On behalf of the entire mapmaking community, I am pleased to announce that Mapper's Delight #5 will occur just two weeks from now, from April 8th to April 11th. This edition of the tournament will feature a $600 prize pool, and open qualifiers, so everyone has a chance to win!
Semis and Finals - Sunday, Apr 11 4:00pm GMT (GMT+00:00)
Prize Pool: As always, the prize pool for Mapper's Delight is funded through grassroots community support: not big advertisers or major tournament sponsors. This allows the event to run without commercial interruption, mobile game cross-sells, or long breaks for sellout spots. Visit the Matcherino page and use code "MD5" to help fund the last half of our generous prize pool.
Map Pool: All maps are available to practice on the NA, EU, and KR servers right now. Just search for the tag [MD5] to pull up the full list and start cooking up your strategies.
Dominion A map with 15 strategic points that workers will have to capture in order to gain extra resources. Once captured, the point will provide the player with a constant income until the game is over or the opponent uncaptures it. The amount of resources provided changes as the game progresses. Since strategic points can be captured straight away it's important to immediately send workers out to capture, as well as denying the opponent from capturing. If workers from both players are near a strategic point the capturing process will halt and if a point isn't fully captured, it will slowly return to its neutral state. To top things off, the main has a second entrance blocked by minerals.
Fumarole Foxtrot Frequent eruptions on this lunar surface will keep you dancing! Any unit traveling across the lowest level can be bounced by random emissions.
Intergalactic Disco Slide Party Waterslides, 5 cliff levels, disco theme, pocket third and more than one way into the main. Fun.
Maze of the Ancient Deep inside Ulnar, prophecies and knowledge of the Xel'Naga are stored in giant mechanisms. The power of this place grants all units and buildings +4 vision range. Multiple old giant doors block passage and units line of sight. They are still functional, but need some force to move them: if their 1000 Shields and HP are reduced to zero they will open/close. Use them to your advantage, but beware that their initial state will change each time you arrive here (while being symmetrical).
New Ravensburg When Tarsonis was invaded by the Zerg, Confederate forces at New Ravensburg used concrete cover walls and Hellstorm Missile Turrets to fight the invades. Despite their faster attack rate, Hellstorm Missile Turrets were never used by the Terran Dominion because they required energy to shoot and had no detection module. The technology might still be worth investigating, but someone else seems to be interested as well. Use the turrets by having your units close to them and take advantage of the cover walls which reduce ground to ground ranged attack damage by 50% when units are close behind them.
Roomba Fan Laboratory This small map has a standard base layout resembling Oxide. It features hover mechanics that are triggered when units walk on the fans located in 30 places all over the map. Only small units — workers, barracks units, hellions, widow mines, gateway armies, lings, banelings, roaches, hydras, and purification novas — can fly on fans. Hovering units can attack air, aren't targetable by units that don't shoot up, gain vision unobstructed by cliffs that extends their range, and don't collide with each other, thus being able to stack in one place. Hovering melee units can't attack anything underneath them (except for explosion attacks, like banelings and novas), making fans a perfect place for tanks, lurkers, and archons, but be wary of dropping on top of fans, as melee units can easily destroy medivacs and warp prisms before they unload. Fans also create a safe asylum for workers, nullifying air harassment in the early stage of the game.
Shakuras Legacy Don't be surprised when you see only three available bases on the minimap. Every other expansion has invisible resources that require detection to mine. Workers that mine those special minerals become temporarily cloaked. Long rush distance and a safe linear base setup make this map suitable for a macro game. Players will face a choice whether to invest in detection and provide additional safety for workers early on or play standard, trying to slowly set up their defenses.
The premise behind the tournament seems excellent. If Blizzard won't touch the game anymore, the community can still make the game fresh through the only tool at their disposal : maps.
My rough take :
Dominion overemphasises map control. 15 control points seem a lot. It also sends the classical early game out the window since you will be sending workers left and right, so all timings will be off.
Fumarole is cute, but in the end, it just means that there is a dangerous central area, nothing that couldn't have been done before (make smaller ramps or add slow areas for the same effect)
Intergalactic is pretty and the most standard of the maps.
Maze is interesting, but I think that once the doors are moved a few time, no one will bother moving them again, so it won't be that different from destructible rocks. Why the vision change?
Ravensburg seems a cool take on "bunker-style" play, I like it
Roomba is an IP violation, and also very gimmicky
Shakuras : I fail to see the point. You have a very minor added cost to expanding, and the harassment becomes much harder so it's extra turtly
I may sound critical, but I love the idea! Thanks for doing it
I really like that the tournament is split up over several days so we can catch more of the action.
