리겠습니다.
좋은 하루 되세요.
Hello. ID Mineral. Nice to meet you.
I will submit the existing map if I have an experiment map contest later. I'll submit it to another map and upload it soon.
Have a nice day.
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@TNWZombie Welcome! Nice to meet you. 언어 장벽이 "일반"지도 대회에 참가할 모든지도에 들어가는 데 방해가되지 않기를 바랍니다.
앞으로 BroodWarMaps.Net은 6 월에 시작되는 "실험"맵 콘테스트를 선보일 예정입니다!
지도 대회 참가를 완료하려면 Discord 채널에 가입하세요. https://discord.gg/BT96YvbNbC
Have a nice day
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No submissions as of yet from me but just wanted to say how excited I am for this contest!!!
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Time to throw my hat in the ring:
(4)Wavelet 2.02
Authors: Freakling & CrystalDrag Size: 128x128 Concept: Axially symmetrical 4p macro map with distortion pattern
Features:- Low ground canyon down the middle
- Close thirds geysers are reduced to 2k g each.
- Natural not fully wallable for Terran
Update version 2.01→2.02:- Final decoration refinements
+ Show Spoiler [show old version] +
Download from BWMN
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- Your ID: LatiAs - Location: Korea - Map Name: Largo_1.2 - Size: 128 x 128 - Concept: Standard of standard 4p maps
Download Links
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the big boys have entered the building!
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some of these are seriously awesome..
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LatiAs creator of Neo-Sylphid and Eclipse in the house
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On March 17 2021 08:42 JungleTerrain wrote: That’s an old map latías
"This contest is open to your older maps, but newer maps are highly encouraged."
This means that you can enter with an older map if you would like and don't have time.
P.S. Check your pm's on discord ;D
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Yeah, it is eligible since it hasn't been used in prior tournaments yet.
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(3)Tundra
Authors: sTY_leZerG with Ice Sculpting/Bugs by Freakling Size: 128x128 Players: 3 Concept: Standard 3 player map with some sex appeal
Download: www.panschk.de
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Nice, I like. Great execution but I will have to play on it with sunglasses
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On March 24 2021 01:42 sTYleZerG-eX wrote:(3)TundraAuthors: sTY_leZerG with Ice Sculpting/Buggs by Freakling Size: 128x128 Players: 3 Concept: Standard 3 player map with some sex appealDownload: www.panschk.de Absolutely beautiful map. Wow.
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On March 24 2021 02:46 JungleTerrain wrote:Nice, I like. Great execution but I will have to play on it with sunglasses
Hahaha 🤣
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On March 24 2021 01:42 sTYleZerG-eX wrote:[…] Authors: sTY_leZerG with Ice Sculpting/Bugs by Freakling […] I guess this means: If you find any bugs you are not allowed to use them, because they are all mine.
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On March 24 2021 02:50 M3t4PhYzX wrote:Show nested quote +On March 24 2021 01:42 sTYleZerG-eX wrote:(3)TundraAuthors: sTY_leZerG with Ice Sculpting/Buggs by Freakling Size: 128x128 Players: 3 Concept: Standard 3 player map with some sex appealDownload: www.panschk.de Absolutely beautiful map. Wow.
Lezerg has always had an eye for making maps very pretty. Check out his older stuff on broodwarmaps. He’s also good at causing blindness with his maxed out brightness/contrast map pictures!
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@Tundra
I have played on this and the main bases and center ice isn't so bad on the eyes, and the map is exquisitely beautiful.
+ Show Spoiler +My screen also auto-dims at 9pm.
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On March 24 2021 15:40 MineraIs wrote:@Tundra I have played on this and the main bases and center ice isn't so bad on the eyes, and the map is exquisitely beautiful. + Show Spoiler +My screen also auto-dims at 9pm. I never had problems with playing and/or watching games on ice maps btw.. I always liked screen dimmed a bit though.
Anyways. I would love to watch some games on it. On 90% of these maps, to be honest.
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Idk if they have been casted yet, but there have been a few tQ showmatches played on Tundra a while ago.
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They haven't been cast yet, and won't be for a while, since all the focus is on BBT at the moment.
