Posted by:Nightmarjoo Well one man might call it late, but I call it early! I give you, 2008's Maps of the Year!
I can't really say the maps you guys voted for are a surprise at all. In first place, as The Best Voted Map of all of 2008, a Testbug/Nastymarine map, (4)Yellow! In second place, a Testbug map, (4)Voices IV! In third place, a Nastymarine map, (4)Korhal Pride1.3!
Predictably enough, not only are the maps by the two mappers who together earned the most 1st and 2nd place MOTMs ever, but all three maps have won first place in their own Map of the Month competitions. Since these maps have already been in MOTMs I won't write a whole lot about them, as you can see what I wrote about them in their MOTM threads, but I'll hilight what I feel are the best attributes of these exquisite maps.
With an overwhelming plurality of the vote, nearly 50% of all points went to this map, and an ICCup Ladder map to boot, we have ICCup Yellow1.1, by Testbug!
This map is a remake of NastyMarine's (4)Dayun Si, which would have probably won MOTY itself if Testbug hadn't have made this map.
This map is a fairly basic and standard map on the surface. But like any NastyMarine map, has a strong concept undernearth an illusion of mundanity. And like any Testbug map, has the completely and utterly perfect execution only perhaps the sc God could rival.
The key to this map's success aside from its brilliant execution, is in how Testbug and Nastymarine morphed a common expo layout into a rotationally symmetrical 4 player map, in such a manner that it makes what would otherwise be a string of so-safe-they'd-be-free-to-take expansions and makes them all quite vulnerable and harassable. The map takes a normal boring macro layout, and crafts it so that any player can comfortably pick up the map and feel at home, whilst rewarding the more aggressive players who would seek to abuse the maps many routes, cliffs, and places-ripe-for-dropping.
This map is just really well made all-over. It's no wonder it won MOTM, and is an ICCup map (I hope you guys have been playing it!). Not even the picky Nightmarjoo can find fault with "wasted space" on this map, and that's saying something!
In second place we have another really well-made map, Voices IV by Testbug! Just like Yellow, this map has been featured in the ICCup Ladder (and is a MOTW on iccup this week, be sure to play on it!). This map has a similar idea behind it to Yellow, though the two maps are conceptually entirely different.
Voices IV takes that standard expo layout, seen in Othello, Byzantium, Medusa, and Longinus to name a few, but executes it really uniquely. It takes these standard elements, makes them its own, and then adds a somewhat experimental feature to seal the deal. The experimental feature here is that the main base has two paths instead of the archetypal single route from main base to natural expansion. The second route leads into and through the mineral only expansion. Of course, Testbug does something only Testbug can do, and ensures this feature which when used in every single other map in existance (including to some degree, the pro-made and Courage League-used map (3)Medusa), and removes all possible pathing issues by placing the two paths right next to eachother. All units when bumping into the mineral block simply find the proper path immediately after, and thus use the correct path.
The mineral only, which gives both aggressive and passive players something more out of the map, be it a safe expansion or a new route to harass with. Aside from the double path, the map is all-over standard and basic, ensuring it's comfortable for all players. All-in-all, the map does a really good job of giving players a very wide variety of options strategically, to give players a really solid gameplay experience.
You know the map must be good when the only thing which could possibly beat it was a Testbug/Nasty map.
For third place for the 4-player Maps of the Year, we have a map predictably by NastyMarine, (4)Korhal Pride1.3!
In the same manner as the other maps, Korhal Pride1.3 modifies the execution of the standard expo layout, main, nat, min only, 3rd gas, and creates its own brilliant concept. It takes backdoor to a new level with its mineral only, which is behind the nat, but in front of the main! I can certainly believe you if just reading this makes it hard to understand, you really have to look at the map's picture to fully understand! It's not as complicated as I make it out, but it certainy is ingenious! The main simply has two paths like in VoicesIV, but the mineral-only expansion is closed off instead of further leading into the rest of the map like it does in VoicesIV.
