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So there's something that hasn't been discussed or pointed out in this thread regarding the qualification rules so i'd like to offer my own personal interpretation and paraphrasing of them.
it has to do with the question of whether the classic map chosen needed to be re-created and remastered in the first place. In other words, the contest sort of assumes and requires that each map selected to be re-created be problematic in terms of gameplay and require fixing.
For example, if we look at 'Hyojin's' various submissions in this thread, we can read his apt descriptions and rationales for why the original versions that he selected to remaster suffered from certain shortcomings and therefore implicitly made them good candidates for this contest. I am not saying his maps all objectively meet the qualification criteria. That is up to people to decide. But you can see he clearly thought about the contest rules to select and revise classic maps and provided explanations to follow his reasoning/choices/edits.
This assumption/goal of the contest regarding map selection and revision is emphasized in the rules. For example:
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.
“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. - - -
So when mapmakers are screening maps after the submission deadline (and after that screening when TL members here will be asked to vote on their favorite maps to proceed to the next rounds), I think the question that should be asked is whether the map selected by the mapmaker was a good candidate for remastering. In other words, did it need to be remastered in your opinion? Did it suffer from shortcomings and possibly enough of them to make it a good fit for this contest?
One way to do that is by carefully examining the new version to see if there are clear gameplay improvements over the original. If the mapmaker provided a description of those improvements and how they relate to the current meta, then even better as that would help with one's assessment.
Just because the original map was popular back in the day or is interesting because it is rarely known does not make for a good rationale for selecting the map in my opinion. More importantly, it should be asked if the selected classic map is problematic in today's meta and secondly if that can be fixed?
If the answer to those questions is "yes" then the next step is to reflect on whether the new version is similar enough to the old one to be considered a "remastered classic". This is in the contest rules as well: “Significant and recognizable features” of the original should be preserved as much as possible". In other words, the remastered version has to resemble the original in significant and recognizable ways, especially in terms of gameplay features. So tileset, spawning positions, spawning locations, decorations, etc. by themselves are not enough in my opinion to meet this criteria. The new and old versions must be similar enough in terms of important gameplay characteristics. What does that mean? Well do they both give rise to the same kinds of gameplay opportunities/possibilities/dynamics/options? I am not able to elaborate on this further but I welcome examples or clarification from those more knowledgeable.
Only by fulfilling these two main requirements should a map be allowed to proceed to the next round in my personal opinion. I think mapmakers should keep these things in mind when they are screening maps and public voters should at least consider these things when selecting their favourite maps. Of course, these requirements mean extra effort on the part of judges (mapmakers and public) since you need to critically think about the maps instead of merely saying "oh this looks cool, I like it" or applying some other subjective, unsystematic and irrelevant criteria to dismiss or approve maps.
Now I will offer my opinion on something that may be considered debatable or problematic from a screener's or voter's perspective. It is also possible that a classic map chosen to be recreated was or is so experimental or so radically out of touch with today's meta (or even back then) that it is incapable of being updated/remastered in a way that makes it sufficiently playable now. What I mean is that there may be classic maps that cannot be changed enough to make them suitable for the current game meta because they were/are too "far out there" already. And even if those changes are made to make the map playable now, you run the risk of those revisions being so drastic that the new version no longer contains those "significant and recognizable features" of the old version anymore, making it less qualified for the contest.
Please note that these are my own thoughts and views regarding the contest rules and therefore they should not be interpreted as being part of the contest rules or an official interpretation/extension/paraphrasing of them!
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I agree that some maps are way too out there to remaster, you'd lose the essence of the map, essentially you'd have to re-do the entire thing and it wouldn't look anything like the old version. That said, i think there's a lot of value in remastering stuff like Neo Jungle Story and Rush Hour for example because they're unique/solid maps. The nat areas on those maps are gonna have to be completely different (and maybe even the mains depending on your layout approach) just because they're not playable for modern day gameplay.
The end product might not look like the original versions but they still have unique elements to them that should be preserved (for example Jungle Story has the backdoor islands, Rush Hour has the double ramps outside your nat/the expo layouts).
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Appreciate the feedback and examples.
I believe we do have a remastered version of Rush Hour 3 called Rush Hour 4 by Gosomi. It may have not been posted in this thread yet but it is submitted in the BWMN discord server.
I believe jOjO (aka aiur on TL) has submitted a remastered version of Jungle Story as well. So you could look forward to both of those when they are made available (provided they pass the screening round by mapmakers which more information will be shared about in the coming weeks).
