Player Registrations are still open! This month will have prizes of $25 to best map, and $100 to the winner of the tournament. In addition, the winning map will be featured on the z33k.com homepage and will be used in z33k sc2tournaments! Furthermore, the matches will be cast on iCCupTV! For the Players -16 spots - post here with bnet id and points (NA Only for now) -The top players who sign up will recieve codes to sign up on z33k.com. -The Ro16 will begin February 18th, check in at 7:30. -$100 for first place. -We do need backups as well!
For the Mappers -Submit your best melee map -Top 5 maps are used in MotM tournament -Best map decided by poll after tournament -Winner receives $25 and map added to z33k.com map pool and MotM map pool. -Winner is guest judge the next month
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 . At the end of the moth, we'll have a poll - just vote for your favorite map!
When? Map Submission closes Friday, Feb 04 4:59am GMT (GMT+00:00). Finalists will be chosen by February 7th. Player Registration closes February 7th. All games will be played February 18th. Voting closes February 28th. The map pool in this tournament will be released by February 7th. All maps will be available on NA and EU.
February 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 Friday, Feb 04 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. + Show Spoiler [Things that will get you DQ'd] +
Player settings are not done properly (i.e. Only 1 player can play). Map file not emailed in. Map is not posted here. Map is a clear modification of a Blizzard Map. Map was not created by you. Map has custom settings. (UMS)
If you don't test your own map, odds are much greater that things will be wrong. Play on your map!
MotM Staff January Judges Panel: iGrok, prodiG, BoomStevo, Dimfish, monitor WE NEED ADMINS FOR GAMES! 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. -Check-in is 30 minutes prior to start. If you do not check in on time, you will be replaced.
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 bkrow
Shoutouts Big shoutout to z33k.com for helping us put this together! There's some awesome tournaments there - go check them out!
Contact Info With any questions, send me a pm or email iGrok.motm@gmail.com
1v1 Map with 4 different spawn points, rotational symmetry, good amount of cliffs and chokes to help terran and toss, yet lots of open space as well for the zerg. The xel'naga gives vision of the whole middle but if the enemy sneaks around the outside you will not see them.
Once a tropical paradise, now a wasteland of dust and dirt. Not much can survive in this rugged desert, will you be able to?
This is a 1v1 map with 2 spawn points that focuses mostly on terrain tactics and flanking, as well as holding the stronghold point... the gold expansions. The XWT's are extremely critical, but there are other ways around it as well. This gives zerg players an edge but still helps terran and protoss in different ways.
Discription: The center of the map contains a big high ground spot, split in half. 2 Xel'Naga Watchtowers oversee the other side. Keeping control of your half will keep your expansions well defended.
Nice maps so far. I'm scared of Bel'Shir Walkway. I'll be submitting my new map later in the week as it needs a few touch ups but I'm sick as a dog right now.
Question: Can we resubmit maps that didn't make the top 5 from the previous month?
Map description: The map has a quick to take natural and a relatively easy 3rd to take. The middle area is more open and harder to defend. Expanding far away gives the most advantage defending, but also leaves your backdoor and main open to attack.
Map Description: On a dusty plateau, you have many pathways to victory, both wide and narrow. The spawn points are at the top left and bottom right. Sun rays and dust storms make this map beautiful in-game.
This is a fast paced 1v1 map, with an easy natural to capture and defend. Two Xel' Naga towers show the players the middle of the map, but not the Gold Expands that are there as well.
@Johanaz I really like the look of you map. Yet another good desert style
@rads Is this just a bug with the water in the Overview image (float direction). The expansion layout looks fine. Seems we got a good bunch of macro style maps this month :D
On February 02 2011 00:21 InfestedHydralisk wrote: @Dimfish; I have asked if I could get a confirmaton (reply) if my map did arrive. Or else you will keep me wondering.
I just have one question, I gave a little disclaimer in my submission e-mail that there was a issue with the referee/spectator thing... are you guys able to fix that? I've tried everything
The other thing is that it shows 14 players when really its 2 because of spectator... i'm just wondering if you guys could take a couple minutes and correct these issues because thats the one thing i'm terribad at.
@IronManSC - we won't correct anything. If you're having issues, post them in the map forum and maybe someone there can help you. This is for finished, bug-free maps only.
On February 02 2011 03:15 iGrok wrote: @IronManSC - we won't correct anything. If you're having issues, post them in the map forum and maybe someone there can help you. This is for finished, bug-free maps only.
