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[Maps] Selected maps from BWM

Forum Index > BW General
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Carkling
Profile Blog Joined January 2008
Germany169 Posts
Last Edited: 2008-06-27 01:05:24
June 26 2008 16:08 GMT
#1
hi guys, while reading the threads about TSL and new maps for it i thought that some of you have now clue about foreign mapmaking scene so i wanted to show some selected maps from bmw.net.
i joined bwmn about 10 month ago and this are the map i consider to be good... there are still lots awesome map but i think this is enough for a first post.
if the feedback is positive i'll post more maps and maybe we can find a map for TSL ;D

NOTICE:

things like to easy harrassable mains/nats, or a to open nat are VERY EASY FIXES. dont say a map is bad because of those, they can be fixed very fast. point out what kind of improvement a map needs and we will fix it (if possible)


(2)Sign by Ptar
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(2)Sign(n).scm

Obs: http://www.panschk.de/mappage/(2)Sign(o).scm

(4)Korhal Pride1.1 by Nastymarine
+ Show Spoiler +

[image loading]


Melee:http://www.panschk.de/mappage/(4)Korhal%20Pride1.1(n).scm

(4)Lurker by Morrow
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Lurker (n).scm

(4)Voices by Crackling
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Voices(n).scx

(3)Razor by Morrow
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(3)Razor (n).scx

(2)Grief Stricken1.1 by Crackling
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(2)Grief Stricken1.1(n).scx

(2)Chain by Ptar
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(2)Chain(n).scm

(4)Maelstrom by Testbug+Crackling
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Maelstrom(n).scx

(4)Tepolzolan by Protoss4ever
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Tepolzolan(n).scm

(fastest type minerals at mains are hallucinated and dissappear after about a minute, this is a new feature firstly introduced in this map)

(4)The Bringer 1.1 by Morrow
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)The Bringer 1.1 (n).scm

Obs: http://www.panschk.de/mappage/(4)The Bringer 1.1 (o).scm

(4)Ride of Valkyres by Testbug
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)RoV(n).scx

(2)Square by ptar
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(2)Square(n).scm

(4)Fantasy Island by LostTampon
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Fantasy Island(n).scm

(4)Corrosive by Nastymarine
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Corrosive(n).scm

(4)Rise of Teotihuacan by Protoss4ever
+ Show Spoiler +

[image loading]

Melee: http://www.panschk.de/mappage/(4)Rise of Teotihuacan(n).scm

(4)Prophecy by Losttampon
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Prophecy(n).scm

Obs: http://www.panschk.de/mappage/(4)Prophecy(o).scm

(4)Double Edge by LostTampon
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Double Edge(n).scx

(4)RuinedHeart by Nastymarine
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)RuinedHeart(n).scm

(4)Citlaltepetl by Protoss4ever
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Citlaltepetl(n).scm

(4)Erebos by Protoss4ever
+ Show Spoiler +

[image loading]


Melee: http://www.panschk.de/mappage/(4)Erebos(n).scx



(2)Spiney Valley by Nastymarine
+ Show Spoiler +
[image loading]


Melee: http://www.panschk.de/mappage/(2)Spinel Valley2.0(n).scx

Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 26 2008 16:39 GMT
#2
I want to play some of these maps
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
June 26 2008 16:42 GMT
#3
The first map is like muta harass heaven, but these are all pretty nice.
#1 Flash Fan
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 26 2008 16:46 GMT
#4
Nah, you can go up on that highgrounds and put turrets there.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
June 26 2008 16:51 GMT
#5
Some nice lookin maps, if only people would play new maps...
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
June 26 2008 16:53 GMT
#6
4 player RoV!
No I'm never serious.
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
June 26 2008 16:54 GMT
#7
On June 27 2008 01:46 Superiorwolf wrote:
Nah, you can go up on that highgrounds and put turrets there.


And those turrets plus scvs would get picked off. Marines would have to run back and forth trying to defend between that and your expansion as well.
#1 Flash Fan
Coulthard
Profile Joined September 2005
Greece3359 Posts
June 26 2008 17:00 GMT
#8
I like Voices Lurker and Grief Stricken
ScarFace
Profile Blog Joined March 2008
United States1175 Posts
June 26 2008 17:02 GMT
#9
On June 27 2008 01:54 Ra.Xor.2 wrote:
Show nested quote +
On June 27 2008 01:46 Superiorwolf wrote:
Nah, you can go up on that highgrounds and put turrets there.


