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Thanks for the explanation. Again, I'm not trying to backseat map here guys, but participating in the contest as a viewer and voter. And well Midnight Crossing is one of my horses in the race. I think it is more standard than many of the maps submitted. It seems to be a solid two player map, with a safe third (and maybe fourth?) for both players, and four interesting pathing routes in the centre, with large enough spaces for big armies to move around, and a high ground in the middle path of the centre. Only Dewalt and I have selected that map as a potential candidate so far 
I'd still be happy though (as a fan!) if Midnight Crossing gets eliminated but Sanctuary, Wavelet, and two other standardish maps get through.
It would also be nice if one person who is already an author of a selected (e.g., CrystalDrag or Freakling who created Wavelet together) doesn't get another map chosen by them and instead any open slots go to one author or two co-authors whose map has not been selected yet. This gives more people a chance to stay in the race and/or get their maps tested in tournaments. There is no rule around ensuring you all end up with four finalist maps by different authors, but perhaps this can be considered by voters, judges, players, etc. as something nice to do. Personally I'm a fan of extending opportunities and benefits to as many people as possible (hence our BBT 12-person round-robin format, prize system and community casting).
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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.
Pearl should probably not be considered standard. Neither, probably, is Belt of Faith, between its centre lock up functionality, main backdoor and overly hard 3rd gas choices. Gold Treasure would only be standard without all the extra resources and neutral blocks.
My guess is that Pearl is very Zerg favoured, particularly in ZvT, due to both the main and nat being floating. Think about Tres Pass as an example, or Pathfinder, which probably isn't too viable in today's 2-Hatch-Muta meta either any more.
I ilke Pearl a lot, though, and air-exposure issues aside it looks like you could probably employ most standard builds quite successfully on it. I just don't think it is quite the sort of thing Ox meant when he called for a standard map competition.
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My picks are (in no particular order save for the size):
(2)Eurydice - it gives me the vibes of an oldschool map, but with a modern expansion pattern (2)Clock Strikes - interesting layout of the ridges (2)Midnight_Crossing - borderline standard, the middle is split in a cool way (3)Turbine - same as above  (3)Tundra - it's beautiful and as standard as it gets ;-) (4)Wavelet - modified CB, not bad (4)Sanctuary - looks a bit like a combination of FS and Poli, that's standard enough :-P (4)Adun - unusual layout, but still fairly standard; wonder how things will play out on it
edit: Originally voted for Oil Flow, but while a cool concept, it's not really standard. Neither is Turbine, but there were only two 3p maps that I really liked.
My top4 would be:
(2)Eurydice (2)Clock Strikes (3)Tundra (4)Sanctuary
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* Updated pictures for Vertebrae (HeMsK) & Sanctuary (JungleTerrain/Minerals) *
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As a bonus, 9 maps that dont make the final 4 in this contest (which will be play tested in separate tournaments), I will feature those 9 maps in a 9-game live showmatch between two top foreign players, or two such showmatches, in the future
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On April 15 2021 05:55 ox.tQ wrote: As a bonus, 9 maps that dont make the final 4 in this contest (which will be play tested in separate tournaments), I will feature those 9 maps in a 9-game live showmatch between two top foreign players, or two such showmatches, in the future you're an amazing dude, that's for sure..
can't wait for all that already!
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more hype the merrier
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Okay so here are my picks (in no particular order) --->
- (2)Static [by CharacteR]
Very nice, dynamic (hehe..) 2 player map. There are lot of paths to take, which I love in any map, and it does not look like unit control would get clunky at all, since all of the ramps and bridges are really big/wide. Super standard and I feel like it can be used in any competitive tournament with success.
- (2)Eurydice 1.13 [by CrystalDrag]
Aesthetically beautiful map. With a lot of paths to take, again (both in the middle of the map and on the outskirts). I don't really get the purpose of the back alley going out of the natural.. but I kinda like it. May be used to glitch a unit through the minerals, and make a surprise harrass and/or proxy something there. I like it.
- (4)Wavelet [by Freakling + CrystalDrag]
I get strong Circuit Breaker mixed with reversed version of Grand Line with small changes from this one. Extremely standard, extremely good looking map. Nothing more needs to be said about it, I think. Would love to see it being tried out in some tournament play. Future BSL pick maybe? 
- (2)Chandelier [by Gosomi]
Aesthetically pleasing, super non-controversial map. I especially like the elevated paths that are leading to the "natural" 3rd base. Would make for some interesting plays, I feel like. Good stuff.
- (2)Vertebrae [by HeMsK]
Standardish map with a little bit of spice added to it with these ramps and walls going through the middle. Feels like a strong carrier map but I don't think it would be super imbalanced in tournament play. Very interesting map, indeed.
- (4)Serenity [by Minerals]
Probably the most standard looking map I've picked. I don't think alot of players, if any, would complain if this was added to the ladder map pool even. Great map to phase out the old and overplayed to the maximum dinosaurs like FS/CB, I think. Very easy on the unit movement, so I think it's one of the most if not the most noob friendly one from the pack.