Okay my bad, i will get it fixed ASAP and re-submit it to you guys.
On February 02 2011 03:15 iGrok wrote: @IronManSC - we won't correct anything. If you're having issues, post them in the map forum and maybe someone there can help you. This is for finished, bug-free maps only.
Okay my bad, i will get it fixed ASAP and re-submit it to you guys.
You submission is very cool, but we are going to judge your map on exactly the first version we get.
The tournament rules are very clear on this: the map file you submit to MotM is final. This was a big problem last month. You must test, test, test your maps!
On February 02 2011 03:15 iGrok wrote: @IronManSC - we won't correct anything. If you're having issues, post them in the map forum and maybe someone there can help you. This is for finished, bug-free maps only.
Okay my bad, i will get it fixed ASAP and re-submit it to you guys.
You submission is very cool, but we are going to judge your map on exactly the first version we get.
The tournament rules are very clear on this: the map file you submit to MotM is final. This was a big problem last month. You must test, test, test your maps!
i've run over 90 tests on the map, and for some reason i wasn't able to get it fixed... but eh... i guess i'll just wish it luck =/
On February 02 2011 03:15 iGrok wrote: @IronManSC - we won't correct anything. If you're having issues, post them in the map forum and maybe someone there can help you. This is for finished, bug-free maps only.
Okay my bad, i will get it fixed ASAP and re-submit it to you guys.
You submission is very cool, but we are going to judge your map on exactly the first version we get.
The tournament rules are very clear on this: the map file you submit to MotM is final. This was a big problem last month. You must test, test, test your maps!
i've run over 90 tests on the map, and for some reason i wasn't able to get it fixed... but eh... i guess i'll just wish it luck =/
I believe you did many tests because work shows. (I just watched the replay between focus and creamypie you posted on your map, which was awesome!)
I didn't mean to go ballistic on you, but we need to highlight this problem. The judges are devoting their free time to inspecting and testing a lot of entries, and when we have to wrestle with a map file (each of us individually did it per messed up map last month) it eats away at the time we can spend doing quality deliberation.
In your case the map is playable, it just maybe has an imperfection in the player slots, so its not even a game-breaker. Here's what we're asking: if you are aware of some tricky issue in your map, please post in the custom map forum about how to fix it first, and this community will definitely help you, then post a bug-free version in MotM.
I apologize for explosions, and I really do respect your work. Let's make MotM awesome.
I just worked on it for a month and am hoping for the best out of this tournament. The map is final like you say, so I'll just hope for the best to occur. As you said, it's not a game-breaker, although it may suck for a judge to not be able to be a referee by default =P I posted a help question about how to fix it but I got no response yet.
Anyway, good luck to everyone else as well! I hope my map can still contest
dde, desrow, clonze ... just the names i spotted cruising through this thread .. those are some pretty big names coming out from NrG and VT .. There are going to be some awesome games in this tournament!
Just announcing that dezi cannot judge this month, so monitor will take his place. dezi will judge next month along with this months winner. Good luck everyone!
A LOT of these maps look really promising, just off of first glance, Mudrock, Disaster Park and Greenery are my personal favorites, they seem to be well thought out. gl to all
Forrested 4 player map with close natural which also have a backdoor, destroying it makes for an additional attack path, or expansion path which makes it possible to always expand towards or from your enemy. Two watchtowers look out over the center of the map and the normal attack routes.
This is a fairly big 1v1 map with 2 spawn points that has a lot of different attack pathes which are partly blocked by Destructible Rocks. Most unique feature is a 2 cliff level high hill with mass LOS blockers surrounding it in the middle.
Description: Noon Hill is a unique four-spawn 1v1 map that uses rotational symmetry. The natural choke is 9 units wide and can be walled with three Barracks/Gateways, making fast-expand viable while keeping the rush distances short, allowing for early pressure. The expansion layout allows you to always expand away from your opponent (cross positions are an exception, of course).
The plateaus can be a game changer, and stress army positioning a lot on this map, giving the map a very competitive atmosphere. The single XWT in the center of the map can grant some sight into all of the plateaus and can also be a very important part of the map.
An interesting feature of the map is the potential for the natural to be harassed. Click on the thread link and read to gain a competitive edge over your opponents on this map.
Description: A large 4-player map, a series of wide spaces and narrow chokes separates bases. Players initially choose between a safer but less profitable expansion, or a riskier but more long-lasting one. Additional resources are more distant, demanding that players move out to gain control of the open center and its watchtower. Small passages allow for faster but more constricted movement.