And those turrets plus scvs would get picked off. Marines would have to run back and forth trying to defend between that and your expansion as well.
Yeah im thinking carriers would have a fun time against terran too, it kind of reminds of katrina. At least in parts of the map it does- enough to make it dominating.

Some maps look good, some look dumb, some look balanced- some don't. All interesting though.
Can you dig it?
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 26 2008 17:02 GMT
#10
On June 27 2008 01:54 Ra.Xor.2 wrote:
Show nested quote +
On June 27 2008 01:46 Superiorwolf wrote:
Nah, you can go up on that highgrounds and put turrets there.


And those turrets plus scvs would get picked off. Marines would have to run back and forth trying to defend between that and your expansion as well.

O ya I didn't see the natural either, which couldn't put any turrets... but for the main most terrans just make 9959195195025910590190259 turrets and no sane Zerg would attack that even if no marines were there.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
June 26 2008 17:16 GMT
#11
wow! I love these maps, specially ride of valkerys!!! Im gonna dl em and start playing them tonight ^_^

Anyone down for some gaming tonight?

Hamachi or Chaos on in US WEST ?

InfeSteD[rA] <----- on West

PM ME!!! Let's do it
w/e
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
Last Edited: 2008-06-26 17:42:48
June 26 2008 17:33 GMT
#12
My 2 cents just by checking out the terrain.

Sign: Z>T, T>P just by looking at the mains. Z>P by looking at the first natural.
Korhal Pride: T>Z, Z>P, P>T Hahaha
Lurker: Looks really nice, I suppose Zerg will be forced to play aggressive early cause it looks like getting a 3rd is really hard.
Voice: I like this, has a nice Zodiac feel to it but looks more balanced. T>=Z, Z>=P
Razor: Z>T because of the natural.
Grief Stricken: My favorite of the lot, looks and probably will play like RoV. Z>P and P>=T
Chain: Definitely the hardest to play out of the maps. The various paths make it very difficult for Protoss to engage in battles unless in the center. Thus T>P. But the pathways also make many alternate paths to your opponent so who knows.
Maelstrom: Island map. Hmmm I guess Z graveyard.
Tepolzolan: I like the asymmetry. Natural will be hard for TvZ so Z>T
The Bringer: I could see this being popular because it will probably play similar to Python.
Ride of Valkyres: I don't like this. Very unoriginal and looks like they paid more attention to just design rather than creating a decent balanced map. P>T, Z>P
Square: I can dig this. It feels like a Katrina that's a bit more fair.
Fantasy Island: Z graveyard. The problem with island maps made by nonprofessionals, is they fail to address Zerg's inability to get their 2nd base running. There was a small attempt to slow down Protoss and Terran, but still Zerg will be way too behind. Interesting in the asymmetry amongst the bases.
Corrosive: Zergs will dominate this map. Z>>>>T because of that exposed natural. Z>>>>P because Protoss has little chance of defending that 2nd base.
Rise of Teotihuacan: We learned from Pioneering Period that this idea is just Z>P.
Prophecy: By helping Z=T on this map, you've made Z>P. Interesting idea but I think maybe if the mineral wall only had 1 entrance it would be a lot more fair for P.
Double Edge: P>Z, Z>T. P may have a difficult game against T on this map. T can really hide their strategy until P gets that obs in.
Ruined Heart: Terran map. Terrans can totally siege that natural.
Citlaltepetl: Dynamic imbalances I think balance this map out in terms of TvZ. T has a hard time defending against harass, while Z has a difficult to defend natural. Z>P, T>P. So this is a Protoss graveyard.
Erebos: Now this is a much more FAIR version of an island map.
Can't say which race will dominate this map though. I think whoever starts to control the lower ground first will win. Maybe not, this looks like it'll have LONG games.
Do your best, God will do the rest.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-06-26 19:04:15
June 26 2008 19:01 GMT
#13
I thought (4)Rise of Teotihuacan looked interesting at first, but then I realized it was gonna be Z>P since Z can take their nat even easier than normal, whereas P cannot because they would need cannons at both their main and nat. Not to mention how much those destructible buildings favour Z over P in general, since P can't take advantage of them in the early game.

