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You asked. We're answering.
News!
You can view the bracket here. Great games so far!
Due to lack of player response, the format has changed. We will be running an open first round, and matches will be assigned on a first-come, first-serve basis. After the first round, we will return to bracket formation. I apologize for the inconvenience.
Alright guys, the final pool for MotM January is set. Thanks to everyone for participating!
Judging these maps was much harder than we anticipated. There was a lot of debate back and forth about which maps to cut. But we're all agreed on the final pool.
The finalist maps are: *drumroll*
Click on the names to see the winning maps!
These finalists will be the map pool for the MotM Player's Tourney, and after that, you the public will vote for your favorite! Search for MotM on BNet to play. Don't forget to submit your replays to submit.motm@gmail.com with the subject "REPLAY - (map name)" for a chance to have your replay cast!
With the New Year comes the inaugural Map of the Month competition! MotM is all about promoting the user-made map scene. In the past few weeks, criticism of Blizzard's map pool has really amped up. But no tournament wants to use untested maps, and getting a map played is often more difficult than making one. MotM was created with this in mind - we will be bringing new maps to the players! (My apologies for the upcoming wall of text; its a completely unique hybrid tournament - I've got to explain it properly)
How this Works For the Players In some ways, MotM is just like any other tournament. You register (see registration section), play through the bracket of 32 players, and win money! $40 for first, $15 for second!
However, the map pool will be very, very different. Gone will be Steppes, Meta, DQ, and all the rest of the Blizzard Ladder Maps. Instead, the map making community will supply their 5 best maps for you to play on. These will be released in advance, so you have some time to practice on them. But we've got to pick them first - and thats where the other half of this tournament comes in! For the Mappers Most of you already know about this, roughly. But for those who don't, simply create a melee map in Galaxy editor that follows the basic guidelines outlined in the map submission section below. A panel of judges will select the top 5 maps, and then those maps will be voted on after the tournament. The winner of the vote will receive also receive a $25 prize! For the Community! You are all cordially invited to tune in on the various streams of all the different games, and watch the VODs of top players going toe to toe on brand new battlefields.. BUT WAIT, THERE'S MORE! In addition, every finalist map will be uploaded with the MotM tag on BNet, so they can be found easily for games with your friends. Just hit "Create Custom Game" and search for MotM . In addition, once the maps have been released, you can submit replays of you playing on the maps, and we'll cast some of the best ones! Submit replays to submit.motm@gmail.com with the subject "REPLAY - (Map name, Matchup [PvZ, TvT, etc.])". Feel free to add a short description.
On top of this, you, the TL community, will decide which map is the best and deserves the prize. By the end of the month, there will be plenty of resources to call on when you decide to vote: playtime (all maps will be uploaded to NA/EU and tagged with MotM), the tournament stream and VODs, and the judges scores of the finalists. The winning map will be determined by a vote.
When? Map Submission closes Saturday, Jan 08 4:59am GMT (GMT+00:00). Finalists will be chosen by January 10th. Player Registration closes January 18th. Ro32 & Ro16 (Bo3) - January 18 Ro8 (Bo5) Ro4 (Bo5), Finals time permitting - January 19 Finals (Bo5) - January 20 Games will be cast January 20th-22nd Voting closes January 30, winner announced the 31st Rounds subject to change, but these dates will be used
Prizes The following is a list of prizes and awards.
- Winning Mapper - $25, Map added to MotM map pool.
- Placing in the Player's Tournament: $40 (1st), $15 (2nd)
- Most Attractive Map
- Most Original Map
- Judge's Choice (highest score)
- Player's Choice (vote by tournament players)
Map Pool: The map pool in this tournament will be released by January 11th. All maps will be available on NA and EU.
Registration MotM is invite only, but applying for an invite is simple - just post in this thread with your bnet id, #, league, and points. This is mostly just so that keeping track of everyone is possible for me while I work on building a website :D
Map Submission January will focus on 1v1 maps. You may submit any map, with any number of spawns, but it will only be judged by its 1v1 play (so Maps like XN, Meta, and LT are allowed, and so are maps like Megaton - Megaton just won't score very well). Submit your best maps from now until Saturday, Jan 08 4:59am GMT (GMT+00:00). Submit by posting in this thread with the following format: Map name in bold, an overview image, author(s), and short (2-4 sentences) description. You may also link to your Map thread. Please also email the map files to submit.motm@gmail.com, with the subject "MAP - (Name)". You can include a longer (up to 10 sentences) description in the email if you like. You may submit up to 1 map per competition.
MotM Staff I'd like to personally thank dimfish, BoomStevo, FlopTurnReaver, and prodiG for really helping me put this all together. Each of these TLers is a respected name in the SC2 map community, and without them this wouldn't be possible. January Judges Panel: iGrok, dimfish, BoomStevo, FlopTurnReaver, prodiG This panel will rotate monthly - some of us want to compete as well  If you would like to help out, email iGrok.motm@gmail.com
Rules & Regulations
- All games must have an MotM admin as referee in-game. Admins are responsible for reporting scores. If there is a dispute, you will be asked to provide the replay as evidence.
- Observers are not allowed in any match, other than MotM admins.
- If a player is more than 15 minutes late for their assigned game, their opponent will advance.
Streaming: MotM #1 will be cast by ThunderToss & Ascend, MrBitter, and prodiG, and will be streamed on their respective streams. A full schedule will be released once registration closes.
Sponsorship MotM’s main prizes are sponsored by myself and dimfish. We have no corporate sponsors, but we have big plans for the future. Anyone who wishes to donate to or sponsor MotM will only help us to grow. In the future we plan bigger prizes, more side awards, and more. For information, contact iGrok.motm@gmail.com.
Sponsors: iGrok dimfish pyrestrike
Shoutouts I'd like to give a big shout out to the EU Custom Map Cup. We're both after the same thing, and they've got some great games lined up!
FAQ
- Q: How do you determine the top maps?
A: Judges score all maps on a 40 point score card. 10/10/10/10 for Balance (is the map fair to all races?), Fun (How fun is it to play or spectate on the map?), Originality (We don't want 30 LT clones ^^), and Aesthetics (Eye candy! Let us bask in the artistic beauty!). The top 7 maps score-wise will be debated, and the judges will choose 5 finalists. They will each will be published with the MotM tag for 3 weeks so players and voters can try them out.
- Q: Who are these 'judges'?
A: The judges are : BoomStevo, dimfish, FlopTurnReaver, prodiG, and myself. In addition, each month's winner will have the option of being a guest judge for the next month.
- Q: Can I find out my score?
A: After the map pool is announced, all mappers will recieve their scores.
- Q: I won! ...what now?
A: Congratulations! You just won $25! You may be a guest judge for the next month's MotM, and your map will be added to the MotM All-time map pool. Long-term, it will hopefully be part of a major tournament - perhaps even the GSL one day.
- Q: I'm from a different map organization or team... can I still submit a map?
A: ANY mapper may submit a map to MotM, and have an equal chance to win.
- Q: Why must I give you my map file? Are you trying to steal it?
A: The reason we ask for the map file is twofold. First, it is helpful for the judges so they can see the map, not just images, and play the map, regardless of region. Second, the top maps will be published using the MotM tag. That way it will be easier for people to search "MotM" on Battle.net to locate the maps, and it guarantees the maps will be published in the correct region(s) for tournaments. When the maps are published the authors will be credited. We're not trying to steal anyone's work, just trying to give these maps the exposure they deserve.
Contact Info With any questions, send me a pm or email iGrok.motm@gmail.com
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ah too bad this is during euro IEM finals in kiev, otherwise i'd play it's gonna be US server right? i hope you come on euro too
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Shit, I forgot to mention that! The maps will be on both NA and EU. And if anyone would like to host on SEA or KR, contact me!
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Wooohoo, have been waiting for this? Thanks the iGrok, dimfish and BoomStevo to get this rollin'!
