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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 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
(2)Cross Game
author: CrystalDrag
+ Show Spoiler +
![[image loading]](http://s16.postimage.org/8uux481kj/2_BWMN_Cross_Game.jpg)
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 +
- droppable low ground cliffs behind the corner expansions+ Show Spoiler +
Pathing & scouting:
+ Show Spoiler +
Building & wallins:
+ Show Spoiler +
(2)Resonance II
author: Jungleterrain
author: Jungleterrain
+ Show Spoiler +
![[image loading]](http://s16.postimage.org/r0cgw0qgj/2_BWMN_Resonance_II.jpg)
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 +
Building & wallins:
+ Show Spoiler +
(3)Hazard Black
author: Freakling
author: Freakling
+ Show Spoiler +
![[image loading]](http://s17.postimage.org/elhf707st/3_BWMN_Hazard_Black.jpg)
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 +
- 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 +
Building & wallins:
+ Show Spoiler +
(4)DeserTec
author: Freakling
author: Freakling
+ Show Spoiler +
![[image loading]](http://s17.postimage.org/tjzu1fmv1/4_BWMN_Desertec.jpg)
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]](http://s11.postimage.org/ucrpynmz7/Deser_Tec_Force_Field_Pv_T2.jpg)
Proper positioning is key, especially when fighting with ranged units.
+ Show Spoiler +![[image loading]](http://s18.postimage.org/cmqq75tux/Deser_Tec_Force_Field_Pv_T1.jpg)
Melee units and splash damage will bring the neccessary punch to a fight.
+ Show Spoiler +![[image loading]](http://s7.postimage.org/67s5tgyqj/Deser_Tec_Force_Field_Lurker_Ling.jpg)
Similar to with dark swarms, Lurker&Ling will be the obvious tech choice for Zerg in most situations
+ Show Spoiler +![[image loading]](http://s15.postimage.org/o7juudli3/Deser_Tec_Force_Field_Mutas.jpg)
On the other hand the force field can negate a lot of muta harrassment against M&Ms.
+ Show Spoiler +![[image loading]](http://s18.postimage.org/70zppd3s9/Deser_Tec_Force_Field_Mines.jpg)
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.
Players have to take this into consideration, when planning their army composition and positioning.
+ Show Spoiler +
![[image loading]](http://s11.postimage.org/ucrpynmz7/Deser_Tec_Force_Field_Pv_T2.jpg)
Proper positioning is key, especially when fighting with ranged units.
+ Show Spoiler +
![[image loading]](http://s18.postimage.org/cmqq75tux/Deser_Tec_Force_Field_Pv_T1.jpg)
Melee units and splash damage will bring the neccessary punch to a fight.
+ Show Spoiler +
![[image loading]](http://s7.postimage.org/67s5tgyqj/Deser_Tec_Force_Field_Lurker_Ling.jpg)
Similar to with dark swarms, Lurker&Ling will be the obvious tech choice for Zerg in most situations
+ Show Spoiler +
![[image loading]](http://s15.postimage.org/o7juudli3/Deser_Tec_Force_Field_Mutas.jpg)
On the other hand the force field can negate a lot of muta harrassment against M&Ms.
+ Show Spoiler +
![[image loading]](http://s18.postimage.org/70zppd3s9/Deser_Tec_Force_Field_Mines.jpg)
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 +
Building & wallins:
+ Show Spoiler +
(4)Melting Pot
authors: CrystalDrag, Freakling, Gnom, K_A, KinosJourney, Phobic
authors: CrystalDrag, Freakling, Gnom, K_A, KinosJourney, Phobic
+ Show Spoiler +
![[image loading]](http://s11.postimage.org/kqdr1otc1/4_BWMN_Melting_Pot.jpg)
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 +
Building & wallins:
+ Show Spoiler +
(4)Gemlong1.0
author: Jungleterrain
author: Jungleterrain
+ Show Spoiler +
![[image loading]](http://s11.postimage.org/5gdvuhxtt/4_BWMN_Gemlong1_0.jpg)
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 +
Building & wallins:
+ Show Spoiler +
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.