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BWMN map pack release

Forum Index > BW General
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1 2 3 4 Next All
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2012-10-10 12:16:17
October 10 2012 00:41 GMT
#1
[image loading]
BWMN map pack release


The mappers from broodwarmaps.net are releasing a new map pack, featuring tournament versions of six maps from the foreign mapping community.

The complete map pack can be downloaded here.


The intent of this release is to provide interested players and tournament hosts with maps that are guaranteed to be debugged and ready to play. There are plans to keep up a semi-regular series of such releases in the future.

Each map comes with a melee and an observer version, of course.

In addition, to maintain the best balance between instant accessability and player comfort, the complete set of maps is provided in two versions, a "normal" and a more "conservative" one.
The main difference is that the observer map of the "normal" version has the fog of war removed for the whole map but the mains, to help first-time players to navigate around the map, whereas the "conservative" version comes with just the normal "blacked out" observer versions. Additionally some of the more flashy visuals are toned down a bit for the "conservative" version (see map profiles below for further details on this).

The maps included are:


(2)Cross Game

author: CrystalDrag

+ Show Spoiler +
[image loading]

This map is loosely based on the SC2-map Daybreak.
Notable map features:
  • map size: 128x112
  • low ground main into high ground nat setup
  • the aggregation of doodads behind the nat works as a safe cliff to hide ovelords from sight
  • safe 3rd gas
  • vision blockers between the mineral-onlies and the map centre (similar to LoS-blockers in SC2)+ Show Spoiler +
    [image loading]

  • droppable low ground cliffs behind the corner expansions+ Show Spoiler +
    [image loading]

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



(2)Resonance II
author: Jungleterrain

+ Show Spoiler +
[image loading]

2-player map featuring and open middle and rather short rush distance.
It also offers lots of expansion choices, but strategically places all expanions along different paths to prevent turtlish gameplay.
Notable map features:
  • map size: 128x96
  • main choke can be sealed off with a single barrack
  • multiple choices for 3rd gas
  • mostly buildable middle gives good proxy opportunities
  • neutral commandcenter in the centre for Zerg to infest

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



(3)Hazard Black
author: Freakling

+ Show Spoiler +
[image loading]

Semi-open 3-player map, revolving around multiple pathways and open plateaus.
Notable map features:
  • map size: 128x128
  • low ground main into high ground nat setup
  • the aggregation of doodads behind the nat works as a safe cliff to hide ovelords from sight
  • safe, but relatively far away 3d gas expansions.
  • the gas expansions just outside the natural have 6x1000m, 2000g each
  • normal-ramped backdoor to the natural, initially blocked by 2x2 neutral eggs, blocking all but scarabs+ Show Spoiler +
    [image loading]

  • taking the mineral only also protects the backdoor
  • the biohazard icon in the middle appears on the minimap [not for conservative version]

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



(4)DeserTec
author: Freakling

+ Show Spoiler +
[image loading]

Experimental map, featuring a "force field" mechanic: + Show Spoiler +
The areas marked with the pylon fields provide 50% cover (evasion vs. ranged attacks) for ground units on them (same as hill advantage). Before discussions come up: Yes it's really 50%, as has been repeatedly tested by korean and foreign mappers, not 30%, as is often suggested.
Players have to take this into consideration, when planning their army composition and positioning.
+ Show Spoiler +
[image loading]
Proper positioning is key, especially when fighting with ranged units.

+ Show Spoiler +
[image loading]
Melee units and splash damage will bring the neccessary punch to a fight.

+ Show Spoiler +
[image loading]
Similar to with dark swarms, Lurker&Ling will be the obvious tech choice for Zerg in most situations

+ Show Spoiler +
[image loading]
On the other hand the force field can negate a lot of muta harrassment against M&Ms.

+ Show Spoiler +
[image loading]
They also make great areas for hard-to-clear minefields.


If you are deeper interested in the exact mechanics and howtos of this feature, there's a guide for you, also explaining the vision blocker mechanic seen on (2)Cross Game and (4)Melting Pot.