Additional question: Is it required to post the map as stated above on the forums or while the email by itself suffise?
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Don't forget FlopTurnReaver and prodiG!
To answer your Q: Both are required
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Guess I'll go first then 
Spaced
![[image loading]](http://imgur.com/MqgdH.jpg) HQ-Angled View / HQ-Top-Down View
Author: funcmode
Description: A 4-player map, primarily designed for 1v1 play. The focus of the design is to create a well-balanced playing field that suffers from neither the "close positions" of standard symmetrical 4p maps or the clockwise/anti-clockwise imbalances that result from using rotational symmetry.
Check out the map thread for more info!
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dezi
Germany1536 Posts
Such a wonderful idea and i hope it really catches Blizzards attention somehow ^^
I gonna compete with: The Crucible
![[image loading]](http://imgur.com/LedGZ.jpg) (click to enlarge)
Author: dezi
Description: A small 1v1 map with the basic Mar Sara setting. The map doesn't feature watchtowers and forces you to be aware of enemy movement like in BW. As 3rd you can either take a nearby but vulnerable base or a base that is further away from your natural.
My Map Thread
I hope i didn't forgot anything. The map is also available at EU (search for The Crucible or my nick (dezi)). Gonna send the email asap.
//edit done
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avanar. 539 diamond 2200 also sounds like a really cool and unique tourney cant wait
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I'll be submitting my map later today, but I wanted to quickly say that I am very excited for this tournament. It's a great idea and it's good to see it happening.
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memcpy.151 Diamond 2880
Sounds like fun =)
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Astarwulf.300 2300 point diamond?
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yay finally the tournament itself looks really fun too  Hybrid Station
![[image loading]](http://imgur.com/qznfr.jpg) Author: WniO Description: Very small map. Mains have 2 entrances, 4000hpDebri or 300hpCannons. The cannon route goes along the entire map so its travel distance is much longer and there's 2 Line of site areas. Overview is in LQ so you can see the layout better, but the map in high settings looks kickass. My Map Thread will send email once posted.
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Map Name:(2)Pawn
![[image loading]](http://i.imgur.com/evpxn.jpg)
Author: monitor Description: The two player 128x96 map size balances macro with micro on Avenus Space platform. There are 10 expansions total, 3 normal, 2 high yield, 2 single-gas expansions. Xel'Naga towers watch over the center and provide vision over the High Yield expansions vulnerable to high ground harass. Games average 2.5 base play.
*Note: The 1gas expansions are 1hex off in this picture, but they are not in-game.
Map Thread:http://www.teamliquid.net/forum/viewmessage.php?topic_id=179667
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Cranky Cave
Author: lovablemikey
Description: Irritability is the name of the game. As a side note, the location of the main ramp is now closer to the natural thanks to a suggestion by dezi.
Thread: lovablemikey's Map Thread
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Map name: Neom-eo (넘어 = Crossed)
![[image loading]](http://imgur.com/VSHqR.jpg)
Author: EffectS Texturing: Koagel
Discription: Balanced 1v1 map slightly based on Match Point as can be seen by the flow from the main into the natural. Two main attack paths covered by LoS-blockers. Features random patches of gold minerals which may give the player the edge required to win.
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nice map EffectS!
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CoachMcGurk .927 terran diamond 2000+
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On January 01 2011 07:17 Matthew_ wrote: CoachMcGurk .927 terran diamond 2000+ Home Movies is the best!
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Gas Chamber
![[image loading]](http://imgur.com/vkYCU.jpg)
Author: Johanaz
Description: Small 1v1 map, with experimental features, such as 4-gas-only expo and an unusual main. Strangely enough very Zerg friendly.
Check out the Map Thread for more info and all the controversy.
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These maps look amazing guys. Can't wait to watch some VOD's ^__^
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Blaze of Glory (Blaze of Honor@US)
![[image loading]](http://imgur.com/FQ5tr.jpg) Click here to enlarge
Author: Ongweldt
Description A small 1v1 map based on the Mar Sara tileset and is 108x100 in size. Due to its size this map will test your micro skills worthy or not. The Xel'Naga Tower in the middle is very important.
Check my map thread for more information.
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Unknown Lands
![[image loading]](http://img403.imageshack.us/img403/787/maptopdown.jpg)
HQ Topdown view HQ Angled view 1 HQ Angled view 2
Author: ihasaKAROT
Description: a 2-player map that is big enough for macrogames, but has a shorter rushdistance for fast-paced games. The middle is essential to control, with both Xel'Nage Watchtowers giving vision of most of the attackpaths. Plenty of expansion posibilities, however some do require you to leave your base open... The choice is yours... 
Direct link to maptopic!
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NrgHumble.778 Zerg Diamond 3100
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Very nice, I'm happy to see this! I'm also a bit depressed because this is for US only. :< But watching streams will be entertaining, too.
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This is a fantastic idea getting more custom maps out in the competitive 1v1 environment outside of just the iCCup monthly pool is great. Hopefully some big names register and we can have some good games on these fresh maps!
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LustInSpace.931 Protoss Diamond 2400-2500
EDIT: laddered since post and updated point count
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On January 02 2011 02:47 Miragee wrote:Very nice, I'm happy to see this! I'm also a bit depressed because this is for US only. :< But watching streams will be entertaining, too.  The maps will be hosted on EU as well, and we're working on adding EU players into the tournament!
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On January 02 2011 06:53 iGrok wrote:Show nested quote +On January 02 2011 02:47 Miragee wrote:Very nice, I'm happy to see this! I'm also a bit depressed because this is for US only. :< But watching streams will be entertaining, too.  The maps will be hosted on EU as well, and we're working on adding EU players into the tournament!
That'd be cool, maybe buy an account specifically for that?
Other: Why aren't there many maps? Anybody and everybody can submit maps- the more the better!
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On January 02 2011 06:53 iGrok wrote:Show nested quote +On January 02 2011 02:47 Miragee wrote:Very nice, I'm happy to see this! I'm also a bit depressed because this is for US only. :< But watching streams will be entertaining, too.  The maps will be hosted on EU as well, and we're working on adding EU players into the tournament!
Really? That sounds pretty nice. However, if you manage that I would be very happy about an invitation. (Miragee.175 (europe) Zerg 2600+) Even if you don't it will be a great event!
The part about europe upload sounds good, too. The custommaps which were posted here are rarely on EU server (beside ICCup and Johanath).
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Last Strand
![[image loading]](http://img585.imageshack.us/img585/6381/terrain010.jpg)
Author: Magrath
Description: Rectangular 1v1 map. Contains 4 expos for each side with 2 of them being gold. The natural contains 2 openings, one wider than the other and the 3rd with a much wider opening. Any expansions beyond 1 opens a big whole can of worms.
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Schism
![[image loading]](http://img151.imageshack.us/img151/1609/overviewb.jpg)
Analyzer - Openness : Rush Distances
Author: Silence
Description: A two player map, designed to offer several expansions which are easily obtainable, but difficult to defend them all at once. There are three sets of destructible rocks per side; One opens up another entrance into your main, one is situated right outside your base, and once destroyed allows a wider angle of attack into the expansion, and the last is blocking the high yield expansions.There are mountains around the base which are non-pathable, as well as non-flyable, and there is also high ground behind the high yield expansions make them susceptible to drops. There are no Xel'naga Watch Towers or Line of Sight Blockers on the map.
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Needs more players and maps! GoGoGo!
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Australia8532 Posts
Seriously an incredible idea man.. i am really really impressed with the initiative you guys are showing much respect your way
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Ahh screw it
Retgery.876 Plat 900 pnts.
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Wow so many nice looking maps already :D
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Flux Pavilion
![[image loading]](http://imgur.com/QOFjL.jpg)
author: MAPPoVe
1v1 map, with two passable highgrounds at the Xel'Naga Towers, the rest of the highground areas behind mineral lines are not passable. Creep is spreadable over all the bridges. Link to my map thread in signature.
