Posted by:Nightmarjoo I'm proud to announce that part of the delay of the start of next season's MSL until late april/early may is due to in addition to adding the maps already released (See this thread) three broodwarmaps.net maps will also be added to the mappool!
Arguably the best of these maps going into the MSL we have: Flothefreak's "Best Concept Plus Gameplay And League Map Ever, No Better Map Out There", also known as BCPGALMENBMOT, or known affectionately as PEE (Perfectus et Exactus (perfect and demanded)). The map's concept is of course brilliant, the simple layout makes battle strategy more important than simple positioning. The high monetary value of every base ensures quick macro, ensuring stunning back and forth gameplay. Players will find themselves in a constant battle/regroup and rally state, with the openness of the map preventing any turtling. The numerous mineral blocks of course somewhat weakens zerg, but all this does is force more spell-use on zerg's part, creating more exciting games. This also deters protoss and terran from comitting suicide around the world by preventing Jaedong from being Savior2 this coming year(s). The simple expo layout prevents messy games of running back and forth to hide, save, or attack an expo; it further encourages largescale battles between armies in the middle, rather than army vs base defense (and boy, can you afford base defense with all the money!). Positional VARIETY allows the map to never be dull, by forcing players to react to slight differences in each matchup. You'll never see the same game twice! Flo was smart in making the map look like shit: the decoration won't distract players from playing at all.
I could go on and on forever about this amazing map, but I will stop here so I can talk about the exceptional (if inferior) other maps which herald bwm in korea!
Seemingly a blast from the past, we have ScoutWBF's LoliCat Spielplatz (which I believe means something on the lines of, young and erotic cat-girl playground)! The map is incredibly unique: It's a map which normally would be fairly unstandard without any experimental features, a completely air map which requires the mass use of both air units and drops throughout the game, but then further pushes the use of air units over drops by covering the mains in permament disruption webs! This means that you cannot rush a drop onto your opponent's main, you must go straight into air units to apply early pressure! The expos do not (yet) have disruption webs, leaving drops still useful and required on the map. Positional VARIETY further ensures interesting games, just as in flo's PEE. The map having three starting locations rather than the standar 2 or 4 creates a great advantage for players to seize and fight over, a third main! With its intense air vs air combat, zerg air-map balance through preventing drop rushing, and without over helping zerg by giving a free expansion. The ability of terran to expo by lifting off a cc only further helps balance, zerg muta micro has been so perfected that no terran could possibly win a game without this advantage, and only flash can beat the top protoss users currently, so this merely gives an advantage to terran, but one easily countered with protoss' superior air units. Great balance, great gameplay, unique concept, layout, and setup: a perfect map! Only Scout could make such a masterpiece, and his inability to make a map pretty is counter-balanced by the fact that it's impossible to make an ash map pretty!
Last and sadly least (not the map or mapper's fault, you just can't beat the other two maps with a stick!), we have Lancet's Nekromantik! Anyone who questions the use of this map should kill themselves asap, seriously. It has a fucking skull in the middle, how much more badass can you get than that? That's like, automatic win. He like, won bwm, with this map. Key balancing features of the map include the skull (it gives a lot of motivation to the gamers, in most test games the general opening is to send one of your initial workers to the skull just to see who gets there first, out of 1337 games so far, in only one game did the person who made it to the skull first lost, and he was playing vs boxer. Go figure. The skyscraperesque buildings are also key balance features. No other structure PERFECTLY fits in that place to ensure pathing takes a certain way which guarantees unit speed and reduces clumping and prevents morons from running into the side of the ramps. Another fundamental balance feature are the two neutral temples at top left and bottom right. However, Lancet has asked we not release the secret behind them, as then every mapper would copy it and it would ruin the map's brilliance and ingenuity, not to mention morons would copy it incorrectly, setting a bad trend, which would ruin bw mapping indefinitely. So you have to bare with me and just accept how important a role these neutral protoss temples play in the map's concept and balance. With decoration styles stolen from Testbug and Protoss4ever, and SEEMINGLY random (but not!) visual tile structures taken from Staredit.net veterans' maps, you know the map is great. A map named Bunny-Rabbit 1.3 (it was python 1.3, only with a bunny-rabbit in center instead (which COMPLETELY throws off balance and gameplay from python's, making it super unique and fun!)) was almost put into the MSL's mappool, but then this map was introduced to the kespa mapping council and was put in its place. The only thing keeping this map from being the best of the three is its unfortunate lack of positional VARIETY. Nevertheless, it is sure to contain some exciting gameplay, thanks largely to the neutral temples at the corners, perfectly complemented by the skull in the center.
