New Worlds Map Contest: ALL SUBMISSIONS - Page 2
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ox.tQ
792 Posts
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ox.tQ
792 Posts
If you have any dollars you can contribute to this prize pool, we would greatly appreciate it. Whatever funds we can gather before we apply for a grant, can potentially be doubled afterwards. This event will create four separate tournaments with many top tier foreign players competing in bo5s/bo7s. Please consider financially supporting the foreign mapping and player communities! The games will be casted in the future. The finalist maps, if deemed worthy, may be adopted in different foreign leagues/events (and submitted to ASL map contests in the future). https://matcherino.com/tournaments/44489/ | ||
LML
Germany1734 Posts
On April 13 2021 08:07 FT.aCt)Sony wrote: Abyss of Remains - two great tilesets 1 great tileset that's all from the Twilight tileset. But I know what you mean. Gives the Eclipse vibe, where both sides look different. I remember a clan mate once saying he likes how Eclipse is Jungle and Space, but it's actually all Badlands. These maps seem to astound people a lot, which is cool. | ||
JungleTerrain
Chile799 Posts
On April 14 2021 04:32 LML wrote: 1 great tileset that's all from the Twilight tileset. But I know what you means. Gives the Eclipse vibe, where both sides look different. I remember a clan mate once saying he likes how Eclipse is Jungle and Space, but it's actually all Badlands. These maps seem to astound people a lot, which is cool. Yeah this misconception happens a lot. A map can only be 1 tileset. I guess it’s not obvious unless you make maps. | ||
StarcraftRemasteriza
2 Posts
Tundra Abyss of Remains Scarabee Turbine Bridging the Gap Oil Flow Serenity TerraForm I love that there are new maps in this perfect game | ||
MineraIs
United States843 Posts
Next week we will move to the next round, which will narrow 32 maps down to 8! Then mappers will be given two weeks to finalize & polish their maps. | ||
MineraIs
United States843 Posts
Update on Sactuary by JungleTerrain & Minerals Download: http://www.panschk.de/mappage/maps/(4)Sanctuary0.9(n).scm | ||
vOdToasT
Sweden2870 Posts
On April 14 2021 05:27 JungleTerrain wrote: Yeah this misconception happens a lot. A map can only be 1 tileset. I guess it’s not obvious unless you make maps. Eclipse has two subtilesets (subsections of a tileset). A subtileset is also a tileset. So actually it has two tilesets. Kappa. | ||
Freakling
Germany1525 Posts
On April 14 2021 04:32 LML wrote: 1 great tileset that's all from the Twilight tileset. But I know what you mean. Gives the Eclipse vibe, where both sides look different. I remember a clan mate once saying he likes how Eclipse is Jungle and Space, but it's actually all Badlands. These maps seem to astound people a lot, which is cool. They also tend to get labelled wrong in liquipedia or tlpd… I'll make a map with three "tilesets"! | ||
ox.tQ
792 Posts
It may also be worth paying a little attention to the authors of maps in selecting your final 8 or 4. For example, why select two or three maps by the same person to be in the final four when some of those slots could go to a different map maker? Collaborated maps also present opportunities to reward two mappers with a single slot. In my top four list example, I basically got two birds (two mappers) with one stone (one slot) by selecting Wavelet (by Freakling & crystal drag) or midnight crossing (by minerals & stylezerg) or sanctuary (by JungleTerrain & Minerals). This approach could also inform map selections (on top of the more important standard focus). | ||
Essbee
Canada2371 Posts
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sPriNgArN
Sweden19 Posts
Update: - Polished up terrain - Changed main entrances for better wallins - Changed tiles around some of the ramps Download | ||
Essbee
Canada2371 Posts
Bridging the Gap - Nice standard map with many unique touches to make it interesting. The decoration is really unique and the vision blockers help make this interesting to play. Might be frustrating to some but I think exploring these concepts are necessary to break the staleness of most standard maps. Chandelier - Nice layout and exceptional decoration. Haven't tried playing a real game on it yet but I really like what I've seen. Carver - Standard layout but with a nice few tweaks and also with exceptional decoration. Sanctuary - Standard layout with an interesting choice for the expanding direction. Both directions are viable for the 3rd base allowing a choice based on the necessity of gas, or adapting to the spawn position of the enemy. I like the flow between every expansion which makes it great for macro oriented games (if you can effectively defend every bridges/ramps, that is). Every expansions are still open enough for aggression which, I think, would lead to fun back and forth games. As an attacker, if you can take control of the ramps in between the 3rds and 4ths, this could lead to devastating losses for the defender. On the other hand, being able to defend that position leads to both the 3rd and 4th being safe with the natural being potentially open for aggression with the small bridge allowing army movement. I don't know, but this seems like a well thought out map and I like it a lot. Eurydice - I like the layout of this. The 3rd base is interesting for possibilities of attack (drops) and defense (tanks behind the minerals?). There's an asymmetry in the decoration between the top right and bottom left. A nice little touch. I almost wish this was a 3 or 4 players map instead but I think the extra bases makes this a proper map