This mineral only placement reminds me of that in Andromeda, except this one is more vulnerable to drops but safer from from land-based attacks. Either way, it's unique and really well crafted.
Other than that mechanic, the map is pretty standard just like in Voices, ensuring a comfortable battleground while keeping the map's concept its own.
These three maps complement eachother really well, and it just goes to show you how good these two mappers are, Testbug and NastyMarine. Three completely different maps, which all at the same time share key design (not conceptual) elements which separate them from most other maps.
This map only (lol) made 2nd place MOTM, in the month of July. It didn't win first place because it lost out to a Testbug map, and Nasty was busy making future 2nd place MOTMs and letting Testbug remake his maps for 1st place MOTMs. Oh, and that spammer Protoss4ever made his only good map ever too, (4)tex-something (which I voted for for MOTY!).
You can find the MOTM post further describing this map here Map Thread Map Download Observer Download
And now for the 2-Player Maps of the Month!
In first Place, we have a Spinesheath/Nasty/Testbug map! Testbug/Nasty map, who'd have thought!? So the history behind this map is that Spinesheath made a MSPaint concept, Nasty adopted it and made the original Spinel Valley, Spinesheath loved it but decided to actually make a map (a first, I think!) and uploaded a modified version of the map, and Testbug decided Testbug-remakes are always better and remade the map entirely giving us Spinel Valley III, this brilliant map you see before you now!
Drama aside, this is a really well-made map! Conceptually and executionally I can't say I've ever seen anything quite like it before! So of course it's no surprise that the map also won MOTM, beating a NastyMarine map in the process, and is an ICCup Ladder map (I hope you guys played on it, as it was MOTW last week!). All in a day's work, for Testbug, eh?
If I had to describe this map in terms of other well-known maps, I'd have to say the map reminds me of Bluestorm + Othello somehow, if that even makes sense given how different these three maps are. Spinel Valley III really is its own map. The biggest focuses of this map are on mobility and harassability, which on top of a really solid expo layout gives players a lot of options here, ensuring solid if perhaps not perfectly balanced gameplay. The map features no real experimental concepts, aside perhaps from the highground expansions which are so easily harassable from the lowground center of the map, and somehow still remains quite unique. This something of course only Testbug could so masterfully throw together, and it probably took him like 30 seconds, knowing him.
If you haven't been living under a rock, and have been visiting broodwarmaps.net at all for the last year, if someone says "2 player map" the first thing that should come to your mind ought to be "Ptar". Ptar has made over 9000 (2)Ptarish maps in the last year, all of reasonably good execution, if simple conceptually. It then ought to be no surprise that it's Ptar himself who grabs second place for 2-Player Map of the Year, and no shame that he didn't get first place, since first place was a god- I mean Testbug-made map.
So what we have here is (2)Sign, a ptarish (2)map, and that's basically it.
Kidding! This map actually differs quite a bit from the standard ptarish map, in that it's a lot more dynamic and conceptually interesting. The expo layout itself is fairly standard, but the different structures and features of the map are all basically completely different, we have a mismatch of ramps that looks like a 2006 NastyMarine map here, Nostalgia-esque bridges that give me nostalgia over there and a cliffable expo to boot, no choke at at all there, and a ptarish pit expo there. All complemented with cliffable mains which has an 815 ramp, and a nat which makes every terran go mech to make valkyries just to stay alive past 7 minutes. Oh, and don't let me forget a Loki2 central tight choke, dividing the map into two separate areas. If that description didn't make you imagine the most experimental, most complicated map ever, then you must be PsychoTemplar, or Lancet. But somehow, Ptar manages to combine all of those features, and not only make the map not look or feel experimental, but make it look natural! Seriously take a good look at the picture, the map is just beautiful to your eyes and sense of mapping! Takes a map like this to get 2nd place for the whole year at such a great mapping site. And of course, it won MOTM for July.
Last and least, but not by much of a margin! we have korean FAMAT mapper Twos-'s map whose name is a mouthful-and-a-half, (2)Moonlight Punch Romance1.3! While the map didn't win a MOTM, it won 2nd place for July's MOTM, right behind Ptar's (2)Sign, and that's not too shabby!