- (3)Tundra [StyleZerg + Freakling]
This has to be one of the, if not THE most beautiful BW map I've ever seen.. Wow.. just wow. Absolutely amazing aesthetics. And I love the usage of ice, especially. It's standard but with a little bit of interesting high-low ground action on the outskirts. Feels like a very strong macro map. This is my favourite one from them all. Never understood the snow tileset problem that many players have, since I never had any problems with looking at snow in BW both from player and viewer perspective. If many players would complain, however, I think some changes can be made that still preserve the beauty of it while getting rid of the pesky snow a bit. Absolute banger of a map. Would love to see some games on it. 10/10
- (4)Oil Flow [StyleZerg + Freakling]
Extremely cool looking map with some incredibly sick play potential. The most "experimental" from all my picks. I think it would provide for us with some sweet BW insanity, especially if the game gets to the middle/late stages and all or at least most of the paths are open. Intense stuff and I love it.
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You're the man M3t4PhYzX , thank you kindly for your interest and extensive feedback and praise of various maps. I am certain those encouraging words go a long way toward rewarding and making mappers feel appreciated and motivated to continue mapping.
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On April 15 2021 06:47 M3t4PhYzX wrote:Okay so here are my picks (in no particular order) ---> - (2)Static [by CharacteR] Very nice, dynamic (hehe..) 2 player map. There are lot of paths to take, which I love in any map, and it does not look like unit control would get clunky at all, since all of the ramps and bridges are really big/wide. Super standard and I feel like it can be used in any competitive tournament with success. - (2)Eurydice 1.13 [by CrystalDrag] Aesthetically beautiful map. With a lot of paths to take, again (both in the middle of the map and on the outskirts). I don't really get the purpose of the back alley going out of the natural.. but I kinda like it. May be used to glitch a unit through the minerals, and make a surprise harrass and/or proxy something there. I like it. - (4)Wavelet [by Freakling + CrystalDrag] I get strong Circuit Breaker mixed with reversed version of Grand Line with small changes from this one. Extremely standard, extremely good looking map. Nothing more needs to be said about it, I think. Would love to see it being tried out in some tournament play. Future BSL pick maybe?  - (2)Chandelier [by Gosomi] Aesthetically pleasing, super non-controversial map. I especially like the elevated paths that are leading to the "natural" 3rd base. Would make for some interesting plays, I feel like. Good stuff. - (2)Vertebrae [by HeMsK] Standardish map with a little bit of spice added to it with these ramps and walls going through the middle. Feels like a strong carrier map but I don't think it would be super imbalanced in tournament play. Very interesting map, indeed. - (4)Serenity [by Minerals] Probably the most standard looking map I've picked. I don't think alot of players, if any, would complain if this was added to the ladder map pool even. Great map to phase out the old and overplayed to the maximum dinosaurs like FS/CB, I think. Very easy on the unit movement, so I think it's one of the most if not the most noob friendly one from the pack. - (3)Tundra [StyleZerg + Freakling] This has to be one of the, if not THE most beautiful BW map I've ever seen.. Wow.. just wow. Absolutely amazing aesthetics. And I love the usage of ice, especially. It's standard but with a little bit of interesting high-low ground action on the outskirts. Feels like a very strong macro map. This is my favourite one from them all. Never understood the snow tileset problem that many players have, since I never had any problems with looking at snow in BW both from player and viewer perspective. If many players would complain, however, I think some changes can be made that still preserve the beauty of it while getting rid of the pesky snow a bit. Absolute banger of a map. Would love to see some games on it. 10/10 - (4)Oil Flow [StyleZerg + Freakling] Extremely cool looking map with some incredibly sick play potential. The most "experimental" from all my picks. I think it would provide for us with some sweet BW insanity, especially if the game gets to the middle/late stages and all or at least most of the paths are open. Intense stuff and I love it.
Thanks for the positive feedback!!!
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Vertebrae 0.9
Update:
- Fixed some symmetry issues - Fixed 5 o'clock expansion mining issue - Changed some tiles and sprites
![[image loading]](https://i.imgur.com/nDSMseh.jpg)
Download
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@Freakling The 9oclock base on "Bridging the Gap" has an unbuildable gas (got a screenshot if you need).
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On April 16 2021 10:18 Essbee wrote: @Freakling The 9oclock base on "Bridging the Gap" has an unbuildable gas (got a screenshot if you need).
Sorry, hope I didn't ruin a gane for you. Fixed now.
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I think we should disqualify Freakling's map now and rename it to "Ditching the Gas"
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On April 16 2021 23:14 Freakling wrote:Show nested quote +On April 16 2021 10:18 Essbee wrote: @Freakling The 9oclock base on "Bridging the Gap" has an unbuildable gas (got a screenshot if you need). Sorry, hope I didn't ruin a gane for you. Fixed now.
It's all good. I expect to encounter some bugs testing these maps, it's part of the process.
I still won
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On April 17 2021 01:06 ox.tQ wrote:I think we should disqualify Freakling's map now and rename it to "Ditching the Gas" 
Should I remove it from my top 8 for almost screwing me? 
Joking obviously, it's a really good map!
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Okay, for some weird reason I completely missed that map (Bridging the Gap)..
and it looks totally awesome..
so If I may add a 9th one to my previous 8 picks.. then yeah, I want to do it, thanks xD
- (4)Bridging the Gap [by Freakling]
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On April 17 2021 18:48 M3t4PhYzX wrote: Okay, for some weird reason I completely missed that map (Bridging the Gap)..
and it looks totally awesome..
so If I may add a 9th one to my previous 8 picks.. then yeah, I want to do it, thanks xD
- (4)Bridging the Gap [by Freakling]
Given how much you love new maps, you should consider mapping sometime.
I assume you're a member of the map making discord community at least? Lots of engagements there between mappers.
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