Note: These maps in their MSL modified versions have not yet been released. The changes made were very minor, with the only major change being the complete re-placement of every single dweb in Lolicats Spielplatz so that the map doesn't crash bw the moment you open it. The maps will be released on mapdori.com in the next couple of weeks.
Other maps from broodwarmaps.net were in fact considered for the proleague.
Such maps include namely: every single testbug map, ScoutWBF's Sleeping Sun Final (they didn't want two maps by one author, and Lolicats Spielplatz has a more unplayable unique gameplay that MSL wanted), and lnept's (2)Rocket (it has a rocket in the middle zomg!).
In other news: fans from the United States will no longer be able to watch live streaming proleague, because it was easier to simply block ips from the United States than to ban every single ip Nightmarjoo used to spam kespa to use Faoi XXVII in the proleagues. However, you can use the program at this site to obtain an ip from another country in order to still watch your favourite gamers on these new great maps!
Congratulations to the mappers who managed this great feat with their superb mapping abilities!
The winner of this MOTM-2/2008 is the Nightmarjoo-Testbug team who score with the elegant map "Faoi" that is also representing us at the ICCUP event.
In this map we see the application of the rotational symetry concept with the repeating unit being a high ground main leading to a low ground nat at the end of a dirt corridor which is connected by two ramps to a high ground center. This corridor with its two ramps is one of the salient strategical features of this map that clearly separate it from your classic "linear" map where you move towards your opponent's base while setting rally points further along the way. Here an army may set on the move up one of the ramps just to find halfway to the opponent's base that the enemy's army has descended down the other ramp and is proceeding to ransack their nat! Scouting this area and even placing sentries here may be crucial when you play this map. Resource wise the map has 8 gas in the mains & nats which means that, at least by land, the third gas for the players is a long way away unless you count the extra two gas in the islands close to the 3 and 9 positions. There is some dispute as to the effect on map balance of these two islands as they are not equidistant from the bases, but they do have a mineral block. Finally there is a minonly between the two ramps but having the central high ground just behind it, it is quite vulnerable. All in all this is a simple but challenging map that was made having fluent gameplay in mind and should generate some fun games.
The second place goes the map "Double Edge" by a mapper that is no stranger to MOTM or even EMOTY for that matter, we are talking about Lost Tampon.
This map is again another example of rotational symmetry with high-ground mains that have two chokes, one leading to the low-ground wide center of the map and another at right angles leading to a low ground gas-nat. The interesting twist here is that this gas-nat is connected to a second gas expo by a small hill with two ramps blocked by minerals (100 and 75 value) and this second gas expo is connected to the center of the map by two bridges. Although the value of the mineral blocks seems too high to make it practical for attacking units to gain access to this small hill by land, it is nevertheless an area that not only can be used for drops but that also can serve to allow (or impede) air access to a hill behind the gas-nat and to the main itself. Because of this it will be probably a good idea for the defending player to clear the minerals to control this vital high ground. Apart from this feature, the wide center, 12 gas and 4 minonlies just outside the mains should favor macro play. This map actually ended one point ahead of Faoi but due to uncertainties about the nature of gameplay (no replays) it ends up in the number two position.
And the third place goes to the map Scratch 0.93 which is the twentieth map contributed to this database by LML.
This is a 128x96 two-player map with a high ground main and a low ground nat which opens to a dirt corridor that runs parallel to the main to the opposite side of the map. A high ground center joins the ends of the corridor through wide ramps and to the middle through a smaller vertical ramp. This setup allows for a lot of interconnection, you can get to a given place in the map through several routes. Therefore control of the high ground behind a particular ramp will not necessarily block the mobility of your opponent. The central landmass features a very vulnerable gas expo and minonly at the foot of the large ramps plus a small minonly adjacent to the mains. Although both the main and nat are relatively safe and defendable, taking your third gas here will be risky unless you control the area around the expo. However, there are also two corner-island gas expos that can serve this function. This is a pretty straightforward and stylish map that should provide some fun games.
