CrankTV chose 7 finalists after map test tournament with aLive, Bunny, Rogue, and Trap.
Top 14 maps:
These maps were used in CrankTV's Weekly Sc2: Map-ximum test tournament on October 14.
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7 Final lists:
These maps were chosen among top 14 maps.
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We will bring you brief summaries of commentaries by Crank, Ryung and pros afterwards.
Final rankings among 7 maps and prize confirmation will be noticed on October 21.
Youtube Links for Map-ximum
§ CrankTV's Top 14 showcase link:
showcase
§ CrankTV's VODs:
part.1
part.2
part.3
CrankTV's Commentaries
I translated some of the comments by Crank, Ryung and gamers.
Most comments were made during early games.
Gamers' comments were mostly made during their interviews after games.
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Overall
Ryung: I really appreciate the map makers’ efforts. They scratch an itch. I can’t really pick a map to discard. Good job map makers!
I’ve been testing maps several times, but I haven’t seen maps of marked characteristics like this time. I was like these maps are nice.
Overall maps’ tilesets are so beautiful.
Bunny: By the way who made all these maps? (Crank: Some have made official maps too. Others are SC2 users.) So they are users? Maps showed high quality, I could feel that during games. As if I were playing SC3 lol.
Black Baroque
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Crank: The map should have considered proxy builds. Main cliff seems vulnerable.
Ryung: Mapmakers can’t really check all the problems in the map. Pros will help finding them this time.
Ryung: Main’s bottom seems a bit wide.
Ryung: Game aspect was nice but drop paths could be adjusted. Overall map seemed great.
Crank: Main’s geyser seems vulnerable too. Reaper cliffs could be reduced I think.
Ryung: Terran seems slightly better in this map.
Crank: Other points were fine. Terran can choose either doom drop or pushing forward while basing in front of foe’s main. This can make Protoss suffer in PvT.
Bunny: In serious, I like this map, but as a Terran. Terran will enjoy the map with proper background-info of the map. Medivacs could be OP here.
Trap: Terran seems nicer on this map. Hard to defend against medivacs.
Ryung: Mapmakers can’t really check all the problems in the map. Pros will help finding them this time.
Ryung: Main’s bottom seems a bit wide.
Ryung: Game aspect was nice but drop paths could be adjusted. Overall map seemed great.
Crank: Main’s geyser seems vulnerable too. Reaper cliffs could be reduced I think.
Ryung: Terran seems slightly better in this map.
Crank: Other points were fine. Terran can choose either doom drop or pushing forward while basing in front of foe’s main. This can make Protoss suffer in PvT.
Bunny: In serious, I like this map, but as a Terran. Terran will enjoy the map with proper background-info of the map. Medivacs could be OP here.
Trap: Terran seems nicer on this map. Hard to defend against medivacs.
Dunes of Destiny
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Crank: No boundaries on minimap.
Ryung: Well portrayed feelings of desert.
Crank: Water are there like good old Bel’shir Beach. Most terrain is plains.
Ryung: The map looks fresh.
Ryung: Zerg won’t like this map because of third distance. Needs 3 to 4 tumors. Protoss seems fine.
Bunny: Beautiful map. Disappointed a little about middle with no cliffs, bad for reapers. But overall map seems balanced, nice.
Trap: Protoss can play well on this map. But PvZ seems better to Zerg. Zerg will be harassing various points to stop Protoss from coming out.
Ryung: Well portrayed feelings of desert.
Crank: Water are there like good old Bel’shir Beach. Most terrain is plains.
Ryung: The map looks fresh.
Ryung: Zerg won’t like this map because of third distance. Needs 3 to 4 tumors. Protoss seems fine.
Bunny: Beautiful map. Disappointed a little about middle with no cliffs, bad for reapers. But overall map seems balanced, nice.
Trap: Protoss can play well on this map. But PvZ seems better to Zerg. Zerg will be harassing various points to stop Protoss from coming out.
Masada
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Ryung: Feel like Egyptian temple. I like all those tiles.
Crank: Oh, these were not LoS blockers. Their role seems similar to that of NVS squares. Big units can’t go through.
Ryung: NVS’s blocks were tidy but these obstacles seem too much.
Crank: Engagement will be difficult at these points.
Ryung: Distance seems far, third could be challenging for Protoss.
Crank: Holes are not involving bases like NVS, not much merit to fight there. Many bases are on edges.
Ryung: Only when taking a shortcut.
Bunny: I hate those holes. I can barely look at Swarm hosts cause my job is progamer but those holes are… I really hate the holes. Could not concentrate on games. (joke)
Trap: I think maps with distant bases and large size are better to Terran. This map too. Easier to harass and hard to catch timing to march. Those blocks… I didn’t notice them while playing.