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dezi
Germany1536 Posts
Sweet one, wonder how long the main to main distance is. Only concern bout this could be the huge unused space (always an issue on those kinda maps).
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On January 01 2011 03:02 memcpy wrote: memcpy.151 Diamond 2880
Sounds like fun =)
Your ID is bad ass, mon ami
Great submissions so far, keep 'em coming!
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On January 03 2011 02:49 dimfish wrote:Show nested quote +On January 01 2011 03:02 memcpy wrote: memcpy.151 Diamond 2880
Sounds like fun =) Your ID is bad ass, mon ami Great submissions so far, keep 'em coming!
Lol, indeed. Five more days for submissions, every map has a chance of winning, so submit!
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Distance
![[image loading]](http://www.mentalbalans.se/aggedesign/img/Distance_logo.jpg)
Author: Melt
Thread
Desc: Low ground mains and a wide open centre with a circle curtain, an easily defended higher ground natural inside the main. 2 gold expos on low ground. The choke is a mix of DSR and curtain. Golds are easily defended IF you control the high ground expo next to it and the Xel'Naga towers. 2 Island expos.
I didn't see any rule that you can't apply with several maps .. right?
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I didn't see any rule that you can't apply with several maps .. right?
iGrok forgot to mention it in this thread, but in the MotM Custom Map thread, he says, "You may submit up to 1 map per competition." So, one entry per mapper.
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Kiom.592 Terran Diamond 1650
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Map Name: Archi - Ancient Springs
![[image loading]](http://imgur.com/7Ra4i.jpg)
Author: Archivian
Description: Large 1v1 map, initially constructed without plan and focusing more on combat areas and the routes between them. LOS/Pathing blockers for both air and ground throughout the map for more interesting play.
For more map details check the Map Thread
EDIT - Email with file sent
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Thanks for the catch - 1 map per person.
Looks like we're getting some really good player turnout as well!
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Wow, I really like the idea and so far the maps are awesome, would totally want to participate but this laptop can't handle Minecraft, much less SC2.
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Map Name: Amnesia
![[image loading]](http://i.imgur.com/9xp3H.jpg)
Author: madsquare
Description: A map that consists of a set of chokes and open areas with a lot of different pathes and routes. This is a map where you can and have to use the terrain to your advantage. The map allows you to be aggresive early on, but at the same time suggests a macro by offering a lot of bases, close third/fourth and very close optional third wich is more harassable. The Aestetic focus lies on textures, since it is a waste on Mar Sara, where energy of the protoss assault still radiates from the ground, there is not much vegetation around.
TL Forum: http://www.teamliquid.net/forum/viewmessage.php?topic_id=151574 Liquipedia: http://wiki.teamliquid.net/starcraft2/Amnesia
cheers, madsquare.
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Looking forward to playing the top 5 on bnet. Wish i was half good enough to partake in the tourney xD
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Cleomenes.943 Plat 1085 points
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On January 03 2011 07:23 Madsquare wrote:Map Name: Amnesia Author: madsquareDescription: A map that consists of a set of chokes and open areas with a lot of different pathes and routes. This is a map where you can and have to use the terrain to your advantage. The map allows you to be aggresive early on, but at the same time suggests a macro by offering a lot of bases, close third/fourth and very close optional third wich is more harassable. The Aestetic focus lies on textures, since it is a waste on Mar Sara, where energy of the protoss assault still radiates from the ground, there is not much vegetation around. TL Forum: http://www.teamliquid.net/forum/viewmessage.php?topic_id=151574Liquipedia: http://wiki.teamliquid.net/starcraft2/Amnesiacheers, madsquare.
This is your best map, nice to see that you're submitting it for MotM!
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Dude is it just me or has the activity in the mapmaking forum tripled in the past few days since this thread was posted?
Yeah, I noticed that too. Very good for getting map feedback and popularity. Is there a Liquidpedia 2 page for MotM?
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Wow this is an awesome idea! I'll have to see if I can make a map before the 7th. Great initiative!
...I cannot get over how cool it is to see the TL community work in a positive way to promote custom maps.
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just a quick question, how will we know if we made it into the tournament as a player?
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I'll post the roster by January 11th.
We'll take late registrations as we need them
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Just a couple questions:
Will it be possible to donate to the prizepool?
Also, are you planning to release replays from the tournament? I know the logistics behind this can be annoying, but I wanted to ask anyway.
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Yes, to talk about donations, email igrok.motm@gmail.com
And yes replays and casts will be availible from the tournament
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kk, sent I'm really excited to see how this goes!
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If I can hit diamond by the 11th I might see if I can join this just for craps and giggles
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holtholtholt.511 protoss diamond 1800
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This is an amazing idea ! I wish i could play though.. I'm only in Bronze
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By the way madsquare, I fixed a typo on your Amnesia Liquidpedia 2 article. You had written "Releated Maps" instead of "Related Maps". Let me know if for some reason you wanted it the other way.
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just in case ya'll can't find enough people; Soluhwin.667 Zerg 1500 Diamond
Don't play a whole lot of ladder though, I mostly do iccup and practice matches with friends nowadays. Frequently at the same time. I am working a map too, expect a submission from me tomorrow.
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On January 04 2011 13:59 Soluhwin wrote: just in case ya'll can't find enough people; Soluhwin.667 Zerg 1500 Diamond
Don't play a whole lot of ladder though, I mostly do iccup and practice matches with friends nowadays. Frequently at the same time. I am working a map too, expect a submission from me tomorrow.
Nice! The more submissions the better, we want competition. There are currently 15 entries (last I checked), so get those maps entered! Everyone has a chance of winning, no reason not to submit a map.
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munkey.690 terran diamond 2400
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On January 04 2011 13:46 monitor wrote: By the way madsquare, I fixed a typo on your Amnesia Liquidpedia 2 article. You had written "Releated Maps" instead of "Related Maps". Let me know if for some reason you wanted it the other way.
Thank you  Not a native speaker here :/
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could prodigy submit a map? It would be cool to see an iccup map compete with some of these
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On January 05 2011 03:47 NibbloniaN wrote: could prodigy submit a map? It would be cool to see an iccup map compete with some of these
There already is an iCCup submitted by monitor. -_- And prodiG is board this month.
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Heights
![[image loading]](http://img687.imageshack.us/img687/7448/heightssmall.jpg)
Author: Pig
A two player map. Natural is protected by destructible rocks on the ramp and expansion paths lead either out the main entrance or out the natural. Gold minerals in the center are also protected by destructible rocks.
Map Thread: Heights
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A reminder to all map makers who are submitting maps to the competition. You must e-mail the map file (.SC2Map file) to submit.motm@gmail.com. Without the map file, the map cannot be judged or used in the tournament. Also, please be sure that all settings are correctly setup in order for the map to be published and played. This means setting up the Player Properties and filling out the Map Info.
On January 05 2011 03:47 NibbloniaN wrote: could prodigy submit a map? It would be cool to see an iccup map compete with some of these prodiG is a judge this month. Therefore, in the interest of fairness, he will not be allowed to submit a map this month.
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Beneath the Ice
![[image loading]](http://i.imgur.com/yQR1G.jpg)
Author: NullCurrent
Snowy 4 player map with close natural with somewhat wide ramp and a smaller entrance over a bridge with LOS blockers. Xel'naga towers cover the middle, but the closest is hard to hold on to and the additional LOS blockers around the middle makes this even more important
Map Thread: Beneath The Ice
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Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors.
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On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors.
You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad?
If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps
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On January 05 2011 07:59 NullCurrent wrote:Show nested quote +On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors. You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad? If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps
Blizzard probably isn't to blame because they never intended for SCII to have snow title sets, at least not until HotS, maybe even not at all. If so, then this is probably why. Lighting should fix it, but I have yet to try it.