Fantasy Island looks the most interesting by far, even though it's probably the worst-balanced as well.
anotak
Profile Blog Joined March 2008
United States1537 Posts
Last Edited: 2008-06-26 19:49:11
June 26 2008 19:47 GMT
#14
Signs: Blue Storm 1.1 style muta rapecore except FAR worse... + also likely P>T. Stork style boringtoss reaver / carrier style will probably be strong on this map as well as terran cliffing, as well as lack of buildable terrain for turrets in a lot of places.
Korhal Pride: I think has potential with modification and more testing. Probably P>T. Needs a little less openness in the middle. Cross positions will be impossible for terran. Looks like it could be a good map with some work and testing.
Lurker: Will likely be a bitch on cross positions TvP, but other than that doesn't seem that bad as Python or Korhal Pride... Looks like a pretty damn good map with some work and testing.
Voices: Extremely shitty-looking blends on reverse and wide ramp everywhere, also fugly doodad placement surrounding bases. Lots of foreigner mapmakers seem obsessed with stupid doodad placement and then don't seem to pay that much attention to balance. Looks unwallable, main lower ground than nat, nat choke very wide, far in cross positions, 3rd and 4th too easy to get. If it's balanced at all, the gameplay will suck ass.
Razor: P>Z probably, my instincts tell me. Otherwise this map looks interesting with some work.
Grief Stricken: again this doodad obsession... meh. Hmm, though it looks like it could be slightly better than Voices in gameplay, but potentially highly imbalanced still, just have a feeling, can't tell which way just by looking though. Still probably boring.
Chain: Bad blends all over on the decoration. This would need major amounts of testing to be balanced. Could be interesting but needs a LOT of testing.
Maelstrom: @above poster, this isn't an island map. Ash ramps are just hard to see on a small picture. Reminds me of Geometry. Not sure about this map, looks boring.
Tepolzolan: minerals are too experimental, map is otherwise boring.
The Bringer: looks like it could become a very good map with some work. really bad blends everywhere, cliff edges, ramps, etc. maybe T>P, though the rocky ground unbuildable in the middle helps... not sure.
Ride of the Valkyries: meh
Square: too many doodads. especially the ones that cause miss chance, those are lame, and have no place in a competitive game. However, the map has potential. Needs testing, and might be a little too tight.
Fantasy Island: yep, z graveyard. Also, island maps are just plain boring.
Corrosive: P>T, nowhere near enough buildable terrain in center, unwallable. T>Z, 3rd gas impossible to hold, unless zerg rushes for island and liftoff means that T can get islands faster than the Z. Z will die in all ZvT.
Rise of Teotihuacan: Author's name is "protoss4ever". this is reflected in map balance.
Prophecy: too experimental
Double Edge: too nonstandard to predict balance. doubly cliffable inside natural, cliffable 3rd, 2 entrance to bases... no thanks.
Ruined Heart: T>P, and possibly Z>T due to cliff configuration and easy third gas
Citlaltepetl: unclear how the low mineral count will affect balance. Zerg will have trouble getting 3rd gas, very open as well. Weird map, dunno what to say about it. Looks almost blizzard mapish weirdly.
Erebos: island map... snore
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2008-06-26 20:01:05
June 26 2008 20:00 GMT
#15
Crack put the maps in spoilers so you dont have to scroll like a madman
Treatin' fools since '87
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
June 26 2008 20:22 GMT
#16
rofl how did anyone pick Corrosive or Ruined Heart?
Treatin' fools since '87
Carkling
Profile Blog Joined January 2008
Germany169 Posts
June 26 2008 20:26 GMT
#17
i thought they are pretty nice >.<
Carkling
Profile Blog Joined January 2008
Germany169 Posts
June 26 2008 20:37 GMT
#18
+ Show Spoiler +
On June 27 2008 04:47 anotak wrote:
Signs: Blue Storm 1.1 style muta rapecore except FAR worse... + also likely P>T. Stork style boringtoss reaver / carrier style will probably be strong on this map as well as terran cliffing, as well as lack of buildable terrain for turrets in a lot of places.
Korhal Pride: I think has potential with modification and more testing. Probably P>T. Needs a little less openness in the middle. Cross positions will be impossible for terran. Looks like it could be a good map with some work and testing.
Lurker: Will likely be a bitch on cross positions TvP, but other than that doesn't seem that bad as Python or Korhal Pride... Looks like a pretty damn good map with some work and testing.
Voices: Extremely shitty-looking blends on reverse and wide ramp everywhere, also fugly doodad placement surrounding bases. Lots of foreigner mapmakers seem obsessed with stupid doodad placement and then don't seem to pay that much attention to balance. Looks unwallable, main lower ground than nat, nat choke very wide, far in cross positions, 3rd and 4th too easy to get. If it's balanced at all, the gameplay will suck ass.
Razor: P>Z probably, my instincts tell me. Otherwise this map looks interesting with some work.
Grief Stricken: again this doodad obsession... meh. Hmm, though it looks like it could be slightly better than Voices in gameplay, but potentially highly imbalanced still, just have a feeling, can't tell which way just by looking though. Still probably boring.
Chain: Bad blends all over on the decoration. This would need major amounts of testing to be balanced. Could be interesting but needs a LOT of testing.
Maelstrom: @above poster, this isn't an island map. Ash ramps are just hard to see on a small picture. Reminds me of Geometry. Not sure about this map, looks boring.
Tepolzolan: minerals are too experimental, map is otherwise boring.
The Bringer: looks like it could become a very good map with some work. really bad blends everywhere, cliff edges, ramps, etc. maybe T>P, though the rocky ground unbuildable in the middle helps... not sure.
Ride of the Valkyries: meh
Square: too many doodads. especially the ones that cause miss chance, those are lame, and have no place in a competitive game. However, the map has potential. Needs testing, and might be a little too tight.
Fantasy Island: yep, z graveyard. Also, island maps are just plain boring.
Corrosive: P>T, nowhere near enough buildable terrain in center, unwallable. T>Z, 3rd gas impossible to hold, unless zerg rushes for island and liftoff means that T can get islands faster than the Z. Z will die in all ZvT.
Rise of Teotihuacan: Author's name is "protoss4ever". this is reflected in map balance.
Prophecy: too experimental
Double Edge: too nonstandard to predict balance. doubly cliffable inside natural, cliffable 3rd, 2 entrance to bases... no thanks.
Ruined Heart: T>P, and possibly Z>T due to cliff configuration and easy third gas
Citlaltepetl: unclear how the low mineral count will affect balance. Zerg will have trouble getting 3rd gas, very open as well. Weird map, dunno what to say about it. Looks almost blizzard mapish weirdly.
Erebos: island map... snore