Great stuff so far guys! Remember, today is the last day to submit a map. Player registration will still be open though, so don't hesitate to sign up ^^. Our organization is much better this time around.
Description: The maps biggest feature is the static. To each base belong a certain amount of paths and ramps, all of wich are rather easy to control. As a result, although it still offers harass, this map clearly favours the defender.
Description: 1v1 using the Haven texture set. 2 main expansions for each player, one natural and one third with a high ground risk. Map opens up beyond the natural choke and allows to good flanking/counter attacking. Fighting in bases is encouraged once out in the main battlefield.
Sorry for the double post I'll see what I can do for you Barrin. Post back in few.
I give up on Gridlock 55 for now (I might remake it entirely for next month), so all I really need now is the Anger Stronghold file. Maybe you could check the player properties to make sure player 2 is human (probably is, just not sure).
If you could please upload map file to mediafire.com and PM me or email it to me zifnab420gurubashi@hotmail.com after checking player properties, I will love you forever!!! lol.
I already have it's picture . I am working on it's submission post right now.
I'll take a look in to getting Anger Stronghold for you. I've found a tutorial to unlock maps so I'll give it a whack.
On February 04 2011 06:47 Barrin wrote: Well I'm 99% sure that Anger Stronghold is already unlocked, so if you could unlock a map, it would be awesome if you unlocked Gridlock 55 ^^
aww dude that sucks! hope you get it straightened out cause it played well gl gl.
harddisc crashes are brutal. you know it will happen at some point, but it always happens in the worst situations like exams, motm, etc. gl with the files barrin.
This is quite an old SC2 map, one that actually received most of its attention during beta, while it was still far from polished. Though it's now the better part of half a year old, it wasn't played much when I released it so I'm curious to see how it stacks up to the new competition.
Marooned on a desert island you discover a hostile enemy. A crafty opponent may exploit points of weakness by attacking from multiple paths on the periphery, yet by controlling the center you may quickly respond to many threats.
A 16 man fight for 100 bucks on uncharted territory... I'm liking that storyline :D I should be able to donate to the pot again this month too!
And the maps keep getting better too! +1 to CatZ on Exodus, I really like the watchtower layout. Also major props to Magrath for helping out Barrin, I'm really excited to see Gridlock 55 if at all possible :D
Description Due to my exams i don't have the time to judge this month (gonna do this in march) and i also don't have the time to finish one of my new projects ... so here we go with an "older" one. While featuring a large area the rush distance is compareable short (and with short i don't mean Steppes Style short). I experiment with pipes as decoration in this one (gosh, i wished the already released the patch which lets doodads keep their height when copied once i started this ...). The expansion layout allows you to expand away from your enemy and thus favors longer games.
Description: The natural has two entrances. The gold expansion lies in the attack path to your opponent. Both blue bases outside the natural have similar walk distances but one is slightly more open than the other. Small crevasse in the center blocks movement but can easily be shot over by ranged units.
pic not 100% up to date (only noteable thing missing are the main ramp rocks seen below).
A four player melee map, has a "free" backdoor expansion at the cost of a bit more "peculiar" ramp, It's about "scrap station" wide but can be walled of like a normal one until some destructible debris is removed.
Thirds are set up like a "regularish" natural with two entrances, albeit in a tad more proximity to the center (Entrances would be the narrow bridges and the high ground pod). A fourth will have to be taken at another main/nat/3rd.
Submissions close in approximately 30 min. If you're out there frantically covering terrain in alien plants, start thinking about posting before the very last minute
This is something I whipped up the last couple days after an idea caught my fancy, and lo, the contest entry was coincident. The idea is that your expansion choices can send the game in very different directions. I find roving around the middle is important by midgame, which promotes skirmishing.
A lot of really good submissions too! As one of the last people to submit my map (:D), I was constantly eyeing up the competition as they were posted, and I honestly got pretty scared by the overall quality of these maps.
Good luck to all those who entered, and (assuming there's still spots open?) I encourage players to join in! Nothing to lose, fun and even $100 to be had!
So many good maps this months. I personally think that 5 stands out and is a notch better then the rest though, looking forward to see what MOTM staff thinks
For those of you unhappy about late submissions, I'd remind you making a map can take a damn long time. These guys probably thought they'd be done in time but fell victim to the tedious process of final tweaking.
Very pretty, funcmode. I like the theme as well as the layout.
Also dezi, why so good?
Edit: Damn, just had a look back on the rest of the thread. When did everybody get so fucking good?