Rogue: Standard map. Zerg is slightly better in ZvPs since Zerg can spot everything with ovie pod in natural.
Crank: Oh, these were not LoS blockers. Their role seems similar to that of NVS squares. Big units can’t go through.
Ryung: NVS’s blocks were tidy but these obstacles seem too much.
Crank: Engagement will be difficult at these points.
Ryung: Distance seems far, third could be challenging for Protoss.
Crank: Holes are not involving bases like NVS, not much merit to fight there. Many bases are on edges.
Ryung: Only when taking a shortcut.
Bunny: I hate those holes. I can barely look at Swarm hosts cause my job is progamer but those holes are… I really hate the holes. Could not concentrate on games. (joke)
Trap: I think maps with distant bases and large size are better to Terran. This map too. Easier to harass and hard to catch timing to march. Those blocks… I didn’t notice them while playing.
Rogue: Standard map. Zerg is slightly better in ZvPs since Zerg can spot everything with ovie pod in natural.
Quaint
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Crank: A bit of Abyssal Reef feelings, consecutive bases on highlands. Lots of bases. Rush route involves ramps and hills too.
Ryung: Seems hard to play for players. Distance seems far.
Crank: There is a bug in the map. (reaper could not get off the narrow cliff)
Ryung: I think it is not a bug, Bunny just failed to click properly.
Bunny: My reaper danced on this map! Seems there is a pathing bug.
Trap: Protoss can play well on this map. Overall balance seems nice too. Faultless.
Ryung: Seems hard to play for players. Distance seems far.
Crank: There is a bug in the map. (reaper could not get off the narrow cliff)
Ryung: I think it is not a bug, Bunny just failed to click properly.
Bunny: My reaper danced on this map! Seems there is a pathing bug.
Trap: Protoss can play well on this map. Overall balance seems nice too. Faultless.
Shamrock Fane
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Ryung: Gorgeous tileset.
Crank: Blocking reaper cliff completely seems impossible.
Crank: This map’s outstanding point: XNT on m.iddle, blocked by collapsed rock towers.
Ryung: So units there are trapped then?
Crank: Yes.
Ryung: Interesting.
Crank: (Trap destroyed the rock towers) Sensible play. Now only medivac can reach XNT.
Bunny: Map of good sense. I was like, how did they come up of these ideas? With research and practice, I think we could make a certain build order involving unusual XNT.
Trap: Terran’s map. For real. Wide entrance, easier scouts for reapers. XNT on middle will be occupied until late games by Terran with medivacs. No break for Protoss to try destroying the rock there, only when Protoss decides to end the game.
Crank: Blocking reaper cliff completely seems impossible.
Crank: This map’s outstanding point: XNT on m.iddle, blocked by collapsed rock towers.
Ryung: So units there are trapped then?
Crank: Yes.
Ryung: Interesting.
Crank: (Trap destroyed the rock towers) Sensible play. Now only medivac can reach XNT.
Bunny: Map of good sense. I was like, how did they come up of these ideas? With research and practice, I think we could make a certain build order involving unusual XNT.
Trap: Terran’s map. For real. Wide entrance, easier scouts for reapers. XNT on middle will be occupied until late games by Terran with medivacs. No break for Protoss to try destroying the rock there, only when Protoss decides to end the game.
Mothership
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Ryung: Its title already excites my curiosity.
Crank: This is 3 player map.
Ryung: Feels like BW.
Crank: There was a map called Another day back then. Mothership has dual entrances just like that map. Terran can easily block those two but other races could have hard time. Still, those entrances are narrow enough to cover up too.
Ryung: Yeah, dual entranced but narrow so the map gives a scope for defenses.
Crank: Bases seem too concentrated. Seems too easy to acquire all those bases to reach end games. Or Zerg can be OP.
Ryung: All races can enjoy the map maybe. Long lasting games could emerge a lot.
Ryung: No cliffs for reapers to jump, this looks OK for Zerg.
Crank: Need more attention on main ramp wall-ins. Rush time is not that short too.
Ryung: Double entrances should always be watched carefully by both players.
Crank: Spaces under main ramp seem hard for Zerg to defend against marines and medivacs.
Ryung: Terrains are good for siege tanks too.
Trap: Reminds me of BW map.
aLive: I should have produce tanks, but my wall-ins were failed to let them out. With tanks, Terran can get to late games well. Macro map.
Trap: If I used phoenixes it would have been better. But still Zerg is better on this map.
Rogue: Terran can use multiple spots for medivacs. Could be difficult against TY or Maru. Protoss can be better in late games after defending with phoenixes.
Crank: This is 3 player map.
Ryung: Feels like BW.