I play on Low so that I do not risk my computer exploding, so I have no idea compared to other graphic settings.
It's a very minor detail and I wouldn't worry about it that much, especially if it's only on Low settings.
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On January 05 2011 09:00 Antares777 wrote:Show nested quote +On January 05 2011 07:59 NullCurrent wrote:On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors. You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad? If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps Blizzard probably isn't to blame because they never intended for SCII to have snow title sets, at least not until HotS, maybe even not at all. If so, then this is probably why. Lighting should fix it, but I have yet to try it. I play on Low so that I do not risk my computer exploding, so I have no idea compared to other graphic settings. It's a very minor detail and I wouldn't worry about it that much, especially if it's only on Low settings.
I recently made some tests (medium graphics), and comparing cloaked units between Steppes of War and Beneath the Ice, result: Depends on if the moving units are burrowed or not while cloaked: burrowed units are more visible on plain uniform-ish textures (like snow or sand), and the lighter the more visible it is as it seems to be a texture with transparency applied to the textures underneath. So if the texture over which the units are moving is dark and/or patterned they are harder to detect, but still possible IMHO.
And I also guess that burrowed roaches aren't so popular yet, so people aren't used to look for moving dark spots on the ground when you usually think "glass-like" = cloaked. So the total difference is not so much, it is just that you don't usually notice the dark circles as they move on the patterned textures.
Also tested with DTs and similar, they aren't more visible than on steppes (maybe a teeny tiny bit, but nothing noticeable).
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Is there a policy regarding map updates for submitted maps? I updated Cranky Cave and I want to know if I can give you the updated version. I figure it's worth asking since the deadline hasn't passed yet.
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I'll take one update this month. In the future, no updates. We test them as they come in, and testing the same map twice is >.>
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VTdesRow.745 protoss diamond 3000
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I really like this concept. Nice work!
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Beneath the Ice looks AMAZING O_O
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On January 05 2011 20:21 Crankenstein wrote: Beneath the Ice looks AMAZING O_O Thank you! 
Let's just hope that it also is balanced enough, it is quite hard to playtest when I only have had AI to play against (and spectating AI vs AI just plain suck, one of them throws his units at the other and loses almost everything and is after that screwed for the rest of the match).
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As of now, maps posted in this thread that have not been e-mailed to the judges are:
Blaze of Glory/Honor (Ongweldt) Flux Pavilion (MAPPoVe)
and would the author of Greserter please post here to let the community know about your submission!
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Smokers Biosphere
![[image loading]](http://imgur.com/4IQFG.jpg) Author: Deep
Discribtion: It's a 1v1 and 2v2 designed map by the playable size of 168x124. This map features many LOS blockers for hiding units, techbuildings, doing some stealthy drops etc. 2 Xel'Naga watchtowers on higher ground gives the players sight about the middle.
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Vulcanis Lakes
![[image loading]](http://imgur.com/hz8Ho.jpg)
Author: Soluhwin
Description: An open 1v1 map with expansions placed in a circular fashion along the edges of the map. A cliff in front of the natural creates a thin choke, however there is a back door ramp close to the choke as well as a ramp on cliff to prevent LT style cliff drops. Multiple destructible rocks block the far left and far right paths for the early game, but are broken easily towards the mid game. The high ground gold expansion has eight mineral patches, rather than the traditional six, but only has one geyser and the minerals are facing the cliff, providing no room for defense against flyers. Xel'naga watchtowers are difficult to hold, but can cut the map in half if all are controlled. LOS blockers on the center chokes also act as building blockers, there are also building blockers placed at the bottom of the natural's back door ramp to prevent low-ground wall offs.
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@forelmashi.
What's the point to the ring of high yield minerals around the central xel naga?
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Great initiative.
It would be awesome if you keep statistics and have a price for the most balanced map. (where the races have the closest win %)
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United States7166 Posts
LGZelniq.169 zerg diamond 3200+
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Vegan.970 Terran Diamond 3.3K
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On January 06 2011 12:21 s031720 wrote: Great initiative.
It would be awesome if you keep statistics and have a price for the most balanced map. (where the races have the closest win %)
Yes please do if there are enough games. I will notify judges.
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On January 06 2011 12:12 Crankenstein wrote: @forelmashi.
What's the point to the ring of high yield minerals around the central xel naga?
Hi,
1) to make expanding the game towards the center more tempting and viable for more exciting gameplay 2) for decoration
the gasses are also high yield. it may not be obvious without testing in game but you can place town halls on either side of the minerals, to choose if you want 1 or 2 gasses or none.
unfortunately workers harvesting minerals will keep looking for nearby patches even though they are far away from the town hall which makes it somewhat awkward but that's not something I want to attempt correcting for the time being. (because I like the positions)
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On January 05 2011 17:44 iGrok wrote: I'll take one update this month. In the future, no updates. We test them as they come in, and testing the same map twice is >.> Good to know. Thanks for bending the rules this month. I'll make sure never to do it again. I'll send you the updated map tonight. Thanks again.
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Arrghh, I can't hold it much longer. So anxious... T_T, move final date to today plz .
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hkarn - 882 Zerg 1700 diamond.
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Hard to judge playability from just seeing them, but graphically, a lot of maps in this thread look insanely nice.
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Heusa.830 Zerg Diamond 2900+
Awesome idea and great looking maps so far.
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On January 07 2011 00:41 Krallin wrote: Hard to judge playability from just seeing them, but graphically, a lot of maps in this thread look insanely nice. A lot of the posted maps have a link to their map threads with in-depth decriptions and analysis. Make sure to check them out.
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BIG EDIT.
Relic actually cannot be submitted for the contest. Sorry.
Snow Day (Click for Thread) + Show Spoiler +
Author: Me.
Description: Snow Day is automatically awesome because there is snow. It's undeniable. Now, onto the gameplay. Expansions are positioned away from your enemy in such a way that it resembles Ride of Valkyries, but less Zerg favored. There is one high yield expansion and one nine mineral two gas expansion in the center. The thirds are an extension of the mains and are guarded by DRs. So, another perspective of this map would be a better Blistering Sands. I could go on about it, but why don't you play on it to learn the most about this map.
The LoSBs between the third and main are not present in the current version.
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VTWhiplash.457 protoss diamond 2900+ observer mars
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Glad to see VT participating!
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On January 07 2011 11:20 iGrok wrote: Glad to see VT participating!
Pick Beneath the Ice and Heights imo ^^ those 2 maps I actually bothered to look at in game!
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Surtur Caldera
![[image loading]](http://imgur.com/IKuMv.jpg)
Author: Burfreezy
A volcanic rift splits the map down the middle between the two players, making it more difficult for a ground army to try and control both sides. The only places a ground army can cross from east/west or vice versa is right outside one of the mains. An island in the rift holds a gold expo blocked by rocks which is difficult to hold. Each base has 2 entrances, one blocked by rocks.
Map Forum Thread
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23 entries so far
*crosses fingers*
I just want to see my map played!
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Dark Colossus
![[image loading]](http://i.imgur.com/jj7z9l.jpg) High Resolution: here
Author: LunarC
A hulking relic floats through the void. Air units can benefit from the dead space next to the main behind the close third. There are multiple push paths and destructible rocks open up the map further as the game progresses. Expansions should be chosen carefully according to what sectors of the map the player wishes to control.
Map Forum Thread
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Twisted Meadows XE
![[image loading]](http://2.bp.blogspot.com/_zZn3BwjLi4g/TSc4Wm1KXWI/AAAAAAAAAa8/exMPGPCSdv0/s1600/Terrain%2B007.jpg)
Author: OutsiderXE
It is a four player map designed with 1on1 in mind on the Aiur setting. The natural expansions are easily defended but hidden paths and destructible rocks may provide attack oppurtunities for enemy players. Island expansions provide additional resources. A single Xel'Naga Watchtower is overlooking the central battlefield. Map layout is based on original WC3 map.
