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Welcome to a third exciting addition of the New Worlds Map Contest. This time around we are focusing on Remastering Classic maps and bringing them up to par with todays meta! Let us know which maps you would like to see be brought back to life by leaving a comment below! Contest format Schedule
[ Submissions End: ] - Map submission deadline: Jan 07/2023 - 16:00 CEST / 23:00 KOR
- 1st public voting round: Jan 08 – Jan 15
- 2nd voting round (finalists): Jan 15 – Jan 29
- Final voting round: TBD
- Play testing: TBD – format to be decided
Map Submissions
- To submit a map, join the BWM⁴P Discord Server and post your submissions by creating a new thread in the #NWMC3-map-submissions channel. You should also create a discussion thread in the #NWMC3-map-discussion channel for feedback on your submissions.
- You must also make a duplicate post on this TL thread below.
- All submission threads must at least consist of the following:
- Your ID:
- Location:
- Map Name:
- Map Version:
- Map Size:
- Rush Distance (main ramp to main ramp)
- Map Description of how your map holds to the original inspiration.
- Map Image and original map image for side by side comparison and nostalgia.
- All information and files, as well as any later updates, have to be posted in the original submission thread.
Prize Pools To encourage newer mappers to indulge, we will be splitting the prize pool up. New mapper = has not had maps featured in official tournaments or leagues.
Mapper Prize Pool (donations link TBA)
- 70% of the prize pool will go to the first place winner.
- 20% of the prize pool will go to the second place winner.
- 10% of the prize pool will be awarded to the best "new mapper"
Play Testing Prize Pool (donations link TBA)
- Play testing prize pool will be used for spon match testing.
- Spon matches will be casted and streamed by TeamThinkQuicktTV
Feedback, Screening and Voting
- Throughout the entire course of the contest, map makers are encouraged to participate in discussion about their maps within the discussion thread and help each other improve their work. All map makers’ opinions are equally valued.
- If multiple map makers agree that a map does not meet eligibility or quality criteria, the map needs to be updated accordingly or will not be allowed into the next round.
- Maps for each round will be selected via a public vote, using a Dowdall ranking.
- 1st voting: Selection of top 12 maps
- 2nd voting: Selection of 4 finalists
- 3rd voting: Determining the winner
- The maps with the highest scores will advance to the next round, with two exceptions:
- The number of maps by the same map maker is limited in each round:
- Top 12: at most 3 maps from the same author
- Finalists: at most 1 map from the same author
- For maps created cooperatively by two or more authors, these numbers are incremented by one (so a map creator could have one solo map and one cooperative map in the finalists, or two cooperations, for example)
- Maps that do not fulfill the respective quality criteria for the next round can be disqualified (see Notes about maps section below for details).
- Playtest tours will be offered on the four finalist maps (details?).
Notes about maps
Scope of the Contest
- The goal of this contest is to recreate “classic” maps and adapt them for the current meta game, while retaining significant features of the original.
- “Classic” map encompasses maps from the Kespa era (made before 2012) and the Blizzard maps that came with the original game. For ideas and inspiration, the TLPD (https://tl.net/tlpd/korean/maps) and liquipedia (Main Page) are good resources – or you may just browse your map folder.
- Each map should be aimed at recreating one specific original, not combine features from different maps or mix and match sections in a Fantasy-like manner.
- “Significant and recognizable features” of the original should be preserved as much as possible while adding or removing, or otherwise changing, some features to improve balance, and gameplay in general, with a modern meta in mind.
- Any added gameplay-relevant features should be in service of gameplay/balance improvements over the original, not as a new major characteristic by themselves.
- What constitutes a “significant and recognizable feature” of any particular map is left entirely to the map makers’ discretion. There is no hard rule against changing any particular aspect, be it map size, tileset, number of player spawns, or anything else.
- Not allowed are trivial edits, such as, but not limited to, edits or copy-paste versions of the original map file, simple tileset conversions or trivial geometric transformations.
- Map makers may submit updates to their maps at any point during the course of the contest.
Map Admissibility Criteria
- Maps must be purpose-made for this contest and not have been submitted to prior map contests or played in a league.
- Maps can only use mechanics that work in standard melee game modes.
- Maps need to fulfill minimal completion standards to be admissible. That is: functional terrain work should be finished (deco can be left marginal) and map mechanics should be mostly functional (fine tuning of pathfinding not necessary for the first round).
- Map makers are obligated to update their maps during the course of the contest to address any issues that come up and fulfill the stricter quality guidelines (details below) necessary to advance to later rounds.
- Map makers may submit any number of maps that fit the criteria. However, only a limited number may advance to the later voting rounds (as explained in the Feedback and Voting section above).
Round 2 (top 12) Qualification Criteria
- Top 12 maps should have smooth and balanced mining in at least the most significant bases (mains and naturals).
- Unintended gameplay features, such as drop holes or tile flag related issues need to be fixed.
- Top 12 maps should not have any other issues that principally inhibit their being played on.
Round 3 (finalists ) Qualification Criteria
- Finalist maps need to have smooth and balanced mining in all bases as well as other pathfinding optimizations.