Crank: There was a map called Another day back then. Mothership has dual entrances just like that map. Terran can easily block those two but other races could have hard time. Still, those entrances are narrow enough to cover up too.
Ryung: Yeah, dual entranced but narrow so the map gives a scope for defenses.
Crank: Bases seem too concentrated. Seems too easy to acquire all those bases to reach end games. Or Zerg can be OP.
Ryung: All races can enjoy the map maybe. Long lasting games could emerge a lot.
Ryung: No cliffs for reapers to jump, this looks OK for Zerg.
Crank: Need more attention on main ramp wall-ins. Rush time is not that short too.
Ryung: Double entrances should always be watched carefully by both players.
Crank: Spaces under main ramp seem hard for Zerg to defend against marines and medivacs.
Ryung: Terrains are good for siege tanks too.
Trap: Reminds me of BW map.
aLive: I should have produce tanks, but my wall-ins were failed to let them out. With tanks, Terran can get to late games well. Macro map.
Trap: If I used phoenixes it would have been better. But still Zerg is better on this map.
Rogue: Terran can use multiple spots for medivacs. Could be difficult against TY or Maru. Protoss can be better in late games after defending with phoenixes.
Triton
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Ryung: Winter map.
Crank: Too cold here.
Ryung: I’ll be out for a moment.
Crank: Vespene geysers are farther than in other maps.
Ryung: Put 4 workers guys.
aLive: Optimization was disturbed by far geysers. The map seems fairly balanced with editing those problems.
Rogue: Roach all-ins seems strong on this map. Ramps help this.
Crank: Too cold here.
Ryung: I’ll be out for a moment.
Crank: Vespene geysers are farther than in other maps.
Ryung: Put 4 workers guys.
aLive: Optimization was disturbed by far geysers. The map seems fairly balanced with editing those problems.
Rogue: Roach all-ins seems strong on this map. Ramps help this.
Soothsayer
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Ryung: I like this map too.
Ryung: Something’s coming down from sky here.
Crank: Map is nice overall.
aLive: I think this map is better for Zerg. Many paths for Zergs to assault. Acquiring fourth for Terran seems hard since entrances are wide.
Rogue: An okay map. Not too strange map.
Crank: Quite standard map but well balanced.
Ryung: Something’s coming down from sky here.
Crank: Map is nice overall.
aLive: I think this map is better for Zerg. Many paths for Zergs to assault. Acquiring fourth for Terran seems hard since entrances are wide.
Rogue: An okay map. Not too strange map.
Crank: Quite standard map but well balanced.
Salamander
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Ryung: I feel like dinosaurs coming out of this map.
Crank: This map’s point: This gold, can be taken as both island or continent.
Ryung: Brilliant idea. Who made this map?
< aLive tries island base at this moment >
Ryung: Nice. Amazed at how fast he uses this feature.
Crank: Terran would be nice on this map. Concept still seems nice too.
Trap: Mineral patches on 12 o’ clock seems strange.
aLive: Gold base. To tell the truth, I just wanted to show you a fun game. To enjoy fans, that’s all. This gold could force Zerg’s roach all-ins. Terran is better than Zerg by 6:4.
Trap: Nexus could not be built adequately. Needs adjustment in resource nodes.
Rogue: Zerg could have hard time if Terran starts with gold island. ZvP is standard I think.
Crank: This map’s point: This gold, can be taken as both island or continent.
Ryung: Brilliant idea. Who made this map?
< aLive tries island base at this moment >
Ryung: Nice. Amazed at how fast he uses this feature.
Crank: Terran would be nice on this map. Concept still seems nice too.
Trap: Mineral patches on 12 o’ clock seems strange.
aLive: Gold base. To tell the truth, I just wanted to show you a fun game. To enjoy fans, that’s all. This gold could force Zerg’s roach all-ins. Terran is better than Zerg by 6:4.
Trap: Nexus could not be built adequately. Needs adjustment in resource nodes.
Rogue: Zerg could have hard time if Terran starts with gold island. ZvP is standard I think.
Neo Matchpoint
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Crank: There’s a back expo on this map. A remake of BW Matchpoint.
Ryung: Nicely made. Dense forests.
Ryung: Main seems too large.
aLive: Back expo reminds me of 16 bit or Dusk Towers. This kind of map is always nice for Terran.
Rogue: I think those who are good in macro games will win on this map. My play was just bad. Maybe Zerg can do well as third is closer.
Ryung: Nicely made. Dense forests.
Ryung: Main seems too large.
aLive: Back expo reminds me of 16 bit or Dusk Towers. This kind of map is always nice for Terran.
Rogue: I think those who are good in macro games will win on this map. My play was just bad. Maybe Zerg can do well as third is closer.