Map Blog Site with more screenshots (Unfortunately no Teamliquid thread because I just registered here)
You can find this map on EU-Battle.net by searching for 'Twisted Meadows XE'.
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wow very nicely done. as a wc3 player i can appreciate it especially :D
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Shit this is a lot of last minute entries lol. We require more players!
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hey guys, it says it's already january 8th on my post. Was I too late? (((
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On January 08 2011 01:32 OutsiderXE wrote:hey guys, it says it's already january 8th on my post. Was I too late?  (((
Let me check with the other judges, but it looks like the timestamp on the received map file by e-mail is Jan 7. You mean your post on TL has Jan 8, right?
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what the hell i guess i'll play
BoX.225@NA diamond 3000+ BoX.221@EU
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On January 08 2011 01:38 dimfish wrote:Show nested quote +On January 08 2011 01:32 OutsiderXE wrote:hey guys, it says it's already january 8th on my post. Was I too late?  ((( Let me check with the other judges, but it looks like the timestamp on the received map file by e-mail is Jan 7. You mean your post on TL has Jan 8, right?
Yes, I mean my post on this TL thread.
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dezi
Germany1536 Posts
Looking forward to see judges score and comments about all those maps. Gonna be very interesting (and helpful).
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Jan 7th eastern. That means you still have 12 hours
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Jungle of Joy (2)
![[image loading]](http://i.imgur.com/G6a83.jpg) Created by Rut
This map was intended to be a large, macro-based 1v1 map with an easy-to-hold initial three bases, and then a good diversification of potential 4th bases. It is simple to understand and easy on the eyes, but with great strategic depth due to its many expansions, open map layout, and large number of viable strategies.
(On the high ground in the center of the map, the top and bottom bases have rich mineral fields, while the left and right bases have rich geysers.)
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I'd love to play if possible!
Pooka.435 Diamond 2700
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(4) Mirage
![[image loading]](http://img577.imageshack.us/img577/6927/terrain156.jpg)
A 4 spawn melee map, x/y symmetrical. Made with emphasis on balanced distances between bases (naturals specifically) regardless of spawns (cross is 120 units* nat to nat rest are all ~100). Dimensions are 132x132 playable.
Features high ground ridges encircling the middle to emphasize the need to maintain at least some semblance of map control unless one is fond of fighting uphill.
No map thread at the moment.
----- *Sc2mapanalyzer units. Close position metal and losttemple are ~80nat to nat, for scale (cross lt = 120, cross metal = ~135).
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In case you are curious, "sc2mapanalyzer units" are map cells. A supply depot is 2-by-2 map cells, for instance.
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M-301 Mining Facility
![[image loading]](http://imgur.com/AKLah.jpg)
Author: Mirado
A medium/large resource rich asteroid worth fighting over! Someone was here once, but it is evident that they had only enough time to start setting up their operation before completely vanishing, leaving there destructible buildings around the mega, 8 gold 4 gas, super base in the center of the map. You better keep an eye on this area of the map as letting your opponent control this area will be devastating. Only the longest of attack paths cannot be watched over by a Xel'Naga Watchtower.
This map really comes alive when it's time to decide on your third...where will you choose to expand?
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Map Name: Binary Rampage
![[image loading]](http://i.imgur.com/fVYwG.jpg)
Author: Alex Smith Description: The paths between you and your opponent's base can quickly change when any of 4 rocks are destroyed. The paths along the edge are the first available but each have 5 rows of LOS blocking plants. These can be avoided by controlling the watchtowers overlooking the paths. Currently available on the US server.
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So many maps :O We definitely need to get more players to match the enthusiasm!
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(4) Decline
![[image loading]](http://imgur.com/dBLTJ.png)
Author: Samro225am
Idea: A 4 spawn melee map with a general layout similar to LT on 144x144 without islands / High Yield and Triple Vespene as alternative thirds / 1-gas expansion between mid distance mains (at 1 and 7)
Rush distances: Close rush distances are longer than Metalopolis, while far rush distances are closer. Rush distances are rather evenly distributed.
Features: Wide open ramps at both central HY area and towards Nat-choke and triple vespene / DRs on third vespene also blocks ramps that help counter drops / Cliffs at High Yield can be used devensivly against XN-watchtower / Main be cliff-walk attacked from High Yield area / Different drop-options at all shared expansions / No-fly zones around towers in map's corners
Link to map thread.
Note: Fog invisible in preview picture.
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Sern.612 Diamond Zerg 2300
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(2) - Wall-E 90 degrees + Show Spoiler + 65 degrees
![[image loading]](http://i924.photobucket.com/albums/ad90/Man-_-Magic/2Wall-E1.jpg)
(I was not positive of the overview angle.)
The map molded itself to the image of f Disney's Wall-E. Cross position spawns at 11 and 5 o'clock positions. Destructible rocks are located adjacent to each players natural expansion. Xel-Naga towers are located near the center of the map at the 9 and 6 o'clock postions.
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Good news everyone!
Thanks to a generous donation by pyrestrike, we're increasing the prizes for the players tournament to $40 for first place and $15 for second place! Can't wait to see you!
Also, map entries are now closed. Player registration is still open though!
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jemag.336 protoss diamond 2850++
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Wow, this tournament sounds really cool and different! Can't wait to see it!
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Australia8532 Posts
Maps are looking really cool! Well on ya MotM tourny coordinators for taking the initiative
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On January 08 2011 05:40 Grebliv wrote:(4) Mirage
![[image loading]](http://img577.imageshack.us/img577/6927/terrain156.jpg) A 4 spawn melee map, x/y symmetrical. Made with emphasis on balanced distances between bases (naturals specifically) regardless of spawns (cross is 120 units* nat to nat rest are all ~100). Dimensions are 132x132 playable. Features high ground ridges encircling the middle to emphasize the need to maintain at least some semblance of map control unless one is fond of fighting uphill. No map thread at the moment. ----- *Sc2mapanalyzer units. Close position metal and losttemple are ~80nat to nat, for scale (cross lt = 120, cross metal = ~135).
How did you make that cat? That's a nice touch to the map.
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How did you make that cat? That's a nice touch to the map.
Its textured in using the tileset. I like it too, and Grebliv originally said something like, "Since its got a cat, its gotta win MotM".
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On January 10 2011 07:35 Antares777 wrote:Show nested quote +On January 08 2011 05:40 Grebliv wrote:(4) Mirage
![[image loading]](http://img577.imageshack.us/img577/6927/terrain156.jpg) A 4 spawn melee map, x/y symmetrical. Made with emphasis on balanced distances between bases (naturals specifically) regardless of spawns (cross is 120 units* nat to nat rest are all ~100). Dimensions are 132x132 playable. Features high ground ridges encircling the middle to emphasize the need to maintain at least some semblance of map control unless one is fond of fighting uphill. No map thread at the moment. ----- *Sc2mapanalyzer units. Close position metal and losttemple are ~80nat to nat, for scale (cross lt = 120, cross metal = ~135). How did you make that cat? That's a nice touch to the map.
![[image loading]](http://img3.imageshack.us/img3/1409/terrain134.jpg)
it's just a texture drawing, started out with a big circle and then filled in the rest
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Australia8532 Posts
On January 10 2011 07:48 Grebliv wrote:Show nested quote +On January 10 2011 07:35 Antares777 wrote:On January 08 2011 05:40 Grebliv wrote:(4) Mirage
![[image loading]](http://img577.imageshack.us/img577/6927/terrain156.jpg) A 4 spawn melee map, x/y symmetrical. Made with emphasis on balanced distances between bases (naturals specifically) regardless of spawns (cross is 120 units* nat to nat rest are all ~100). Dimensions are 132x132 playable. Features high ground ridges encircling the middle to emphasize the need to maintain at least some semblance of map control unless one is fond of fighting uphill. No map thread at the moment. ----- *Sc2mapanalyzer units. Close position metal and losttemple are ~80nat to nat, for scale (cross lt = 120, cross metal = ~135). How did you make that cat? That's a nice touch to the map. ![[image loading]](http://img3.imageshack.us/img3/1409/terrain134.jpg) it's just a texture drawing, started out with a big circle and then filled in the rest 
I would vote you to #1 just for having the cat
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Alright guys, the final pool for MotM January is set. Thanks to everyone for participating!