If you thought the map's name was a mouthful, you should see the map itself! I can't say I've seen a more complicated and yet still basic map ever (except perhaps by RaDiX lol). The map is an absolute wonderful mess of ramps and paths, surrounding what otherwise would be a fairly simple expo layout. I say mess, but it's actually really well made and thought out. Without Twos' near-Testbug execution I'm sure this map would've been a mess, but luckily he knows what he's doing when it comes to making maps. Now that I think about it, this map would probably have been a ptarish map without the complex middle!
This map takes a fairly different turn than the other MOTYs. It takes a fairly standard and boring concept, and drastically complicates it, so while the underlying structure is comfortable, the rest of the map is very involved. It definitely makes the map unique, and further creates a unique playing experience. Playing on this map might feel like being in a labyrinth. Unlike the other maps, instead of modifying a standard concept to be its own, it takes the standard layout and puts its own concept on top of it. I am perhaps describing it badly, but this is a really neat and well-made map that is very unlike the maps we make at bwm, showing off a very different approach to mapping which clearly comes from a separate culture, of Korean Mapping. As a final word, this map is different from the bwm maps in that it's far more micro-oriented than macro-oriented. Either way it's worth checking out, and concludes our Maps of the Year!
And so here you are, the voted-six best maps made at bwm in 2008! I eagerly await the brilliant maps you guys make in the coming months, for the next Maps of the Year! It really is amazing how quickly the average level of mappers and maps here rise, and it's wonderful to see such amazing maps, and then see you guys somehow surpass yourselves and create even better maps. It really shows how dynamic this game is.
On a final note, let me provide links to these mapper's entire collections here, to see their many great maps, and how their maps have evolved into what you see here, winning these competitions today!
Posted by:Nightmarjoo Luckily for us, Testbug was bored enough to churn out another really great map, once again. So for the last month of December, we get a pretty good reflection of the whole year in one map, a Testbug remake of a Nastymarine map. When you take arguably the two best mappers at this site and put them together, you're guaranteed to get an epic map, and that's what we have in the form of the aptly named (4)Yellow!
A remake of September's close 2nd place map (4)Dayun Si, Yellow takes all the great features of Nasty's map, and just adds on with such perfect execution as only Testbug can muster.
The map starts out basic, 4 starting locations in the corners. Rotational symmetry (done really well!), with bridges for chokes. That description reminds me of Spitfire's Artist, a great pgt map made forever ago. As you leave the nats, you get a few places to go. Towards the map edge lies your 3rd gas expo, a standard easily-droppable default-ramped cliff. This lies the biggest change from Nasty's map, this area used to be a mineral only expansion backdoor from the main, so you can imagine how close this expo could be to your opponent depending on how the positions turn out.
Should you head just past that 3rd gas cliff expo, you reach a hill, a plateau overseeing the central 4th gas expo, potentially of your opponent, just to throw out how close your opponent could be. If you take a turn towards the middle of the map instead however, you run into a bridge, leading to that 4th gas expo. If you turn towards the middle as soon as you cross your nat bridge, you have your own hill, and a little past that is your own 4th gas expo.
The center itself is not mirror symmetrical on all directions, as 3 and 9 are connected by a large central bridge. 3 and 9 thus have 5 ways out of their quarter of the map, while 12 and 6 have only 4. This slight asymmetry reminds me of Tau Cross' center, and adds a little positional variety and room for strategical differences and stuff in the game, without really limiting the players at all. The variety in path location, direction, and distance ensure players can move around the map pretty easily, but certainly not to any obscene degree.
The relative close proximity and presence of a 4th geyser in the central expansions are quite offset by being so vulnerable, both from ground and from the cliff behind them. Overall we have a pretty macro-oriented map, with the center offering some tactical emphasis in its multitude of paths and slight asymmetry. Large mains allow for a variety of drop-based harass and attacks, and the safe-by-ground 3rd gas expos are also quite droppable. The mains and nats are fairly safe from harass, but not to an asphixiating degree, leaving the players quite open to choosing whatever strategy or build they like. The only strategical limitations I can think of are that perhaps 1base aggressive builds will be perhaps slightly less effective (if that's even possible) due to what I believe are somewhat longer than normal nat2nat distances, and main2main distances.