Notable map features:
  • map size: 128x128
  • low ground main into high ground nat setup
  • the geysers at the 1,11,5&7 expansions only contain 2500g
  • east and west divided by a long central valley
  • the "conservative" version does not have pylon fields to indicate the cover-providing areas, only ground textures

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



(4)Melting Pot
authors: CrystalDrag, Freakling, Gnom, K_A, KinosJourney, Phobic

+ Show Spoiler +
[image loading]

This map is mostly focussed around narrow bridge chokes.
Notable map features:
  • map size: 128x128
  • The chokes of the naturals are made up of twin bridges, just like Destination's ones. Player must stay agressive enough to not be contained behind those bridges.
  • vision blockers and dwebs between the outskirts and the middle.
  • The BWMN logo in the middle is made up of hallucinated minerals and will disappear automatically soon after game start (before any reasonable scout timings) [the "conservative" version does not contain the emblem]

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



(4)Gemlong1.0
author: Jungleterrain

+ Show Spoiler +
[image loading]

Pretty straight forward open-center 4-player map, but with great execution and a unique appearance.
Notable map features:
  • map size: 128x128
  • the outermost mineral patches of each mineral-only expansion are reduced to 749g each.
  • ring-shaped ridges around the centre
  • many buildable potential proxy spots all around the middle

Pathing & scouting:
+ Show Spoiler +
[image loading]
all scouting times measured at fastest game speed with an AI-controled SCV from starting location to starting location
right click/view image to see the full image.


Building & wallins:
+ Show Spoiler +
[image loading]
wallins are just suggestions, of course, players may want to wall in differently.
right click/view image to see the full image.



We are going to run a showcase tourney on these maps soon. But it's turned out kind of hard to get enough people together to mod a tournament, so there's no definite date, yet. I would greatly appreciate, if any one with some experience in organizing and running tournaments could help me to get something going. I am also looking for casters who would be willing to do a commentary.

Finally I'd really like to thank CrystalDrag and ArcTimes for helping me with the in-game footage.
1a2a3a[MB]
Profile Blog Joined January 2011
United States297 Posts
October 10 2012 00:47 GMT
#2
Awesome stuff I will be playing US-West with these!
Gemlong1.0 looks great!
RIP Teams Hwaseung OZ, WeMadeFox, MBC Game Hero, Air Force ACE, ZeNEX, SlayerS, Quantic-Vile, TSL, mTw
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
October 10 2012 04:15 GMT
#3
Looks awesome.

I might be available for casting the tournament, PM me on what time you'll want it cast and so on and I'll see if it's possible.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
October 10 2012 04:46 GMT
#4
pics don't download t_t
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
thezanursic
Profile Blog Joined July 2011
5478 Posts
October 10 2012 05:27 GMT
#5
I really thought the map makers would run out of ideas at this point, but somehow they just don't.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
EchOne
Profile Blog Joined January 2008
United States2906 Posts
October 10 2012 06:07 GMT
#6
The first centered pic in each of the per-map spoilers don't load for me.
面白くない世の中, 面白くすればいいさ
Sinedd
Profile Joined July 2008
Poland7052 Posts
Last Edited: 2012-10-10 06:14:34
October 10 2012 06:07 GMT
#7
fuck

YEAH !!!!!!! :D

new maps should bring an awesome feeling of fresh air to the community !

And these maps look.. AWESOME :D

Im just really sad that there is no Ice map.... ;(( why dont anyone make these ? (same goes for Space Platform maps with super high ground.. ;() I think we should have at least 1..

but apart from that - amazing !

ps - 3 lava maps but no ice or space platform... ;( im sad..
T H C makes ppl happy
Sinedd
Profile Joined July 2008
Poland7052 Posts
October 10 2012 06:08 GMT
#8
On October 10 2012 15:07 EchOne wrote:
The first centered pic in each of the per-map spoilers don't load for me.

yeah same for me actually ;(
T H C makes ppl happy
Sinedd
Profile Joined July 2008
Poland7052 Posts
October 10 2012 06:13 GMT
#9
PS - maybe you should make neo versions of those maps (later on) with ledges behind naturals or smthn where you can storm/tank drop

would be cool too
T H C makes ppl happy
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
Last Edited: 2012-10-10 11:58:18
October 10 2012 06:30 GMT
#10
Gallery
http://imgur.com/a/d4arw#0
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
LML
Profile Blog Joined March 2007
Germany1762 Posts
October 10 2012 06:33 GMT
#11
On October 10 2012 15:13 Sinedd wrote:
PS - maybe you should make neo versions of those maps (later on) with ledges behind naturals or smthn where you can storm/tank drop

would be cool too


better not.
Too op for some mu's ;P
LML
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
October 10 2012 06:34 GMT
#12
I like cross path the most, with hazard black and gemlong being potentially really interesting.