Judging these maps was much harder than we anticipated. There was a lot of debate back and forth about which maps to cut. But we're all agreed on the final pool.
The finalist maps are: *drumroll*
Click on the names to see the winning maps!
These finalists will be the map pool for the MotM Player's Tourney, and after that, you the public will vote for your favorite!
On top of this, we do have some additional awards to give out. We may have gone a tad bit overboard, but we wanted to recognize some specific things. So:
- The Sixth Man Award - Spaced, funcmode. The top maps were so close, it was incredibly hard to pick the final five. Even though Spaced didn't make the cut, its still a terrific map, and deserves recognition.
- Most Attractive Map - Gas Chamber, Johanaz. Such a hard tileset to make look so good. Gas Chamber was really just a perfect map aesthetically.
- Judge's Choice - Pawn, monitor. Its just a great map and we all liked it. Very balanced and interesting.
- Most Original - Hybrid Station, WniO. Really interesting ideas here, both in aesthetics and layout.
- Cleanest Map Award - Spaced, funcmode. Its sharp, clean, and you'd take it home to meet your parents. Its a nice break from the clutter of most maps.
- The Captain Planet Award - Smoker's Biosphere, Deep. Just look at it. It needs a big ♥ in the middle. There are so many different elements on this map.
- The BroodWar Map Award - Amnesia. Flash would win on this map. Its designed just like a BroodWar map.
There will actually be two more, one is players choice, and one is going to be special by prodiG.
I'll be sending out scorecards to everyone who participated. You do not have to share these with anyone, they are for your information only - if you've got any questions about your score please do it privately. For your information, here is the average score: Balance/Originality/Fun /Aesthetics/Total 5.52 / 6.38 / 5.33 / 5.40 / 23.40
Again, thanks to everyone who contributed. Just remember that this is only the beginning, that we strongly encourage you to play these top five maps and see what makes them so good, to enjoy them, and to submit your awesome replays! Submit your replays to submit.motm@gmail.com, with the subject REPLAY - (map name). Your replays may be casted during the tournament!
Next month's category will be the same, 1v1 maps (any number of spawns). We'll be posting some updated rules soon, as well as our reactions to this first month.
Thanks to everybody who made this possible, dimfish, BoomStevo, prodiG, FlopTurnReaver, as well as every one of you mapmakers and players! Looking forward to a great Tournament.
If you have feedback, please give it here.
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Sweet! Excellent monthly competition and organization, full support from me. Tournament to start soon too! Looking forward to some great games on these maps.
edit: I think Pawn will be receiving a texture overhaul before the tournament, is it allowed to be updated?
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Congrats to everyone! Looking forward to the tourney.
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Congrats to everyone! This tournament is going to be very exciting!
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On January 10 2011 07:42 monitor wrote:Its textured in using the tileset. I like it too, and Grebliv originally said something like, "Since its got a cat, its gotta win MotM". The cat is excellent. The rest of the map compliments it well.
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Australia8532 Posts
On January 10 2011 09:11 prodiG wrote:Show nested quote +On January 10 2011 07:42 monitor wrote:How did you make that cat? That's a nice touch to the map. Its textured in using the tileset. I like it too, and Grebliv originally said something like, "Since its got a cat, its gotta win MotM". The cat is excellent. The rest of the map compliments it well.
It had nothing to do with balance or any other category.. it got in because of the cat right?
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pox.664 2700 diamond protoss
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Eh, gutted. Guess I should get in to the habit of drawing stupid animals on my maps if I want to get anywhere.
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On January 10 2011 10:13 funcmode wrote: Eh, gutted. Guess I should get in to the habit of drawing stupid animals on my maps if I want to get anywhere.
Come now, we didn't pick it because of the cat, and our map awards indicate your map would have been chosen if the contest was top 6. I hope people try Spaced after reading the awards post
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Ladies and gentlemen, players and map enthusiasts, I am pleased to bring you what you've all truly been waiting for... prodiG's special awards!
In our first month we had a lot of fantastic submissions and we had a lot of pretty sub-par submissions. However, each map had something unique and interesting about it and these awards are going out to two maps that maybe aren't suited for competitive play but are definitely noteworthy. Without further ado, the first award:
![[image loading]](http://i.imgur.com/M5RR6.jpg) + Show Spoiler [Baskerville award] +That's right everyone! The Map of the Month Baskerville award! I'd be lying if I said that the mapmaking community wouldn't be where it is today without baskerville and he is always in our hearts and minds. Baskerville is most known for his extraordinarily creative use of resource placement and destructible rocks in his very original designs. The winner of this award bears this in mind when executing it's concept. Here is this month's baskerville award winner, Eden by strOut and BoX (submitted by forelmashi but thread says box and strout) ![[image loading]](http://wc.forelmashi.com/sc/maps/eden/birdseye.gif) Eden is a gorgeous 4 player map but it wasn't quite what the judges were looking for in their top five this month. However, the center definitely raises some eyes and thanks to it's creative design it wins the January 2011 baskerville award. ![[image loading]](http://i.imgur.com/3v6bj.jpg) You'll notice that there are eight vespene geysers surrounding the ring of high yield minerals, cleverly blending in to the scenery to increase the skill curve on this very unique map. Nicely done, strOut and BoX! You guys definitely earned this one!
The second award I have for you this fine evening is one that the judges hold quite dear, so I won't spend too much time explaining it.
![[image loading]](http://i.imgur.com/EpX3Z.jpg)
+ Show Spoiler [Greserter award] +I know what you're thinking. What the hell is Greserter? Is that Blistering Sands in the background of your super awesome banner prodiG? ...Sort of. Greserter was submitted to us for part of the tournament and after a quick review, it was mutually agreed upon that it should be disqualified in it's entirety from the tournament. I'll let these images do the talking: ![[image loading]](http://i.imgur.com/BctF1.jpg) ![[image loading]](http://i.imgur.com/4KIwQ.jpg) As you can see, Greserter is sort of a Neo Blistering Sands, minus any effort fixing the changes to the textures or even the symmetry. The creator of Greserter has removed the back door entirely and drastically increased the size of the natural choke, as well as removing the rocks at the gold expansion. The map was disqualified because not only does it defy our "original maps only" rule, but there was so little effort put into this map it's embarassing. Laughable, even. As such, it not only gets the Greserter award but it has created it for all future MotM seasons. To any mapmakers, this is more of a mark of shame than something to be proud of. Step it up.
That's all for prodiG's Special Awards this month. Be sure to stay on the look out in future months and enter the tournament as a player or a mapmaker! Good luck everyone!
Finally, I'd like to congratulate the top five maps and their creators. Some very high level mapmaking there, the judges had a hard time picking the top five!
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Congratulations to all the winners! I look forward to seeing the score for my map. I assume part of the reason it wasn't picked is because of it's similarities to maps that people generally don't like, Kulas Ravine and Blistering Sands. I plan to make another map for next month. Thank you to everyone for putting this together.
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not to rain on mappers parade, but would it be cool to maybe see the maps the GSL choose for testing? just a thought.
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Australia8532 Posts
On January 10 2011 10:54 emc wrote: not to rain on mappers parade, but would it be cool to maybe see the maps the GSL choose for testing? just a thought.
Yeah because the would totally encourage more maps to be created, more originality and a greater input from the foreigner community
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Congrats to everyone!