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On March 25 2021 00:28 LML wrote: Idk if they have been casted yet, but there have been a few tQ showmatches played on Tundra a while ago. oh man.. now you've just created massive amounts of hype.. xD
I hope they will be casted in the future!
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(4) Terraform "Our planet will one day host beautiful vistas and sparkling ocean views. Until then, be a part of the historical first wave of pioneers. Plan your vacation today."
Author: Eidolon Size: 128x128 Players: 4 Concept: It's like a mall on mars. Direct rush paths all have the disadvantage of low-ground traversal. I wanted to make a standardish 4 player map and try to bring a fresh take by using meaningful elevation changes.
Download: drive.google.com
(2) Angelmaker Author: Eidolon Players: 2
Download: drive.google.com
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- Your ID: HeMsK - Location: Sweden - Map Name: Carver 0.4 - Map Size: 128x128 - Map Concept: 4 player map, temple and ruins themed
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On March 25 2021 00:28 LML wrote: Idk if they have been casted yet, but there have been a few tQ showmatches played on Tundra a while ago.
Yes there have, and two thanks to you! (LML v Strudel, LML v Monietalks and Darkysh v Dreamer). These matches will be streamed/casted at some point in the future. But it is important to note that they were carried out on an older version of Tundra.
I suspect many of the maps you see now in this thread have been refined since they were last posted in map related discord channels or tested in a showmatch for our series. The semi-finalist 8 maps and the finalist 4 maps of this contest will likely mean those maps will be even more fine-tuned. This map contest has been designed by mappers to not only encourage standard map creations and submissions, but also inspire map revisions and continuous development and engagement.
The organizers (BroodWarMaps.Net) have done a terrific job of stimulating the BW map making scene, bringing foreign and Korean map makers together, inspiring map collaborations, influencing various leagues/events to adopt newer/different maps, creating and sustaining a dialogue with high level players over essential map features, not to mention designing (and hopefully executing) an inclusive and fun event (New Worlds Map Contest!) that brings together interested TL users, high ranking players and mappers from around the world in celebration of the game and the long rich tradition of maps and map making that lies at the heart of it.
Perhaps this event can be dedicated to Henrik Arlinghus aka Suicidal Insanity who has designed and updated the wonderful map making software used by professional map makers in Korea and elsewhere. I really liked Freakling's shout out to him during the premier of our BBT event <3
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Shoutout to panschk as well!
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panschk and SI always in my heart <3
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ID: CookiMaster Country: Canada Map: Augustgrad Size: 128x128 Map Concept: A Standard 4 Corner Map Concept with gasless third expansions outside of natural. 4th gas expansions at 3,6,9,12 have 2 entrances. Most areas of the map have ramps to create high ground vs low ground battles. Minerals: Main 9x1500, natural 7x1500, 3rd 6x1500(no gas), 4th 8x1500
www.panschk.de
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(4)Mayday 0.91
Author: Doglived Location: USA Tileset: Desert Size: 128x128 Concept: 4 Bridges lead to a middle high ground
Features: ● 30 seconds rush distance vertically, 35 seconds horizontally, and 40 seconds cross ● Proxy highground middle surrounded by unbuildable terrain ● Fully wallable main base for Terran vs Zealots (1 barracks, 1 supply) and Zerglings (1 barracks, 2 supply) and fully wallable natural, but at a cost of extra supply depots (1 barracks, 3 supply) ● Marines will spawn inside base if walling the natural ● Medium ground 3rd base that leads to high ground with a very wide ramp
Download
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Mapping renaissance
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On April 01 2021 07:08 ox.tQ wrote:Mapping renaissance Where is your map?
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- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: The Belt of Faith - Map Size: 128 x 128 - Map Concept: A strategic form of map with a variety of rush-root - Features:
If the Assimilators are destroyed, the battlefield is divided diagonally.
All expansions except edge expansions are open and relatively difficult to defend.
If one Assimilator is destroyed, the large unit cannot move; if both Assimilators are destroyed, all units will not be able to move.
If the Assimilators are destroyed, the gas extraction building cannot be built again on the site.