The contest is pretty cool and unique when you think about its requirements more deeply. I have to say that I have only begun to wrap my own head around and appreciate its scope and vision.
Very excited to see so many submissions by Korean and foreign mapmakers and looking forward to the rest before the deadline. ASL has been considering two maps (called 76 and Red Eagle) that were submitted to the NWMC series by the way Congrats to their creators (KD_MAN and mAziciAn) and the mapmaking community in general.
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Lots of maps don't need that much to be playable.
Luna: Balance the spawn locations with regard to harassability via air, and give all of them the same ability to forge expand. There's no need to make the ramp wallable for Terran, or to make the third base naturals have gas.
Lost Temple: Make the centre more open, make every spawn location's mineral only equal, and make it so that every location can forge expand equally (right now 12 can't do it, but other locations can). Also change the ramps to all face outward. Maybe put 8 value mineral patches on the island bases so that Terran can't float a CC... or don't, honestly.
Everything else, including the buildable cliffs, can be kept. Protoss goes shuttle most games anyway and Zerg always goes mutas. It's not a problem.
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Voddy clearly wants to drop tanks and build turrets and bunks on your nat cliffs
In all seriousness, thanks for your suggestions regarding remastered versions of Luna and Lost Temple. I believe both have been remade by Suri and Minerals (if not others) and will be revealed soon.
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▶️ ID : mAziciAn ▶️ Location : South Korea ▶️ Map name : Champion ▶️ Map version : 0.4 ▶️ Map size : 112 x 128 ▶️ Rush distance : 33 seconds ▶️ Map description : - This map based on Challenger, one of original map. - The reason why I select this map is that when I met starcraft, I played melee with computer on this map. This map make nostalgic feeling to me. - Main feature of this map is the battle in the fully flat ground and fierce battle in every place. I remained it and focused on standard fight meta. - At 4/10 expo, neutral creep colonies are hided by Khaydarin crystal, So It cannot be destroyed until using Nuke or splash units. This is some experimental feature for making improvement beyond original map.
Resources ▶️ Main : 9M + 1G ▶️ Frontyard : 7M + 1G ▶️ 1/7 : 7M + 1G ▶️ 3/9 : 8M + 1G ▶️ 4/10 : 7M + 1G ▶️ Mineral only : 6M
Download link Broodwarmaps.net
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▶️ ID : mAziciAn ▶️ Location : South Korea ▶️ Map name : Rudeltaktik ▶️ Map version : 0.2 ▶️ Map size : 128 x 128 ▶️ Rush distance : - Horizontal and vertical 24 seconds. - Diagonal 37 seconds. (Door to door) ▶️ Map description : - This map based on U-Boat. - The reason why I select this map is inspired by a match between iloveoov with Yellow. - Original map type is Island. I focused to remain it and made easier to get expos. - All Start Location's entrances are blocked by Door Sprites. Only workers can pass through using minerals. There are 0 amount minerals so you can go up or down. - For zerg players, There are Vespene geysers covered by two [b]Khaydarin Crystal[b]. Only zerg can build extractor. Distance between geyser with start location is 4 tiles(for equalify mining balance). - 12 half, 4, 6 half, 10 o'clock expos are your frontyard. Their entrances's size is 8 tiles. Be aware, the other side expos are widely open.
Resources Main : 9M + 1G + 1G(For zerg, 1500) Frontyard : 6M + 1G Backyard : 6M + 1G 3/6/9/12 : 7M + 1G
Download link Broodwarmaps.net
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- Last Submission (2)Fireflurry Your ID : TNWZombie Location : Korea Map Name : (2)Fireflurry Map Version : 0.6 Map Size : 128x128 Rush distance : 30 seconds Map Description : (2)Fire Walker remake of a map. Map that remake an existing Blizzard BroodWar map. Size changed from 128x96 to 128x128. Change to the back road by adding the entrance to the drop elevation behind the main. There are ten Psi Disrupter stacked on the back roads of Main. There are 5 pieces of mineral zero next to the Psi Disrupter. A major change in the center.(Wide the road and add various routes.) Outer area changes.(3/12 o'clock adding narrow routes to extensions, widening the elevation and connecting the battlefield to each other on both sides) 7 o'clock Highland changes.(add both entrances and replace with Assimilator entrances) Scale to 3x any expansion.(Natural,Minerals only,Center,6/9 o'clock) I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Two) Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Two) Minerals only : 5x1500 Mineral (Two) Center : 7x1500 Mineral + 1x2000 Gas (Two) 3/12 o'clock Low ground : 7x1500 Mineral + 1x5000 Gas (Two) High ground : 7x1500 Mineral + 1x5000 Gas (Two) 1/7 o'clock Low ground : 8x1500 Mineral + 2x3000 Gas (Two)
- Download http://www.panschk.de/mappage/comments.php?mapid=5483
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Your ID: R4TCHET Location: South Korea Map Name: Abyss Map Version: 0.1 Map Size: 112x128 Rush Distance: 44s (between base entrances)
Resource - Base : 9M, 1G - Front yard : 7M, 1G - Third yard : 5M(1000) - Other yard : 7M 1G
Map Description - Remake of 'Into the darkness' - You can widen the entrance by mining minerals(24) in the entrance - Can not completely block the front yard entrance - Zerg players can spread well creeps in 11, 5 Yard (there is a neutral creep colony behind the crystal)
Download
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Rudeltaktik would actually be sick for 2v2 without the gas Khaydarin Crystals and if the main ramps weren't blocked :3 (blocked backdoor ramp leading to your 3rd is fine tho).