Well I challenged our mappers to "make an Ash map that will make Queen Kerrigan proud enough of you to kill you last" and many of them rose to the challenge. flothefreak, SynDroMe, LostTampon, PsychoTemplar, Nureru, Crackling, Grief_Stricken, SiaBBo, Testbug, someone09, SauruS and ProTosS4EveR each uploaded their best shot at vying for more time alive with the Queen of Blades and after the votes were tallied the winner with a whopping 30 points was.........................................
Testbug with his map "The Great Phase"!
With this map Testbug certainly will become the favorite pet of her majesty, at least for a while until, of course, he eventually is killed. This map whose design testbug pimped from Tuy is reminiscent of the map Python with respect to its base layout, high-ground corner expos accessible by a large ramp and low-ground island expos between the mains. This basic map design alone is very exciting as it creates a lot of strategical and tactical possibilities depending on the starting locations of the players. What makes a big difference in this map however, is the fact that the center is a high ground plateau connected to the adjacent low ground by 2 large ramps on each side. This introduces a new dimension of possibilities to the gameplay due to the narrowness of the terrain in the diagonal matchups and the strategical value of the control of the high ground next to the ramps in these and other matchups. Finally with 12 gas and 2 minonlies there are enough resources to keep your macro going for a long time, if you survive. This map is indeed a interesting place to die!
To be messily slaughtered by the zerg queen before testbug is Crackling the author of the map that ended in second place with 18 points "Burning Love".
The defining feature of this map is the 5 central plateaus that create a maze of corridors throughout the map. By this token the map would be considered "tight" if it weren't for the fact that each plateau has several wide ramps leading in various directions which provides the important flanking space and creates myriad of tactical and strategical possibilities making total control of any piece of high ground difficult. However, the large wide ramp right next to the nat may prove a challenge to some players but even then there is a second exit from the nat for smaller units that can relieve some of the pressure resulting from the enemy controlling the high ground. Ten gas and 4 minonlies should encourage a macro style of gameplay and help you give your enemy some of that burning love that feels sooooooo good!
And finally, scheduled to taste the steel of the queen bitch of the universe slightly before Crackling, is ProTosS4EveR with his map Citlaltepetl that received 17 points for a very close third place.
Inspired by a volcano in Mexico this map presents the players with various possibilities and challenges. Due to the proximity of the nat exits to the important nearby third gas, vertical matchups should prove more of a challenge than horizontal or diagonal ones. This is compounded by the fact that when leaving the nats the immediate access to the high ground is through 2 large ramps. But should the enemy concentrate on taking control of the high ground next to the ramps there is still a low ground route by the central borders that can allow you to circle and emerge behind your opponent. This makes the map very fluid, there is more than one way to get from one place to another. Although a bit spread apart there are abundant resources, 10 gas and 6 minonlies plus there may even be some virgins lying around for you to toss into the central crater to gain the favoritism of the Gods that undoubtedly dwell there, so keep your eyes open when you play here!
Of course way before ProTosS4EveR exhales his last breath the rest of our participants will have been thoroughly exsanguinated, diced and fed to hungry larvae by her majesty and her minions with the possible exception of PsychoTemplar who wins the honorable mention of best map theme/description and gets to live a few seconds longer in horrible pain.
As a map description for his map "Tsatine", PsychoTemplar wrote a fragment from the song "Blood" by the group "Abandoned pools":
Staring into the Sun, We eat our young, This can't be what you're waiting for!
A sobering thought for anyone that is naive enough to expect anything but the worst when entering the convoluted realm of the zerg in Tsatine!
And that is all folks, congratulations to the winners and thanks to those of you who participated and voted regardless of whether by now you are dead or alive.
Good God! This competition must have wiped out half of our mappers!
I will try to see if we can make the next ash map competition less bloody, just let me talk to.....huh?.......yes your highness?....why....why are you looking at me that way? what?....me?.....no your majesty, you don't understand I did not participate in the competition, I just organized it, you see I am Lancet, I am one of the admins here I.....please your majesty.....no.....no......put that blade away.......Sarah calm yourself down, please, no, please, no, noooooooo, aaaaaaaaaaah! blurp.....gurgle.....splat....drip....drip....drip....