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New Worlds Map Contest: ALL SUBMISSIONS

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I like more maps than just these eight, and I picked rather haphazardly. Good job on these maps, dudes, even ones I didn’t mention. Anyway, here are my picks. Also, I haven’t ordered my picks.

Oil flow: What a 9000 IQ map for geniuses. Yikes. I could play on this for years. It is a macro map because people will take lots of bases, but every one of those bases is very harassable. There are also many paths to counter attack and maneouvre against a slower enemy.
First I thought that this map would be Zerg favoured in ZvP, because every Protoss base is severely harassable or counter attackable, while Zerg easily takes a new main’s natural as a third. The egg paths to the naturals, I thought, only favour Zerg with lings everywhere, because Zerg can easily send zerglings everywhere, while defending against any Protoss attempt to use those paths with sunkens and lurkers. However, if the Protoss can stand there, then he can storm the mineral line from the egg path, letting him use it, too. If the Zerg takes any other base, then the Protoss can threaten it during the midgame, because the other bases are all easy to attack, making a new natural the only option for a turtle style Zerg. Still, consider making the ramp by the egg path wider, in case the map turns out imbalanced, so that Protoss can use it better in PvZ. The concept is good because it allows a Protoss ball to threaten any base on the map, while zergling mobility is also effective.

In TvP on the map, no third base is easy to take for Terran, but every expansion is severely harassable, leading to fun aggressive play instead of turtle play.

Macro, harassment, and counter attack maneouvres.

Eurydice: PvT: No easy third base for Terran, but every base is severely harassable except for the corner bases, which can be delayed by sniping probes trying to build them. Also dropships to use the pylon walls can work if the Protoss loses his shuttles. Fun stuff.
ZvP: A big ball can run around and threaten every expansion, except for the corner bases. Looks balanced and playable for Protoss. In TvZ it’s pretty good for Terran but the easy third base that allows for sunkens to immediately defend the narrow entrance makes up for the lack of a free fourth gas.

Harassment and counter attack maneouvres.

Augustgrad: This map might be Terran favoured, but it looks like a lot of fun, so I want to play on it anyway. It’s the most massive macro map, but with some interesting traits. If the enemy spawns vertically to you, you can split the map by crawling in one direction and taking expansions as you go. If he starts horizontally, you might have to take the middle, as your fourth, which gives two bases, or you could expand toward the enemy for a strong all in. It’s also very open, so even though Terran can get many bases, Protoss can use the psi advantage well which they usually get in the modern style. Also the third base has no gas. So it’s probably fine.

In ZvT, late mech switches will be strong. The fifth gas bases and on are all vulture harassable because they have more than one entrance, or they exist in the middle which make them unviable for Zerg.

Protoss I think can play this against Zerg, because while Zerg gets four bases for free, Protoss can expand like a Terran in this match up, and get many easy bases, while preventing a fifth over and over.

Pure macro, as far as it can be taken without extra resources in the main, and a dash of counter attack maneouvres with the middle having some walls.

Clock Strikes: An other big brain map. Every base is very harassable in every match up. Every race can harass. Taking a third starts out doable as Terran against Protoss, but quickly becomes difficult to hold as the game goes on against storm drops. An interesting mixture of macro and harassment, instead of going hard in one direction like some other of my picks. On this map, bases can be taken, but also harassed.

Harassment, counter attack maneouvres, but a little bit of macro too because a fast third base is actually viable.

Wavelet: A standard macro map. Not crazy macro like Augustgrad, just normal levels of macro. Every map pool can have a standard map or two, and this one has an appealing apperance, so I like it. That may be shallow of me. I don’t know why I am drawn to this map.

Macro and counter attack maneouvres, but slightly less of both compared to Polypoid, which allows four bases, but even more paths. A tempered map that doesn’t go crazy in any direction.

The Dark Knight: An other map that I admittedly noticed because of its aesthetics. However, it’s also interesting. In vertical positions, Terran can expand in one direction to split the map, while there’s still decent terrain to maneouvre against the mech ball and to counter attack. Terran has to spread out to expand.
In horizontal positions, Terran struggles to split the map in the late game, but can expand toward the enemy, allowing for a strong early lategame all in.

As far as four player macro maps go, this is one of the better ones for Protoss against Zerg, I think, because of the four somewhat easy bases that Protoss can take. It’s not as Protoss favoured in ZvP as a map like Bloody Ridge or Blue Storm (they didn’t start out that way but later statistics validated this claim, and I always picked them when I played Protoss in tournaments and did well PvZ), but we probably don’t want to help out Protoss that much. 50% wins for P is the goal, not 55 to 60.

Heavy macro with some counter attack maneouvres.

Vertebrae This map has an interesting expansion layout, and there’s more than one valid choice for which fourth base to take. Every race can take bases decently well, and every race can threaten bases of other races decently well. It has a bit of macro, maneouvering, and harassment; Zerg gets a third base for free with immediate sunkens on the ramp, Terran has a third base takaeble somewhat early. However, many of the bases that must eventually be taken are harassable because they can not be walled off. There are also many paths to counter attack and walk around a slower enemy through. It doesn’t look flashy but it’s one of the most interesting maps.

A balance of all three

Turbine Three easy bases, but the third one has no gas. The terrain is good for mech, but it’s also a great carrier map, especially considering the lack of centre buildable terrain and gas on the third base. Being a three player map is bad for Terran, but four bases are takeable in quite a small area. Zerg can take plenty of bases protected by ramps, and taking a new main as a third really gives a free fourth. The bases are difficult for Protoss to threaten, but Protoss can keep up in expansions. This might be a corsair reaver map.

Heavy macro, a decent amount of maneouverability.

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Source: https://tl.net/forum/bw-tournaments/571869-new-worlds-map-contest-all-submissions

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