Do the force fields work on melee attacks? do they work on units if both the attacker and defender are in the same force field? And do they stack (I think it would be a good idea if they did)?
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
TheEmulator
Profile Blog Joined July 2010
28087 Posts
October 10 2012 06:35 GMT
#13
Nice maps
Administrator
Sinedd
Profile Joined July 2008
Poland7052 Posts
October 10 2012 07:19 GMT
#14
On October 10 2012 15:33 LML wrote:
Show nested quote +
On October 10 2012 15:13 Sinedd wrote:
PS - maybe you should make neo versions of those maps (later on) with ledges behind naturals or smthn where you can storm/tank drop

would be cool too


better not.
Too op for some mu's ;P

naaaaah.. It would be good
T H C makes ppl happy
LML
Profile Blog Joined March 2007
Germany1762 Posts
October 10 2012 07:29 GMT
#15
On October 10 2012 15:34 hacklebeast wrote:
I like cross path the most, with hazard black and gemlong being potentially really interesting.

Do the force fields work on melee attacks? do they work on units if both the attacker and defender are in the same force field? And do they stack (I think it would be a good idea if they did)?


I supposse you mean the disrupter webs on Melting Pot.
And yes, no units are able to attack while underneath them.
LML
Sinedd
Profile Joined July 2008
Poland7052 Posts
October 10 2012 07:33 GMT
#16
On October 10 2012 16:29 LML wrote:
Show nested quote +
On October 10 2012 15:34 hacklebeast wrote:
I like cross path the most, with hazard black and gemlong being potentially really interesting.

Do the force fields work on melee attacks? do they work on units if both the attacker and defender are in the same force field? And do they stack (I think it would be a good idea if they did)?


I supposse you mean the disrupter webs on Melting Pot.
And yes, no units are able to attack while underneath them.

I think he is asking about those pylon thingies on DeserTec
T H C makes ppl happy
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-10-10 07:41:20
October 10 2012 07:40 GMT
#17
On October 10 2012 15:34 hacklebeast wrote:
I like cross path the most, with hazard black and gemlong being potentially really interesting.

Do the force fields work on melee attacks? do they work on units if both the attacker and defender are in the same force field? And do they stack (I think it would be a good idea if they did)?


Defensive terrain does not work on melee attacks. It does work for both units if both units are in it.
I think the map might be Protoss favoured in PvT, because of Zealots just running up to vultures and tanks. On the other hand, mines will be a pain in the ass for Protoss, and the center IS buildable... Maybe it's Terran favoured. Or maybe it's balanced. :O
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
LML
Profile Blog Joined March 2007
Germany1762 Posts
October 10 2012 09:31 GMT
#18
the pylon power doesn't appear in melee, so yea..
LML
Freakling
Profile Joined October 2012
Germany1529 Posts
October 10 2012 09:38 GMT
#19
I am sorry if there are problems with the pictures not displaying for some of you. Unfortuntately everything works fine fore me, so I cannot figure out the problem on my own right now.

The pictures are not size-optimized for TL format, TL resizes them. If that is a problem I'd need to reupload all the pictures or probably do something with thumbnails... Anyway, it would be quite a lot of work, so I would greatly appreciate it if some one with more TL forum experience could verify, that that is likely the problem...

I use, and created the thread with, Firefox. If you use a different browser and have problems with the pictures it may be a browser-related problem.

If it is really only the centered map pics that so not show up, it could be <center> tags... They're not needed anyway, so I could remove them.

In the meantime you can use the album ne4aJIb liberally created (thanks for helping out ).

Have you tried using browser functions ("right click/view image" in Firefox)? If that does not work, there may be some freak problem with the image hoster. I could use another one to fix the issue.
LML
Profile Blog Joined March 2007
Germany1762 Posts
October 10 2012 09:52 GMT
#20
the problem is that you're not linking to the actual picture.
Go to the link, right click the picture and click on View image, then copy that URL
LML
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