The map perhaps lacks the flare of a bolder, more experimental map, but what it has instead is excellent execution of a fairly basic but still original concept. It really does combine the best talents of Nastymarine and Testbug, Nasty's concept planning and Testbug's damn good execution. As evidence of this map's quality, the map was accepted into the ICCup Mappool, so congratulations again to Testbug for getting a map into iccup; it really represents the best our site, gets our name out and doesn't embarass in the least degree.
In a not so close 2nd place, we have Nightmarjoo's (2)Idunno. What we have here is a fairly basic ptarish 2 player map. Pretty basic x/y symmetry, with the backs of the mains facing eachother. Outside the mains lies a pythonesque nat. Past the nat and towards the map corner is a highground 3rd gas expo. The expansion is relatively safe, being close to the player and far from the opponent, though its chokes are fairly large. I should say it'd be easy to attack if not for it being so far from the opponent. In the corner itself lies a 4th gas expo, cliffable by the 3rd gas expo, and by a temple cliff right next to the expansion. It represents some pretty easy-to-grab gas, but should players take it swiftly, it could provide your opponent with ample harass material to give you a headache. It is approximately about as safe as the 3rd gas expansion by land I'd say, though it has a variety of perks and drawbacks.
From here the map starts to get more interesting. If you take a quick walk from the 4th gas expo, you get to another highground gas expo. However, this one is directly cliffable from the lowground center next to it, and features very little room for defense buildings, but has small ramps, making it both hard to reinforce and attack, and easy to defend, potentially. Now, this is interesting because a quick jog in the same direction leads to another gas expo, but one that is right against the other player's main. This gas expo's geyser is cliffable from the main. The interesting part comes through it being much closer to the player whose main is right next to it, but it's somewhat not as safe as your 3rd gas expo, on top of being farther from you and closer to your opponent, making it not an ideal 3rd gas location. However, it being close to you makes it somewhat ambiguous as to who "owns" it. Furthermore, it is harassable from the small cliff expo by it. Who owns this expansion is apparently governed only by the players, as there is a lot of room for interpretation and variety here.
In the center of the map is an Andromeda expo, but one with more money to make it perhaps more viable. It is directly between the players, but also directly along nat2nat pathing, and fairly wealthy, almost making it a viable expansion.
The biggest thing this other-wise standard map has going for it lies in the somewhat ambiguous expo layout as far as ownership is concerned, which when tied with the general vulnerability and harassability of the expansions makes for some potentially interesting play strategically. Large mains keep drops open as an option. Lots of room for proxy play helps keep options open for players which the long nat2nat distance might normally block off.
Alright, a bit belated, but here's our Map of the Month for November!
Of course, it's by none other than the embodiment of Jaedong in a mapper, Testbug!
(2)Lobotomy is a ptarish (2)map. The map is quite large, being 128x128. A complicated complex of ramps and chokes all over the map attempt to balance out the spacial issues making a (2)128x112 map create. Of course this is all done with the brilliant execution Testbug always delivers.
To start, the map has lowground mains and highground nats, with a neutral tightening the choke at the nat to ensure FEing is possible, and comfortable. The nat has an interesting layout, with two large chokes leading from it to two very seperate paths.
Along the main route we get the mineral only expansion, and just past that lies a temple complex which functions as a forward overlord spot. That's where to go if you want to buy some drugs from the local overlord. Past here we have the central choke, which is tight like in Loki II, forcing players to use the whole map, ensuring at worst a bilinear layout (as opposed to just being linear, like most (2)maps).
Through the other route we get to a lowground area with the most beautiful rocks Testbug ever made, which also leads to the 3rd gas expo on a plateau.