for 2 players. Mystery Box - The lack of decoration makes this seem a little amateurish but the overall layout is where it shines in my opinion. This is like a much better version of Circuit Breakers and is really fun to play. Late game TvZ is fun on this one. Trinity - I love this map for the island expansion overlooking the 3rd mineral-only base. You are almost forced to expand there if you want to take the mineral-only or you leave yourself too exposed to drops on the island. On the other hand, you can expand the other way but the bases are further so you have to choose the proper approach depending on the matchup and spawn positions. I like these kind of maps that force you to not play too standard or you could lose to the proper aggression. Leads to creative games, in my opinion. Almost every map was considered for my top 8, all of them are good and interesting. Shootout to Freakling for the super cool concept on Cellular Automaton. Thanks to everyone, I love having new maps to play. You guys are really talented. | ||
MineraIs
United States843 Posts
On April 15 2021 00:40 Essbee wrote: Is Pearl considered standard? It would be among my votes if so. I guess it is since it's here but at the same time, it's not really conventional for a standard map. Some of these entries are not on our 'standard' list. Some examples would be Gold Treasure, Pearl, Midnight_Crossing. Though these maps may be awesome, the goal of this contest was to introduce the next FS, CB, Polypoid, Sylphid' into the scene. * edit * A standard map should be comfortable to play on even if you didn't see the map preview. Wall ins intuitive, game play natural feeling. | ||
Essbee
Canada2371 Posts
On April 15 2021 02:16 MineraIs wrote: Some of these entries are not on our 'standard' list. Some examples would be Gold Treasure, Pearl, Midnight_Crossing. Though these maps may be awesome, the goal of this contest was to introduce the next FS, CB, Polypoid, Sylphid' into the scene. Oh, I see. Should I remove it from my top 8 and keep it for the "experimental" part of the contest? | ||
MineraIs
United States843 Posts
You can vote how you want! I do think Pearl will fit nicely in the next map contest that will be launched towards the end of this one. | ||
vOdToasT
Sweden2870 Posts
On April 15 2021 02:03 Essbee wrote: Trinity - I love this map for the island expansion overlooking the 3rd mineral-only base. You are almost forced to expand there if you want to take the mineral-only or you leave yourself too exposed to drops on the island. On the other hand, you can expand the other way but the bases are further so you have to choose the proper approach depending on the matchup and spawn positions. I like these kind of maps that force you to not play too standard or you could lose to the proper aggression. Leads to creative games, in my opinion. Almost every map was considered for my top 8, all of them are good and interesting. Shootout to Freakling for the super cool concept on Cellular Automaton. Thanks to everyone, I love having new maps to play. You guys are really talented. I missed Trinity the first time. Your post made me look at it again. It looks great. Four somewhat easy bases for Terran, but carriers will be oppressive. Interesting map. | ||
ox.tQ
792 Posts
On April 15 2021 02:16 MineraIs wrote: Some of these entries are not on our 'standard' list. Some examples would be Gold Treasure, Pearl, Midnight_Crossing. Though these maps may be awesome, the goal of this contest was to introduce the next FS, CB, Polypoid, Sylphid' into the scene. * edit * A standard map should be comfortable to play on even if you didn't see the map preview. Wall ins intuitive, game play natural feeling. Isn't Midnight Crossing more standard than say Turbine though? I'd say maps that have a backdoor expansion or second expansion inside the main are always considered less standard / normal than maps don't (provided those maps that don't also have other standard/normal features). Many people veto Ringing Bloom for example but also accepted it more after it received a geyser at the third. | ||
vOdToasT
Sweden2870 Posts
On April 15 2021 02:50 ox.tQ wrote: Isn't Midnight Crossing more standard than say Turbine though? I'd say maps that have a backdoor expansion or second expansion inside the main are always considered less standard / normal than maps don't (provided those maps that don't also have other standard/normal features). Many people veto Ringing Bloom for example but also accepted it more after it received a geyser at the third. I think that Turbine is standard enough. An inside expansion isn't that weird. | ||
MineraIs
United States843 Posts
On April 15 2021 02:50 ox.tQ wrote: Isn't Midnight Crossing more standard than say Turbine though? I'd say maps that have a backdoor expansion or inside main expansion are always considered less standard / normal than maps don't (provided those maps that don't also have other standard/normal features). Many people veto Ringing Bloom for example but also accepted it more after it received a geyser at the third. The difference between the two is that one map has a wide open playing field, and the other is definitely split with multiple routes right off the bat. Lots of backdoor counter opportunities with Midnight_Crossing; where as a Terran's main army can push on one route and more mobile armies can easily and safely run around the army to counter. Turbine and Midnight_Crossing could probably equally be defined as borderline experimental. There are also classic standard maps that have inbase / backdoor naturals. Andromeda and Crossing Field to name two. | ||
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