- Any remaining bugs discovered during playtesting or examination of finalist maps must be fixed as soon as possible.
- Finalist maps should have a decent quality of decoration.
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Very interesting and I'm so excited!
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I am very much looking forward to it! We wish you a successful hosting of NWMC3. (dll7700)
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I have high expectations.
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This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though?
Did I miss something..?
Thx anyway, I guess. Appreciated as always. Cheers
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On October 01 2022 23:10 M3t4PhYzX wrote:This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though? Did I miss something..? Thx anyway, I guess. Appreciated as always. Cheers 2nd contest is almost finished with its testing phase and will have final voting very soon after it is streamed.
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(4)Ice Crystal 0.6 Your ID : TNWZombie Location : Korea Map Name : (4)Ice Crystal Map Version : 0.6 Map Size : 128x128 Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Natural : 7x1500 Mineral + 1x5000 Gas (Four) Minerals only : 6x1500 Mineral (Four) High ground : 7x1500 Mineral + 1x5000 Gas (Four) Center : 5x1500 Mineral + 1x5000 Gas (Two)
- Download http://www.panschk.de/mappage/comments.php?mapid=5442
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(4)Aiur City 0.7 Your ID : TNWZombie Location : Korea Map Name : (4)Aiur City Map Version : 0.7 Map Size : 128x128 Rush distance : 25 seconds Horizontally, 31 seconds Vertically, 35 seconds diagonally Map Description : (4)Incubus remake of a map. Remake of maps used in the 2001 Sky Starleague, 2004 Sky Proleague 2Round and 3Round. 4P Standard Hybrid. Add a backyard inside the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Natural Gas volume is 2000. Natural orientation bridge topography. Add center-facing root to nature. 3/9 o'clock Change the terrain to a hill. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Backyard : 7x1500 Mineral + 1x5000 Gas (Four) Natural : 6x1500 Mineral + 1x2000 Gas (Four) High ground : 8x1500 Mineral + 1x5000 Gas (Two) Island : 8x1500 Mineral + 1x5000 Gas (Two)
- Download http://www.panschk.de/mappage/comments.php?mapid=5443
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(4)Red Sand Dunes 0.6 Your ID : TNWZombie Location : Korea Map Name : (4)Red Sand Dunes Map Version : 0.6 Map Size : 128x128 Rush distance : 25 seconds Horizontally, 25 seconds Vertically, 35 seconds diagonally Map Description : (4)Plains to hill remake of a map. Remake of maps used in the 2001~2003 KPGA Tour leagues. 4P Standard Hybrid. Add a backyard by modifying the hill in the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Change the original natural to minerals only and add a central route to the center. 3/9 o'clock Change the island to the ground and split the base into two. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Backyard : 7x1500 Mineral + 1x5000 Gas (Four) Minerals only : 6x1500 Mineral (Four) High ground : 7x1500 Mineral + 1x5000 Gas (Four) Island : 7x1500 Mineral + 1x5000 Gas (Two)
- Download http://www.panschk.de/mappage/comments.php?mapid=5444
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On October 01 2022 23:47 MineraIs wrote:Show nested quote +On October 01 2022 23:10 M3t4PhYzX wrote:This is nice, sounds cool, etc.. but has the 2nd one ever even finished, though? Did I miss something..? Thx anyway, I guess. Appreciated as always. Cheers 2nd contest is almost finished with its testing phase and will have final voting very soon after it is streamed. Ok, so I have not missed anything. Glad about it.
Thx for the info
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I WANT RUSH HOUR PLS
But the only way to make it viable in todays meta is by making the main/exp highgrounds i think (while the rest of the map is low). Nat is way too wide open for todays meta, cant wall.
Other than that, 4p maps would be nice cus we could use them in both 1v1 and 2v2 (Luna/Hannibal/R-Point/Neo Requiem/LT/Gaema Gowon/Nostalgia <- i'd add a nat gas/Neo Jungle Story/Gaia/Arcadia/Dahlia of Jungle/Blade Storm/Blood Bath etc). All those maps have similar issues where you can't wall their nat at all, that's more of a 1v1 issue tho, doesn't impact 2v2 as much. Bifrost would be nice too.
@TNWZombie those are some rly cool remakes already, using L shaped min patches on the left bases is really nice to see as well
P.S: i tested the mining on Ice Crystal and it seems like the bottom left base has a bugged patch, the bottom right patch doesn't vertical mine properly, the mining is fine on the top left base tho
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On October 02 2022 02:50 TT1 wrote:I WANT RUSH HOUR PLS But the only way to make it viable in todays meta is by making the main/exp highgrounds i think (while the rest of the map is low). Nat is way too wide open for todays meta, cant wall. Other than that, 4p maps would be nice cus we could use them in both 1v1 and 2v2 (Luna/Hannibal/R-Point/Neo Requiem/LT/Gaema Gowon/Nostalgia <- i'd add a nat gas/Neo Jungle Story/Gaia/Arcadia/Dahlia of Jungle/Blade Storm/Blood Bath etc). All those maps have similar issues where you can't wall their nat at all, that's more of a 1v1 issue tho, doesn't impact 2v2 as much. Bifrost would be nice too. @TNWZombie those are some rly cool remakes already, using L shaped min patches on the left bases is really nice to see as well P.S: i tested the mining on Ice Crystal and it seems like the bottom left base has a bugged patch, the bottom right patch doesn't vertical mine properly, the mining is fine on the top left base tho
Let me check. I'll update you soon.