That said, it's an interesting design the way it is. I'm not sure how balanced it is to give Z an extra gas given how easy it is to take your nat/3rd and other exps, it's not like it's a pure island map or anything (like Sparkle). I really like the feel of the map tho, something about the design/layout makes it really pleasing to look at :D.
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(4)Aiur City 0.85 Your ID : TNWZombie Location : Korea Map Name : (4)Aiur City Map Version : 0.85 Map Size : 128x128 Rush distance : 24 seconds Horizontally, 28 seconds Vertically, 34 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)
0.7 → 0.8 Update. Replace Stasis Cell/Prison on island with Pylon.
0.8 → 0.81 Update. 3/9 o'clock Correct the lamp.
0.81 → 0.85 Update. Changed to an entrance similar to the main entrance butter. Change to go through the vertical center to the other party. Adjusting the rush distance. 25→24 seconds Horizontally, 31→28 seconds Vertically, 35→34 seconds diagonally.
- Download http://www.panschk.de/mappage/comments.php?mapid=5443
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(4)Lassal Your ID : TNWZombie Location : Korea Map Name : (4)Lassal Map Version : 0.7 Map Size : 128x128 Rush distance : 30 seconds Horizontally, 26 seconds Vertically, 37 seconds diagonally Map Description : (4)Dark Sauron remake of a map. Remake of maps used in the 2003 Stout MSL, 2005 CYON MSL. Originally, it turns toward the highland lamp center in front of nature. Delete horizontal outer lowland route. The center-facing lamp was widened and the center-facing lamp was increased from one place to three places at the high altitude. Also, delete the original magma in the outer area and add the route. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Natural : 7x1500 Mineral + 1x5000 Gas (Four) 3rd : 7x1500 Mineral + 1x2000 Gas (Four) Low ground : 8x1500 Mineral + 1x5000 Gas (Two)
0.6 → 0.7 Update. Expand Main Size. Modified so that buildings cannot be built in front of nature. Move slightly outside the 3rd extension position. Move slightly in the corner of the outer lamp position. 6/12 o'clock Extend and delete high ground, change to low ground and connect to each other in the relative horizontal direction. (Roll back to original.) 6/12 o'clock Change center direction lamp to vertical. 3/9 o'clock Rollback of extended resource volumes. (Mineral : 1200→1500/Gas : 4000→5000)
- Download http://www.panschk.de/mappage/comments.php?mapid=5448
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(4)Arcane Entropy Your ID : TNWZombie Location : Korea Map Name : (4)Arcane Entropy Map Version : 0.7 Map Size : 128x128 Rush distance : 30 seconds Horizontally, 30 seconds Vertically, 35 seconds diagonally Map Description : (4)Vertigo remake of a map. Remake of maps used in the 2001 Sky Starleague, 2002 Nate Starleague, 2002 Sky Starleague, 2004 Sky Proleague 1Round Teamplay. Main lamp, nature, center direction lamp position is completely changed. Enlarged the center direction lamp. Expansion of lamps from 2 to 4 per base. (To induce people to use the parts that they don't use often.) Backyard addition.(Minerals only) 3/6/9/12 o'clock Change from extended lowland terrain to elevation. Add nature and center-facing walls. There are two Xel'Naga Temple on the back road of Backyard. Psi Disrupter does not overlap. The amount of minerals stuck next to the Xel'Naga Temple is 32. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Four) Natural : 7x1500+1x496 Mineral + 1x5000 Gas (Four) Minerals only : 5x1500 Mineral (Four) High ground : 7x1500 Mineral + 1x5000 Gas (Four) Center : 6x1500 Mineral + 2x2000 Gas (One)
0.6 → 0.7 Update. Change the position of the main entrance to get closer nature. Adjust the rush distance by changing the main entrance position. 35→30 seconds Horizontally, 35→30 seconds Vertically, 40→35 seconds diagonally. Change the location of the outer root entrance from the center to the relative base. elimination the Xel'Naga Temple on the back of the main road and the mineral next to Xel'Naga Temple. Overlapped with 10 Psi Disrupter at the entrance of the center. Additionally, 5 Overlapped per mineral. Delete 2 center extension minerals. Center Extension Mineral Resources Rollback. (Mineral : 1200→1500)
- Download http://www.panschk.de/mappage/comments.php?mapid=5450
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Your ID: Moderatoboy Location: South Korea Map Name: Blue Violet Map Version:0.1 Map Size: 128x128 Map Description:
- Remake map of The Eye
- It was modified while saving the special entrance to the original center.