Fern Gully
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Crank: Reminds me of BW map Demon’s Forest.
Ryung: Wow… Well made map.
Crank: Fighting without XNTs could be dangerous. Taking roundabout paths will be better if the middle is already occupied by foe.
Ryung: Reaper battles without XNTs would be a battle royale genre.
Ryung: Wires here. Maybe this region had been a factory. Forest had burnt and made factory burn too. 50 years have passed since then and forest is reviving now. I got it.
Crank: Even overlords cannot see well inside bushes.
Rogue: I hear furnace sound with zoomed view. Maybe 11 o’ clock only?
aLive: I think player taking initiative at early game will eventually win on this map. Zerg or Terran would be better in taking XNTs. I think middle is a bit meaningless part since everyone will hate fighting there.
Rogue: I think Zerg is better in bushes. I would just take XNTs and use banelings and Terran won’t be able to respond well. That is, Zerg is better when XNTs are taken.
Ryung: Wow… Well made map.
Crank: Fighting without XNTs could be dangerous. Taking roundabout paths will be better if the middle is already occupied by foe.
Ryung: Reaper battles without XNTs would be a battle royale genre.
Ryung: Wires here. Maybe this region had been a factory. Forest had burnt and made factory burn too. 50 years have passed since then and forest is reviving now. I got it.
Crank: Even overlords cannot see well inside bushes.
Rogue: I hear furnace sound with zoomed view. Maybe 11 o’ clock only?
aLive: I think player taking initiative at early game will eventually win on this map. Zerg or Terran would be better in taking XNTs. I think middle is a bit meaningless part since everyone will hate fighting there.
Rogue: I think Zerg is better in bushes. I would just take XNTs and use banelings and Terran won’t be able to respond well. That is, Zerg is better when XNTs are taken.
Crystal Cavern
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Ryung: Third is standardly positioned. Nice to acquire.
Crank: A rock here. The map has some cracks that can be used by sentries and liberators.
Ryung: Aesthetic details are good.
aLive: Terran is better on this map. Nice to acquire fourth. Terran will gently achieve victory on this map I think.
Rogue: Zerg seems hard on this map. Terran can both harass and defend well here. But fourth is nice too.
Crank: A rock here. The map has some cracks that can be used by sentries and liberators.
Ryung: Aesthetic details are good.
aLive: Terran is better on this map. Nice to acquire fourth. Terran will gently achieve victory on this map I think.
Rogue: Zerg seems hard on this map. Terran can both harass and defend well here. But fourth is nice too.
King’s Maker
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Ryung: I can’t find out relations between the map and its title.
Crank: Maybe the maker is soO’s fan.
Ryung: Two geysers, two XNTs, two sprites…
Ryung: I like those sprites.
Crank: Collapsing rock towers block shortest path.
Ryung: Feels like a war on ancient castles. Capturing thrones.
Ryung: I like details on boundaries.
Trap: This map is good for Zerg. Hard for Protoss to harass. Third and fourth are too wide. Defending them in late games is difficult.
Crank: Maybe the maker is soO’s fan.
Ryung: Two geysers, two XNTs, two sprites…
Ryung: I like those sprites.
Crank: Collapsing rock towers block shortest path.
Ryung: Feels like a war on ancient castles. Capturing thrones.
Ryung: I like details on boundaries.
Trap: This map is good for Zerg. Hard for Protoss to harass. Third and fourth are too wide. Defending them in late games is difficult.
Sunset
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Ryung: Notified reaper cliffs.
Crank: ‘Danger’ marked in front of natural since its entrance is flat.
Ryung: Whole glass floors here.
Ryung: Well made aesthetics.
Crank: Oh.. Prototypes of banshees I think.
Trap: Zerg is slightly better. Rush distance is a bit far. I think all maps that take three shadows for adepts to reach opponent’s natural are good for Zerg. Para Site is a Zerg map, you know.
Rogue: Close rush distance makes Zerg nicer. Maybe 5:5 in PvZs.
Crank: ‘Danger’ marked in front of natural since its entrance is flat.
Ryung: Whole glass floors here.
Ryung: Well made aesthetics.
Crank: Oh.. Prototypes of banshees I think.
Trap: Zerg is slightly better. Rush distance is a bit far. I think all maps that take three shadows for adepts to reach opponent’s natural are good for Zerg. Para Site is a Zerg map, you know.
Rogue: Close rush distance makes Zerg nicer. Maybe 5:5 in PvZs.
Ryung: All maps are well made. When I first heard that there is a map contest I thought Ulrena or Dasan Station would emerge. Different to my expectations, those entries are cool.
Crank: All maps were splendid. I would like to see other seven maps perform well in next contests like TLMC.