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(4)Ice Crystal 0.8 Your ID : TNWZombie Location : Korea Map Name : (4)Ice Crystal Map Version : 0.8 Map Size : 128x128 Rush distance : 29 seconds Horizontally, 29 seconds Vertically, 39 seconds diagonally Map Description : (4)Silent Vortex remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague. 4P standard. The main entrance was moved to nature, the entrance to the center was increased to two, and the two centers were moved to the middle and unified to one. 3/6/9/12 o'clock Add an extension. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Natural : 7x1500 Mineral + 1x5000 Gas (Four) Minerals only : 6x1500 Mineral (Four) High ground : 7x1500 Mineral + 1x5000 Gas (Four) Center : 5x1500 Mineral + 1x5000 Gas (Two)
0.6 → 0.8 Update. Fixed a bug that didn't build some of the main building at 1 o'clock. 7 o'clock Move 1 space above the main base. (Fixing the point where the Zerg player sells minerals strangely.)
- Download http://www.panschk.de/mappage/comments.php?mapid=5442
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Also, i just wanted to talk about general map layout concepts for 2v2 in particular, just so people could have an idea on what makes a good/fun 2v2 map because it plays out differently compared to 1v1.
We go through A LOT of maps on SB and there's a big need for quality maps in this space because most of them are tailored towards 1v1 play. This is important for the game as a whole because imo, team games help grow the game a ton, it makes for more fun/less stressful gameplay experience. For a super competitive game like BW, that's desperately needed.
From my experience so far, corner base spawning locations synergize better for 1v1 gameplay rather than 2v2, 12/6/9/3 spawns with shorter rush distances make for a more dynamic/fun 2v2 experience. Imo the best 2v2 map we have right now is Python but it's far from being perfect, for example the location of the min only 3rd base isn't balanced that well (inbase tanks can deny it for example depending on spawns).
But where the map excels at is it's general layout, the rush distances are good for 2v2 play (ideally you want 27s-29s for close bases by land, ~35s-39s for cross) and so is the positioning of the neutral gas bases. Having 2 neutral land gas bases + 2 neutral island bases makes for fun/active gameplay. Teams battle over the neutral gas bases and the island bases act as good comeback bases, the islands also add more strategic diversity (it makes non Z teams more viable in 2v2 for example).
So i think taking maps like Fortress/Python/Horizon Lunar Colony are a good starting point for inspiration, from there play around with different layout concepts. But the foundation/building block of the maps are important; good rush distances, good mining/min patches (ideally L shaped on standard left bases, as seen on Zombie's remakes) + gas positioning, good neutral expo positioning. Imo play around with having an inbase min only expo (maybe with fewer patches, like 6-7) or a closer min only 3rd base to your nat (with more mins), 2 neutral islands/2 neutral land gasses, 4 neutral islands, 4 neutral land gasses etc etc. I hope this helps out a bit with concept ideas, and ty for your work . I'm super excited to see what we end up with!
I could go into more specific balance related talk for 2v2 maps if you msg me, it would take way too long to go over everything here. Basic concept tho is that you wanna avoid lowground mains/highground nats (think Gladiator/Reverse Temple etc.) and if you're doing a flat map w/ 2v2 in mind, it would be better to have an inbase expo or double gas main. Also, the main base choke needs to be narrow (for a flat 2v2 map Zombie's main base layout is very good for example).
Don't go overboard with gas bases (the more gas bases there are the more it favors P in 2v2). In PZ vs TZ/ZZ on a flat map (flat maps inherently favor TZ and ZZ teams because PZ loses defensive ramp advantage vs bio/lings, which are extremely strong in the early game) an inbase gas expo is good for P teams and a min only inbase expo is better for T (not as much as an inbase gas base for P tho). Play around/experiment with the balance of your first 3 bases. This is just for standard flat map layouts btw, they're harder to balance. You have way more layout freedom on ramp maps for 2v2, there's way less balance issues.
Another thing to keep in mind is the sever lack of 3v3 maps, we pretty much only have Hunters/Fastest/BGH. Down the line SB will be adding 3v3 ladder so having a few more options here would also be great.
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Amazing poster and announcement yall!
Really cool contest concept. Should be lit!
Appreciate the credits to teamthinkquick. But this event is the 100% fruit of the map making community.
Great idea to play test finalist maps via showmatches instead of tournaments. I know there were a lot of delays and issues with completing the play test tournaments of NWMC2.
glhf all contestants!
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Really nice, hope to see some nice maps coming out of this! Who's gonna make the 2022 version of Crazy Critters?
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France1918 Posts
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What an amazing idea, GJ guys!
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