wow you are really strange. half of the maps you call to boring and the other are to experimental?
so what kind of maps do you like?

also i think you dont know what blends are or you just use the wrong word, i completly dont know what you mean.

and a lot of your theoriecrafting seems SO WRONG.
why f.e. should Z have a harder time getting a 3. gas on corrosive than on python?
cant he put 2 lurkers on the ramp in exactly the same way? o.o
suxN
Profile Blog Joined March 2004
Finland1167 Posts
June 26 2008 21:49 GMT
#19
Balance aside, i find these the most interesting maps:
Voices Im dying to see how those nexuses affect the game.
tepolzolan Dropships anyone?
rise of theotihuacan Most likely not going to be a macro map, i like it.
double edge: So many ways to be agressive.

Oh, and i think people are being too harsh on these maps, especially without any testing :/
I dont want to be totally out :3
anotak
Profile Blog Joined March 2008
United States1537 Posts
Last Edited: 2008-06-26 21:58:00
June 26 2008 21:49 GMT
#20
about the blends, look at Voices for example, the reverse ramps and other ramps have ugly square parts where tiles connect badly.

Boring meaning it'll lead to boring gameplay. Experimental maps quite often are boring.

My theorycrafting in Z matchups is probably pretty bad but... I think I'm right about TvP/PvT stuff.

I'd be willing to help test some of these maps, I'm just a really bad player.

On June 27 2008 06:49 suxN wrote:
Oh, and i think people are being too harsh on these maps, especially without any testing :/

I generally am not interested in weird maps with spells and hallucinated minerals and lots of mineral blocks, and lots of neutral buildings and weird base setup, weird cliffabilities etc. Weird stuff = often unbalanced = not fun.

edit: also, I wouldn't mind seeing some of these that I liked in TSL3 or ICCUP in the future, but keep in mind that some TL staff will probably have a much harsher view of the maps than I do.
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