- In the original, it was difficult to obtain a front yard, but in the remake, the front yard was placed in the main camp to make it easier to obtain.
- However, there will be difficulties in acquiring other extensions, so you will have to take the risk.
Resources Main : 8M+1G inside from main base : 8M+1G Front yard : 7M(1000)+1G(3000) 4th Gas Expo : 7M+1G Center : 8M(1200)+1G(4000)
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0.15 Update - Inner expo changed to front yard - 3rd gas expo deleted - 12,6 o'clock byway blocked - 3,9 o'clock byway created - Main base add a mineral
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0.151 Update - Moved starting location - Changed resource position
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The best ! Good luck all. Pretty much same list as TT1's +1
Lost Temple Luna Python Rush Hour R-Point Neo Requiem Gaema Gowon Nostalgia Neo Jungle Story Gaia
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(2)Volcanic Canyon Your ID : TNWZombie Location : Korea Map Name : (2)Volcanic Canyon Map Version : 0.7 Map Size : 128x128 Rush distance : 33 seconds Map Description : (2)Discovery remake of a map. Map that remake an existing Blizzard oldladder map. Changing all highland islands to the ground. Add entrance and add Backyard to the drop elevation behind the main. Sunken colonies spawn creep only for zerg players at the beginning of a match. Center elevation terrain change.(addition of multiple lamps, 3/9 o'clock addition of extension) Changes in the terrain of the outer highlands.(divided into two, 6/12 o'clock additional extensions) Divided into two central minerals. I wanted to renew the map that was too old. - Resources Main : 9x1500 Mineral + 1x5000 Gas (Two) Backyard : 7x1500 Mineral + 1x4000 Gas (Two) High ground : 7x1500 Mineral + 1x4000 Gas (six) Minerals only : 6x1500 Mineral (Two) Low ground : 8x1500 Mineral + 1x5000 Gas (Two)
0.6 → 0.7 Update. Slightly reduce the main entrance distance from the base starting point. Changed to an entrance similar to the main entrance butter. Adjusted the rush distance due to a slight reduction in the main entrance distance. 31→33 seconds
- Download http://www.panschk.de/mappage/comments.php?mapid=5480
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Many maps submitted to the contest have not appeared in this thread yet because the creators only posted them in the BWMN discord. In the next TL thread they should all appear, provided they pass the screening phase.
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On January 02 2023 15:27 mAziciAn wrote:
This map seems good, but I don't see why Zerg needs the ability to nydus expand to the fourth, but I'll take it. I'd play on it.
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Your ID: Hyojin Location: __
Map Name: (3)Winter Solstice Map Version: 0.50 Map Size: 128x128 Rush Distance (main entrance to natural entrance): 32s
Original map is (3)Tau Cross, by Rose.of.Dream. + Show Spoiler +*The most obvious issue of the original Tau Cross is the lack of symmetry used for the northeast. The natural is very exposed from air. Another issue is the lack of an expansion with a choke, besides the third player's natural. *Rotational symmetry has been redone to be relatively more balanced for all positions. The airspace behind the natural mineral lines have been removed, due to the better effectiveness of mutalisks, shuttles, and arbiters. The droppable cliff by the geyser remains. *The fourth expansion is now high ground with a two isometric wide ramp, and has a geyser. To reduce the amount of gas, the third and fourth geysers have been lowered to 3000. Thehse ramps are pylon-wallable with 4 pylons. *A new set of mineral onlies have been added in the center, to help expanding counterclockwise. *No unbuildable area has been added to the middle of the map.
Download @ bwmn.net
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Update 1.2a
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