The description of shakuras legacy is a bit deciving "temporarily cloaked" means only during the mining process, Not the traveling from/to minerals. It's not that turtly but i think not exiting either.
to fezvez1 My doors have only one armor so they are easier to take out by low tech armies. In mirror matchups i can see that players eventually "agree" to let the doors as they are because no one gains an advantage from changing them, however in non-mirrors shaping the terrain can have a big influence, so i think players gain an advantage form using the doors. whether they do we'll see. the extra vision range is to counteract the vision blocking for ground units of the Doors and to help the game reach a point where players have expanded far enough and build enough units to interact with the doors. So it's an anti cheese/ all in / i didn't saw his army now I'm dead feature. it's supposed to be a macro map so players have time to use the doors. ( and i want to see what happens when tanks can shoot as far as they can see^^)
On March 15 2021 17:49 fezvez1 wrote: The premise behind the tournament seems excellent. If Blizzard won't touch the game anymore, the community can still make the game fresh through the only tool at their disposal : maps.
My rough take :
Dominion overemphasises map control. 15 control points seem a lot. It also sends the classical early game out the window since you will be sending workers left and right, so all timings will be off.
Fumarole is cute, but in the end, it just means that there is a dangerous central area, nothing that couldn't have been done before (make smaller ramps or add slow areas for the same effect)
Intergalactic is pretty and the most standard of the maps.
Maze is interesting, but I think that once the doors are moved a few time, no one will bother moving them again, so it won't be that different from destructible rocks. Why the vision change?
Ravensburg seems a cool take on "bunker-style" play, I like it
Roomba is an IP violation, and also very gimmicky
Shakuras : I fail to see the point. You have a very minor added cost to expanding, and the harassment becomes much harder so it's extra turtly
I may sound critical, but I love the idea! Thanks for doing it
Thank you for the feedback! Previous Map Delight maps promoted shorter games or skipping mechanics by going straight to air. I wanted to make Shakuras a macro-oriented map and create mechanics that will be most utilized in the late game. The same goes for Marras' Intergalactic, which has a pocket base and an easily wall-able natural ramp.
I've conducted interviews with some of the mapmakers whose work is represented in MD5. Check out this first one from Milo in which we discuss his map "Shakuras Legacy."
New interview sneak peek is up! This time, I talked to mapmaker Skypirinha about his map "New Ravensburg."
Remember, all Mapper's Delight #5 maps are playable right now! Just search for the [MD5] tag, and don't forget to sign up for both open qualifier events.
Dominion received a few QOL changes for todays qualifiers: * The two-pylon-canon spot outside the main base has been removed. * Increased size of the lights that shows capture progress to improve visual feedback. * Resources gathered from strategic points now shows up under income (Not perfect due to how the points work but still gives an idea how much a player is gaining per minute) * Added countdown before game start.
On April 09 2021 21:14 Agaton wrote: Dominion received a few QOL changes for todays qualifiers: * The two-pylon-canon spot outside the main base has been removed. * Increased size of the lights that shows capture progress to improve visual feedback. * Resources gathered from strategic points now shows up under income (Not perfect due to how the points work but still gives an idea how much a player is gaining per minute) * Added countdown before game start.
Best of luck today! /Agaton
Great job Agaton, the changes you've brought to starcraft's economy with your map is how i've always wanted starcraft's economy to work. It's probably not balanced right now but if it had been done years ago by blizzard i would surely be balanced by now and i'm convinced the maps and the whole game would be so much more interesting today.
Congrats to the eight players who have qualified into the bracket stage for Mapper's Delight #5! The bracket has been released and will commence tomorrow at 16:00 GMT (+00:00)
On April 09 2021 22:13 algue wrote: Great job Agaton, the changes you've brought to starcraft's economy with your map is how i've always wanted starcraft's economy to work. It's probably not balanced right now but if it had been done years ago by blizzard i would surely be balanced by now and i'm convinced the maps and the whole game would be so much more interesting today.
Thank you, I'm really glad you enjoy it! Agreed, it's unlikely to be balanced at this stage but things will get clearer as players becomes more familiar with it. I'm personally not against the economic system in Starcraft, but it's definitely refreshing to see what happens to a game when you replace a key component with something else, and so far the map has provided some interesting games for sure.
I'm glad everyone had fun during Qualifiers! After the feedback I received during the games, I decided to make a small update to the Roomba Fan Laboratory — fan farms in the middle are bigger, and will be more useful during the fights. Also, I updated a tooltip and provided a full list of small units, so that casters and players can easily check the mechanics during the game by clicking the tooltip icon.
Congrats to Krystianer, MaxPax, Bee, and Soul, who have advanced to the semifinals of Mapper's Delight #5!
I'm also quite chuffed to report that the Matcherino for this event has hit $1,000! This not only guarantees a Mapper's Delight #6 but also means that the prize pool for MD6 is at minimum $800. For every $1 raised during MD5, the prize pool for MD6 will increase by $2, so get your donations in now!