Taking the subdivision of the main route takes you to the other side of the map, where a cliffable and vulnerable gas expo lies. Beyond this back towards the corner by your main lies another gas expo, one that would be entirely too safe if not for the closest path to it being a 815 ramp, making reinforcing this expansion potentially difficult.
Large mains keep the harassability potential up high throughout the game, even as you secure all expansions. The map's sheer size and room for mobility make back and forth fighting quite possible. The map appears to be largely quadrilinear. A solid variety of tight and open sections of the map not only ensures quite a bit of room for pure strategy and positioning/maneauvering, but allows for the players to choose their battles carefully and creatively.
While having nothing particularly unique or experimental about the map, its unique layout keeps its exact balance an enigma, but what is sure is that the map should play well given Testbug's eye for detail.
In second place we have another familiar face, Morrow and his (2)Treant!
Here we get a 112x128 stab at a large (2)map.
What starts out standard with a normal main/nat quickly diverges from the norm with a very close 3rd gas expo which actually cliffs the nat. Past here lies the 4th gas expo which is quite large, and cliffable. The long, large ramp makes it easy for your opponent to attack what otherwise might be an extraordinarily safe expansion.
From the nat towards the center lies a chupung-ryeung ramped-plateau, and an offshoot of this path reinforces a tight path to a 5th gas expo, which is quite vulnerable despite being on a small plateau due to it being hard to reinforce and relatively easy to attack from the center or sides.
Around the side of the 5th gas expo between it and your main lies a safe mineral only expansion.
A large clearing in the center gives players a solid battlefield, and ensures the map is not tight.
Overall the map is original in its layout, and is really well made. Somewhat inferior execution and more experimental features landed it below Testbug's map, but the map definitely lives up to the name "almost map of the month" for bwm. The map will definitely play well if you give it a try, and I do encourage you to do so.
Third place for this MOTM is korean FAMAT mapper Twos' (4)Wind Breaker.
Like any good 3rd place map, it's a well-made but not particularly daring concept. It reminds me somewhat of Wuthing Heights on the outside edge of the map, with a pretty bland center containing the 3rd gas expansions. The neatest thing about the map in my opinion would be its use of bridges leading to the center, tightening what otherwise be too open of a map. The map seems to have a nice balance between emphasizing the center and the sides and edges of the map.
Posted by:Nightmarjoo MOTM 10 2008
October's MOTM was a pretty close near-tie, but I think we'll give the win to long-time mapper NastyMarine, who despite getting over nine thousand maps of his and remade concepts of his into 2nd and 3rd place of Map of the Month, he has yet to win a first place since the Seventh Map of the Week in 2007, nearly two years ago!
For first place, for October's Map of the Month, for the year 2008 we have NastyMarine's (4)Ridge to Ridge! This map is a good example of a MOTM which earns its place not through ingenious conceptual work, but through pure excellent execution. That's not to say it's entirely conceptaully lacking at all, which would be quite false, but it focuses on making a comfortable battlefield for the players without distracting them with concepts which alter gameplay. So what we have here, is a very well-made map of a familiar concept, with a unique layout. If it really was so "easy" to make such a map, our database would be a lot nicer.
The main bases are in the corners, the nats are just outside the mains, everything starts out really standard along with really well executed rotational symmetry. Past the nats not too far, maybe a little farther away than the 3rd gas is in Tau Cross, is a 3rd gas expo. Pretty normal so far. The center is large and open. Well, that's about it. Hm? You don't think that makes for a good Map of the Month? Then look closer! What I failed to mention was the presence of long ramps for all chokes in the map. Your main and nat are both lowground, but there's a ramp going up to a skinny plateau and then down a larger ramp into your nat, with a mineral block making the larger main ramp more or less default sized for all intents and purposes, but of course allowing players to more easily move to and from their mains later on in the game.