Thanks! Aesthetics: 8.1
How many times in row must you win most attractive map in order for it change name to *your name* award ? 
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hah just realized my question was answered in the post. :S
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Haha, Johanaz, are you planning something?
To the players - Invites will be sent out tomorrow! You can still register for a spot as a backup, in case one of the other players does not show up! Good luck to everyone, and the maps will be uploaded soon with the MotM tag!
For those of you who weren't aware, to find one of these maps, you must click "Create Game", then type "MotM" in the search bar at the top, and then click the magnifying glass. Remember to submit your replays to submit.motm@gmail.com with the subject "REPLAY - (map name)"
On a final note, if you would like to help administer the event, we need a volunteer or two. send me a pm
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yeah, my map pretty failed but gonna start on my next map ^^
Sooooo wanna have mine selected
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Australia8532 Posts
On January 10 2011 18:40 ihasaKAROT wrote:yeah, my map pretty failed  but gonna start on my next map ^^ Sooooo wanna have mine selected  This is exactly what this tournament shoud aim to encourage; great work!
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On January 10 2011 18:40 ihasaKAROT wrote:yeah, my map pretty failed  but gonna start on my next map ^^ Sooooo wanna have mine selected 
Same here, I guess I should be happy that my map was better than average on all points. Despite it being the 4th map I've ever made 
So now back to the drawing board, and congratulations to the winners and good luck next time to everyone else!
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Im pretty sure my map came in dead last, but it was only my first map ever so Im happy I atleast scored 5+ on balance ^^
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Congratulations to the finalists 
Have you published the scores and comments for finalists somewhere? Would be interesting to see those 
cheers, madsquare.
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On January 11 2011 00:46 Madsquare wrote:Congratulations to the finalists  Have you published the scores and comments for finalists somewhere? Would be interesting to see those  cheers, madsquare. We are not going to publish the scores of anyone. I can tell you that you scored very well. We may publish the highest score in any category, but its up to the mappers to choose whether or not to release their scores. So for example, Johanaz released that his aesthetic score for Gas Chamber was 8.1
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Ruskie .122 Protoss Diamond 1400 looks so fun!
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On January 10 2011 18:40 ihasaKAROT wrote:yeah, my map pretty failed  but gonna start on my next map ^^ Sooooo wanna have mine selected 
Indeed, I started aswell ^_^. Need to work on my fun-factor :o!!
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dezi
Germany1536 Posts
On January 11 2011 01:17 iGrok wrote:Show nested quote +On January 11 2011 00:46 Madsquare wrote:Congratulations to the finalists  Have you published the scores and comments for finalists somewhere? Would be interesting to see those  cheers, madsquare. We may publish the highest score in any category Go ahead
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I think its in the sense of competetion to see the results of other participants after the tournament is over. Since one would like to know where he stands compared to the top. Average doesnt really help here and single categorie top scores wont fullfil this need either. We want to compare maps after all and not just single categories. Its the combination of all the categories that makes a map.
Maybe you can overthink this and come to a result.
Other than that, I will post my score and hope other participants will do so too 
Balance - Originality - Fun - Aesthetics.
6.4 - 8 - 7.2 - 6.3 total: 27.9
Judges' comments: Amnesia - Feels like a BW map. Good idea but it just didn't work out. If this map was a little smaller, reworked in some ways, this could be better.
cheers, madsquare
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I think there were some really, really nice maps and interesting designs in this competition. As Barrin says personal preferences and judging are diffenrent things.
For me Pawn by monitor is in a real top-position in playability, visuals and originalty.
Still in my opinion there are other maps that stand out:
I like Spaced by funcmode and Cranky Cave by lovablemikey for its elegance and cleanness in layout and looks. Same @ Dark Colossus by LunarC.
Johanaz' Gas Chamber is full of style, but for me personally isn't that great layoutwise. But I have to say I absolutely love what he has done with the tech-cliffs: simple method used correctly, great outcome. It is very clean, but very evocative. Heights by hostilepig looks beautifull, but is probably to big. Same amount of work put into a more compact layout as put in the visuals and you have a real winner, I think.
Amnesia by Madsquare reminded me of Twisted Fate in its simple yet elegant layout. but I think it could work better if it was smaller or more clear in the way the pathes are laid out, it could help to design a few point a bit different to make them stand out visually and also structurally (layout). I really love that style of maps. + Show Spoiler +Will MotM ask for such more 'geometric' maps at some points or make thematic guidelines? Otherwisewe could make an extra thread/Mini-competition and work with some people on simple and elegant layouts 
Trying to set up something like this and then having to judge maps and make them somehow comparable is difficult. I think the judges did a hack of a job - especially with that many maps. Congratulations on getting yourself so much work of judging/reviewing! 
Probably my map is 'somehow similar' to LT, but I think at some point in sc2 mapping there will be a lot of x-like or y-like maps. But is Decline's layout too conservativ? I do not think so: It's like LT with extra fun! So I am really happy Decline is Top-5 in MotM#1 and I am looking forward to watching some hopefully interesting matches.
Scoring of Decline: 7.5 6.7 7.2 7.9 (rounded) For a total of 29.3 (I guess the judges are ok with posting them?)
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Yes, you're fine to post your own scores.
There are plans for more rigid guidelines in future months, but not immediately.
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One reason we didn't post everyone's score is because we didn't want the people with lower scores to feel bad or embarrassed about their scores. The other reason is because the judging process goes much further than just the scores.
To give a little insight into our judging process, the judges individually score each map. The scores are then added up and averaged, but it does not stop there. We do not simply take the top 5 scoring maps and put them in the tournament. We used the scores to determine about 10 of our favorite maps. Originally, we planned to choose the top 5 from our top 7. But we received so many terrific maps that we expanded to the top 10. That's how close the final line was.
The judges then gather for a round-table and discuss each of our choices and try to give our reasons for which maps we think should be in the top 5. This was a long and arduous process. After discussing some maps and the games we played on them, some judges changed their minds. For example, I campaigned for Spaced to be in the top 5. I thoroughly enjoyed playing the map and liked it's clean design. But after discussing it with the judges, we decided it was strategically less interesting than the other 4-player maps and it made for less spectator value.
Because of the judging process, just because a map scored highly did not necessarily mean it was put into the top 5. We did not want someone to look at the scores and say, "Hey, these are the top 5 scoring maps, why aren't they the maps chosen for the tournament?" We wanted to be able to give people feedback on their maps so everyone could improve; we therefore decided to send out the scores to each map maker.
With all that said, my personal top 5 in no particular order would have been: - The Crucible - Decline - Spaced - Glacial Spike - Amnesia
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BoomStevo thx for taking the time and explaining the process!
Working at a University of Design and Arts I know how difficult it is to translate a specific quality into points. It was a good idea to take the points as a guideline and then discuss why some maps are good and important for the tournament. Counting points just does not work, when one tries to evaluate.
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GO Samro255am! ‹≈≈≈≈ Decline! ≈≈≈≈≈≈≈≈≈› for the most expos! GO Barrin! ‹≈≈≈≈≈≈≈≈≈≈ Glacial Spikes! ≈≈≈≈› for the final eye candy! GO Dezi! ‹≈≈≈≈≈≈≈≈≈≈≈ The Crucible! ≈≈≈≈≈› for the red!
oh and + Show Spoiler +
edit: the spikes got more texture depth, hope they let you update
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Here are my scores:
Thanks for participating in MotM #1! Here are your average scores from the judges in each category: Balance, Originality, Fun, and Aesthetics.
5 6 3 2 (rounded)
For a total of 16.
Thanks again!
iGrok, dimfish, BoomStevo, prodiG, FlopTurnReaver
After seeing the maps being submitted I didn't expect my map to score high. I did expect it score decently on balance and originality but I found it hard to expand on the aesthetics. Maybe I'll revamp it at a later point, but I'm going to start right away for February's map.
