United States559 Posts
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).
- The number of maps by the same map maker is limited in each round:
- 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.
United States559 Posts
Korea (South)22 Posts
2 Posts
Korea (South)26 Posts
Poland3005 Posts
Did I miss something..?
Thx anyway, I guess. Appreciated as always. Cheers
United States559 Posts
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.
Korea (South)26 Posts
Your ID : TNWZombie
Location : Korea
Map Name : (4)Ice Crystal
Map Version : 0.6
Map Size : 128×128
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 : 9×1500 Mineral + 1×5000 Gas (Four)
Natural : 7×1500 Mineral + 1×5000 Gas (Four)
Minerals only : 6×1500 Mineral (Four)
High ground : 7×1500 Mineral + 1×5000 Gas (Four)
Center : 5×1500 Mineral + 1×5000 Gas (Two)
– Download
http://www.panschk.de/mappage/comments.php?mapid=5442
Korea (South)26 Posts
Your ID : TNWZombie
Location : Korea
Map Name : (4)Aiur City
Map Version : 0.7
Map Size : 128×128
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 : 9×1500 Mineral + 1×5000 Gas (Four)
Backyard : 7×1500 Mineral + 1×5000 Gas (Four)
Natural : 6×1500 Mineral + 1×2000 Gas (Four)
High ground : 8×1500 Mineral + 1×5000 Gas (Two)
Island : 8×1500 Mineral + 1×5000 Gas (Two)
– Download
http://www.panschk.de/mappage/comments.php?mapid=5443
Korea (South)26 Posts
Your ID : TNWZombie
Location : Korea
Map Name : (4)Red Sand Dunes
Map Version : 0.6
Map Size : 128×128
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. Change the island to the ground and split the base into two. I wanted to renew the map that was too old.
– Resources
Main : 9×1500 Mineral + 1×5000 Gas (Four)
Backyard : 7×1500 Mineral + 1×5000 Gas (Four)
Minerals only : 6×1500 Mineral (Four)
High ground : 7×1500 Mineral + 1×5000 Gas (Four)
Island : 7×1500 Mineral + 1×5000 Gas (Two)
– Download
http://www.panschk.de/mappage/comments.php?mapid=5444
Poland3005 Posts
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
But the only way to make it viable in todays meta is by making the main/exp highgrounds i think, 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/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.