In the center are more large skinny plateaus/ramps, and the 3rd gas chokes are also the same. The middle is large and open, but is divided up a bit by these ramps, which both give/take altitude advantages, and add fog of war. All-in-all, it puts a huge emphasis on strategy, on tactics and maneuvering. On using the ramps to your advantage, and not being caught with your pants down by them. The map's relatively lax concept allows this focus shift without distracting players much at all. Also, the ramps tighten up what otherwise might've been a middle nearly as large as Python's.
Also, while the gas expos mostly appear to belong to a player, they are not much farther from your opponent as from you, making your expo vulnerable sometimes, and in some cases make "ownership" ambiguous, they are almost neutral expos.
The map's scarcity of resources only further emphasizes a strategical orientation.
In a close 2nd place we have Testbug's (4)Aztec, a remake of Djin)Xuul('s map of the same name:
What we have here is a very basic but very well-made map, which seems in a lot of ways more old-school style. A rotationally balanced map, with cliffable nats, no inverted ramps, a closer/safer min only, and with farther/more open gas expos. The map stays true to modern macro trends mostly, though the map offers less mobility and is tighter overall. There isn't much to say about this map, it's a really well-made map and a very good remake, everything you'd expect from Testbug.
In third place we have neobowman's map (4)Beast II. Neobowman is a mapper you may not have heard or seen much about or from, but he's been around here for a while and his maps are really starting to pick up in quality. Also, neobowman is an admin representing the mapping section of sc2gg.net, whose mapping forum is slowly growing and developing, and which could benefit from more (patient) participation and activity from bwm mappers.
More daring than the other maps we've seen this month, but still fairly basic, is Neobowman's (4)Beast. The map has an expo layout emphasizing use of the sides of the map, similar to (3)Rush Hour III, and likewise also has two quite seperate entrances to the nat, though overall its nat is safer than that of rh3. Its use of neutrals helps dampen the potentially radical effects having two entrances to the nat could have.
The map is quite open and grants players many options for mobility, especially after they break down some of the neutrals. The map is overall basic as far as the expo layout goes and general layout, so it should be comfortable. While it's perhaps more conceptually daring than the other two maps, it is however a little more sloppy, but it's not like many at the site can consistently make maps with the same execution as Testbug and Nasty, and the map certainly is not far behind.
The time has come, a new, great tournament is just about to start.
But before some nice matches can be fought, its up to the community to be creative.
The difference between normal tournaments and the SYS-Cup, is caused by a completely new mappack which will be designed by the community!
From 2.11.2008, you have 4 weeks to create and send us your self-made maps (deadline 30.11.2008, 23:59 CET).
So feel free to design one ore more maps which afterwards will be tested and voted by a jury.
To give you a little help, here are some points you should mind, when you design a map.
- The map should be balanced. If not, the jury may change some details in the map (but ONLY details, not the whole map)..
- It should be fun to play the map.
- The map has to be sent to us until 30.11.2008, 23:59 CET.
- The map should not be encrypted, so that we can change details or create observer-versions.
- Your map should not be known to somebody else. Why? The sense of this tournament is to play some completely new, unknown maps.
So if you now are motivated, send us your map (or some more) and we will choose the best maps which will be played in a great tournament, including a live cast and perhaps some well known european gamers which will play on your self-designed masterpiece!
Please upload your map with an hoster like Rapidshare, Megaupload, or sth and give us the link.
But please do not(!) post your map in a community board, you remember, it should be unknown, until the tournament starts.
The link to this file has to be sent in a PM to Chickenlord or CHTopGun on www.gosugamers.net or on http://starcraft2.ingame.de/index.php
We wish good luck to everybody and have fun watching the tournament (all further dates will be published).
Editor's Note: This sounds really great guys, and I strongly encourage all of you to to submit atleast one solid map, maybe make a more experimental, risky map, and a safer, more standard map, to encourage your chances of winning. It's not TSL2 perhaps, but it still is an honour, and perhaps through the attention and testing of this event we can maybe come up with a TSL2 map.