The main base's back paths are blocked by 32 minerals.(no stack)
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nice maps, deadline soon!
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On April 02 2021 10:15 Eidolonic wrote:Where is your map?
I wouldn’t stand a chance against y’all. Just look at these wonderful maps from foreigners and Koreans.
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- Your ID: CrystalDrag - Location: Not Korea
- Map Name: (4)GOOD NIGHT 1.1 - Map Size: 128x128 - Map Concept: 4P rotation symmetry with mid-terrain level control focus.
Download @ panschk.de/mappage (BWMN)
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- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (2) Pearl - Map Size: 128 x 128 - Map Concept: A duble battlefield separated from inside and outside. - Features:
You can get to the outside faster through the back paths.
The main base's back paths are blocked by 32 x 3 minerals.(no stack)
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On April 12 2021 00:18 KD_MAN wrote:+ Show Spoiler +- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (2) Pearl - Map Size: 128 x 128 - Map Concept: A duble battlefield separated from inside and outside. - Features: You can get to the outside faster through the back paths. The main base's back paths are blocked by 32 x 3 minerals.(no stack)
This is amazing. I'd like to see games on this. Do you have a VOD/replays of people playing on this? Can I download it somewhere?
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- Your ID: iSniffen (nijoakim on discord/TL forums) - Location: Sweden - Map Name: (2)Dodgy_Dunes - Map Size: 96 x 128 - Map Concept: Low ground sand dunes are actually high ground in their centers. This marked with doodads. - Features: The natural's back door is blocked by eggs. The third is mineral only from one side and includes gas, the other side which is a semi-island. The center is full of dodgy sand dunes which provide small areas of high ground.
http://www.panschk.de/mappage/comments.php?mapid=5317
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(4)Oil Flow 0.80
Authors: sTY_leZerG-eX (concept) & Freakling Size: 128x128 Concept: 4p macro map with symmetry distortion and split decoration
Features:- Backdoor path to naturals (only accessible after destroying some neutral buildings or Eggs)
- Low ground middle, split vertically down the centre with bridges connecting both halves
Update version 0.80→0.81:- Fixed non-mining mineral patch at top right mineral only.
Download from BWMN
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(4)Bridging the Gap
Authors: Freakling (concept) & sTY_leZerG-eX Size: 128x128 Concept: 4p macro map with broken-symmetry centre design
Features:- High ground centre, devided by bridge cascades and vision blockers
- Innovative decoration/terraining concept (still partially rudimentarily implemented)
Update version 0.80→0.81:- Fixed non-mining mineral patch at top right mineral only.
Download from BWMN
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- Your ID: Minerals - Location: USA - Map Name: Serenity - Map Size: 128x128 - Map Concept: Flat ground map with comfortable expansions in either direction.
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- Your ID: Minerals - Location: USA - Map Name: Turbine - Map Size: 128x128 - Map Concept: Three player mirrored map with in-base natural. Neutral creep colonies spawn creep only if a zerg player spawns in the nearest location.
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- Your ID: StyleZerg + Minerals - Location: USA - Map Name: Midnight_Crossing - Map Size: 128x128 - Map Concept: Two player split map with multiple avenues for attack and flank.
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- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (4) The Dark Knight - Map Size: 128 x 128 - Map Concept: Standard map with building terrain
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- Your ID: Minerals - Location: USA - Map Name: Trinity - Map Size: 128x128 - Map Concept: Three player map featuring three island expansions with a wide open center.
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I wanted to get more done on this before I uploaded it but been so busy, will crunch on it this week..
- Your ID: JungleTerrain (deco by Minerals) - Location: USA - Map Name: Sanctuary - Map Size: 128x128 - Map Concept: Fighting map with multiple bridges.
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Submissions closed (but will consider last-minute uploads!)
Thanks to everyone who came out of the woodworks for this event!
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(4)Cellular Automaton (alpha)
Author: Freakling Size: 128x128 Concept: 4p macro map with broken-symmetry centre design
Features:- High ground cells in the centre devided with vision blockers
- Equally spaced out gas expansions
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5377 Posts
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