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Hey guys, just announcing that all maps are now available on EU. Enjoy 
Actually while I'm here, here's a list of updates to the Tournament maps: Glacial Spike - texture tweaks, Cliff above third enlarged. Mirage - 6 and 12 bases changed to 6Golds. Decline - changed to disallow sieging of various gases.
There may be a few more aesthetic changes coming, but these should be the only gameplay changes.
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If anyone wants to run some practice games on the tourney maps, add me; Soluhwin.667 (zerg). These maps are not showing up on the NA server custom games. I mean, i can download them but no one is playing them.
edit: in-case not apparent by the sentence above, i play on the NA server.
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Wait, now that i think about it, how will we handle cross regional matches? Like, if me, as a NA player, was against an EU player and neither of us could find another account to borrow, how would this work out?
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It doesn't, and you can thank Blizzard for that.
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dezi
Germany1536 Posts
Still waiting for the highest reached points in the individual categories to be announced :p I only know the highest score in Aesthetics (8.1).
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8.3/8.4/7.4/8.3
Again, we used these scores just as rough guidelines, and all decisions were made in discussion.
What you should take away from this: Make your maps more fun to play on, people!
A great example of a fun map was Binary Rampage. I played a few games on this map with a buddy while drunk. Sooo much fun.
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JermStuddog.141 Diamond 2400
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I'm in:
Aesop.496 Zerg Diamond 1500+ (If I laddered more often I am probably a 2.5k+ player)
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Chat channels are now up, and so the Map of the Month chat channel is as well! Join the channel and we'll try to organize games on the new maps.
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United States1427 Posts
On January 08 2011 10:04 gn1k wrote:Map Name: Binary Rampage Author: Alex Smith Description: The paths between you and your opponent's base can quickly change when any of 4 rocks are destroyed. The paths along the edge are the first available but each have 5 rows of LOS blocking plants. These can be avoided by controlling the watchtowers overlooking the paths. Currently available on the US server.
This map looks pretty awesome. I also want to play both SC2 and Marble Madness on it.
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Wait, so you have both EU players and NA players, with no way on letting them play together?
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EU players who signed up should have access to NA accounts. However, the maps are available to play on both EU and NA.
Sorry if there was any confusion
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woot chat channels. looking forward to some games on these. I didn't get to finish my submission, hopefully next month.
How soon till the brackets?
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Brackets will be up as soon as I confirm all players
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Imo the crucible is the best map this month
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I still haven't recieved my scorecard. Should I have?
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Volta.296 Diamond 2000 Random
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CHeeSY.647 Zerg Master 2500
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Very cool seeing Glacial Spike as a finalist :D I'm curious to see player reaction to the tileset and layout!
I have to say though, the squidy-ness of it makes the Super Mario underwater theme pop in my head every time
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On January 14 2011 03:05 pyrestrike wrote:Very cool seeing Glacial Spike as a finalist :D I'm curious to see player reaction to the tileset and layout! I have to say though, the squidy-ness of it makes the Super Mario underwater theme pop in my head every time 
The waltz? Haha! Somehow games got too serious to use music like that, what a shame
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On January 14 2011 04:31 dimfish wrote:Show nested quote +On January 14 2011 03:05 pyrestrike wrote:Very cool seeing Glacial Spike as a finalist :D I'm curious to see player reaction to the tileset and layout! I have to say though, the squidy-ness of it makes the Super Mario underwater theme pop in my head every time  The waltz? Haha! Somehow games got too serious to use music like that, what a shame
Indeed I remember the same experience when I started playing Soul Calibur and realized basically no fighting games ever used orchestral music.
Man, I love how Smoker's Biosphere used the subtle tileset changes. That is a ton of LOS blockers though, will be fun to torment my friends when we have our below-bronze 2v2s tonight
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The final versions of all maps are now on Battlenet. If you registered for this tournament, please check your inbox for a confirmation - half of you have not responded yet. If you haven't gotten a letter, I'll be sending a second round out shortly.
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RuFF.394 Masters League Terran
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KWest.988 Zerg 2600 Master's League
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JoKeR.510 Terran Diamond 2023
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I didn't get a letter (I'm from europe). If this was planned, it's ok - if not, please send a new one. (or where can I find it? TL PM?)
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Plz dont forget to upload as many replays as possibel. Should be really entertaining, i think min uniden scale 6/10
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Where should I upload the replays? They are not that good and full of fails from both players, but the first games on these maps are done.
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you can send them in to submit.motm@gmail.com with the subject "REPLAY - (map name)" 
In other news, the tournament is today. I ask that all players report to the chat channel MotMT - whether you have recieved an invitation or not. I'll be sending out PMs to alert everyone as well.
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berries.138 Protoss Diamond 2500
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Yay, tournament day!
I'm assuming the casts start on the 20th though? I'm wishing I was home to at least spectate some of the games
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VTgiX.862 (NA) masters zerg
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Sieg (NA) Terran Masters 2950
GET ME IN THIS, THESE MAPS ARE SEXY
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Australia8532 Posts
Any updates on brackets etc?
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yep. + Show Spoiler [Bracket] +http://challonge.com/motmpt
I apologize to everyone who did not get in to this tournament, the organization was thrown off by a typo on my part.
We'll be running again next month in a new and improved format, hope to see you there!
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Australia8532 Posts
On January 19 2011 07:13 iGrok wrote:yep. + Show Spoiler [Bracket] +http://challonge.com/motmpt I apologize to everyone who did not get in to this tournament, the organization was thrown off by a typo on my part. We'll be running again next month in a new and improved format, hope to see you there! Awesome - thanks mate.. i'd be surprised if desrow doesn't take this; but stranger things have happened :D
Can't wait for next month !!
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EverZtelecoM Zerg Master 2700+
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BnetName/Friend Code: Ansatsushaa.955 Points : 2600 League : Diamond
EXP; played in a lot of team-liquid hosted tourneys/ US.craftcup and made top 64
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is there vods from yesterday?
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All replays will be cast on the upcoming weekend on thundertoss' stream
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On January 20 2011 06:49 iGrok wrote:All replays will be cast on the upcoming weekend on thundertoss' stream 
Omg Hype!
Btw. I missed the tournament for some reason. -.-'
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On January 23 2011 04:41 Barrin wrote:I'm totally watching this entire tournament. Maybe even twice ^_^ ^_^_^ any more info on when this will happen? iGrok informed me it would be the 23/24th
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is there a schedule? would be great to see the games on stream
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thundertoss stream is further delayed bouhouhouhou
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Everyone that is planning on voting should watch the stream! Keep in mind anybody can vote, but make sure you do it with map education. Enjoy!
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Thanks to a cousin's wedding I missed my first sponsored tournament It's gonna be VOD night tonight, haha.
Any highlights I should look out for? (throw it in spoilers just in case)
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yay casting the finals tonight 8pm est
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ONEKyhol.808 Terran 3400 masters
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On January 26 2011 03:42 thundertoss wrote: yay casting the finals tonight 8pm est Nice, thanks thundertoss! :D
and there's always next month Kyhol :D
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Polls are up.
Decide which map you think is best of the five listed with pictures. Winner gets $25. Good luck to all of the participants!
Poll here.
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you can watch the games if you have missed the live stream! watch the games and vote - there were some interesting matches on all maps!
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Finally watching the VODs...
Glacial Spike is so pretty @_@ Very mesmerizing tileset.
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dezi
Germany1536 Posts
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Where are the VODs / replays?
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Are you guys doing this again? I didn't notice it until it was too late and I'd love to take part in a usermap tourney!
Please, let me know if it's going to become a monthly thing!
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On February 16 2011 14:25 AimlessAmoeba wrote: Are you guys doing this again? I didn't notice it until it was too late and I'd love to take part in a usermap tourney!
Please, let me know if it's going to become a monthly thing!
Yes... it is map of the month :p
Here is the February MotM 2
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