Now for our much post-poned Map of the Month Competition for the month of September. Ok this post will suck, but it's better than nothing. Not quite as epic as I had hoped it to be, but atleast it's... different =/
The Autumn is fully upon us now, and we,
Exclaimedly present to you with much glee,
Surprisingly or not, a new Map of the Month,
To last past Ragnarok as doth the Amaranth,
Before the Death of Night takes, let troubadour sing,
Under the fire of sky or light of night bring,
Gustated by Protoss4ever, that grand map,
Bards tell of for September so let us unwrap,
Every concept, aspect, and feature this map boasts,
A spread of doodads numbers more than he has posts,
Texcoco is the map's name which none can pronounce,
Satiating our thirst let me this map announce,
Players of four in clear corners had rest and sat,
Rotational symmetry with a normal nat,
Odd not the map per the first glance doth seem though bore,
The map shies with thirds of egg o'er which you must soar,
Overseeing an abyss of the Midgard rock,
Stays the solely ore-rich camp for which you will flock,
Since ere thou go'est farther, will all else being knownst,
4 camps for the four comrades of the land you berth,
Each egged camp doth sport a gasconade of the earth,
Verily also the egged camp wields a spi're,
Earthworms dug tunnels 'round ore camps which perspire,
Railing ease and yet not ease to thy brave squi're..
(4)Texcoco by Protoss4ever is our heralded MOTM 9 for 2008 winner. A really nice and essentially basic map, with a unique layout, and using the newly developed egg wall concept. At worst it's a solid map whose play and layout should be familiar, and at best it's a unique map which tries out a multitude of concepts without over-doing it, giving it a very fresh but still comfortable feel. Either way the map should play nicely, as it has a good balance of fresh and familiar.
For second place we have the mapper everyone and their mother knows, NastyMarine, with his map (4)Dayun Si.
Dayun Si is on the surface a typical standard macro map, with a really nice layout. It's certainly more than that, and it gives me a feel of King of the Hill. The map is split by rivers into four sectors if you would. Each sector has four paths leading to the other sectors. The map isn't super wide, nor is it too tight, and its path diversity and variety certainly helps counter any kind of issues its relative tightness might offer. You have a normal safe main and nat, with a relatively vulnerable backdoor min only. It's pretty open to drop harass regardless of where your opponent spawns, but the positions will make a little safer or more vulnerable depending on what they are. Your 3rd gas expo is both out in the open, a little ways away from your nat, and overseen by an easily accessible but small cliff path. The min only which normally might encourage turtly gameplay is more accurately a stepping stone helping players get through the game with normal timing. Players have so many options for movement and pathing that turtling probably isn't the best solution anyway, players have a lot of options here. The map gives a real unique form of gameplay through its layout, without at all being radical or experimental. That being said the map perhaps lack some real colour which might help it stand out more on its own, probably hence it recieving second place, but it is nice nonetheless. Nasty is becoming the Stork and Yellow of the motm it seems.
Admittedly Jamssi's Thin Skin v3.0 claimed 3rd place by obtaining the third highest amount of votes, less than half of 1st place and barely over half of 2nd place lulz. I usually lie and make the 3rd place map seem a lot better than it usually is, but this map/author in my humble opinion doesn't deserve that. It's kind of a terrible map compared to most motm 3rd places, and is just an average map among bad and average maps at this site. Also, my input on the map was ignored, so fuck him and fuck this shitty map. http://www.panschk.de/mappage/comments.php?mapid=3222
Also note-worthy, we've opened the competition for 2008's Map of the Year! If you can find a great map made this year, feel free to submit them! I promise to talk trash about every bad map though, so be forewarned! Of course maps created in the future but before the deadline I set, whatever it is, are allowed too. So the MOTY could potentially be a map made way back in the beginning of the year, or a day before the comp closes. Tips for checking the year: download the first replay uploaded and check its creation date through the file properties. If the map has no replays, it's probably not worth being MOTY, but you can also look at maps near it in ID and using the replay method to check their dates. Maybe someone should go find the first map of 2008 so we can set an official ID each map should be at or above to be allowed. I spose you could cheat the system by modifying an older map and uploading it now, which'd make it a 2008 map, but the edit had better be good in that case rofl.