Hey guys, due to the huge number of maps, and us wanting to make sure we do a thorough job, we're going to have to postpone the announcement of finalists until late on Tuesday. Looking forward to it!
On February 04 2011 05:55 iGrok wrote: You cannot open your own locked map . That really sucks man.
I don't have any free time at all today, so I can't check anger stronghold, but maybe someone else can.
You can.
1: Play the map 2: Find the map in your Blizzard cache 3: Rename it to name.sc2map 4: Open in an MPQ editor, and add componentslist (Get it by opening an unlocked map and copying that file) 5: Open the map, and add the Melee initialisation trigger back. fix game variants. 6: ???? 7: SUCCESS!
On February 06 2011 07:26 iGrok wrote: Hey guys, due to the huge number of maps, and us wanting to make sure we do a thorough job, we're going to have to postpone the announcement of finalists until late on Tuesday. Looking forward to it!
Needs more Hype!
awww you chimp! I was so anxious for tomorrow lol. Oh well, postponing it means you are being more careful, so go for it :D
Hahaha dezi. Guys the results won't be posted for a while. But keep up the hype! I want iNcontroL to be jealous at how much hype this is getting (yes I did just go there O.o)
iGrok has lost internet connectivity, so when we get him back he will release the MotM official message, but it's clear some of you are anxious for the results.
We'll save the special awards for the official post so you'll have that to look forward to as well.
And with that, your top 5 maps for MotM February are, in alphabetical order:
I was going to say I'm disappointed that some of my favorites didn't make it, but the ones that did were also my favorites. Impressed again going back over the submissions. Can't wait to see the games!
On February 09 2011 18:44 ihasaKAROT wrote: /starts working on new map
I won't have the time, exams next month Hope you won't have to scrap it when they announce the next month's restrictions (I hope they pick some interesting ones).
On February 09 2011 20:16 Johanaz wrote: Thanks! Congrats to the other winners as well. I´m so happy to get to the final 5!
I second this!
@Johanaz: Mud Rock is my favourite when it comes to layout, really like it!
PS. Also waiting expectantly on the scores and special awards
On January 10 2011 08:43 iGrok wrote: I'm baaaaaaaaaaaaaaaaaaaack! :D As you know, the final pool for MotM #2 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.
These finalists will be the map pool for the MotM Tournament #2, and after that, you the public will vote for your favorite! And now for the awesome awards!
The Sixth Man Award - Zel'Kalith, NastyMarine. [i]The choice for the fifth map was incredibly difficult. Zel'Kalith is a fine map that deserves recognition.
Most Attractive Map - Disaster Park, lovablemikey. There are so many awesome details. Disaster Park blew away every one of us. Look at it in-game. Absolutely gorgeous.
Judge's Choice - Ptolemy, Grebliv. It looks good, it plays well, and it makes rotational symmetry work. Ptolemy recieved our highest total score, and was an easy choice for top 5.
Most Original - Mazy Hill, Ragoo. The spiral LOS Blockers combined with the changes in slope were a really interesting and innovative idea.
The BroodWar Map Award - Aztec. It IS a BW map lol.
The Guest Judge Award - Zel'Kalith. monitor wanted to specially recognize Zel'Kalith as one of his favorites.
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. Averages went way up this month, even though prodiG graded much more harshly! Good job people For your information, here is the average score: Balance/Originality/Fun /Aesthetics/Total 6.26 / 6.41 / 5.73 / 5.94 / 24.34
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!
Next month's category will be the same, 1v1 maps (any number of spawns). However, I have an announcement. I'm going to announce April's restriction now. The restriction is that your map must have 3 spawns. I realize that this is difficult, which is why you're getting an extra month's notice! Good luck
Notes from the Judges Learn to use the path-filling tool! If you go to the trouble of making a 4-way symetrical map, don't make force cross spawns! This didn't affect anyone (we considered each map with this both as-is and if all 4 spawns were possible). But 4 way symmetry is just lazy and boring mapmaking if there's only one way the game can play out. Now theres a difference between this and maps like Starparty, where the two different spawn options lead toward very different gameplay. Just decide if you want 4 players or not.
Thanks to everybody who made this possible, dimfish, BoomStevo, prodiG, monitor, as well as every one of you mapmakers and players! Looking forward to a great Tournament.
Cool that I won the 'Cleanest Map Award' with a map I didn't even enter this month
Also, Neonights is a 2 player map, not 4 :D
Anyway, congrats to everyone that made the top 5, the entries this month were really good. I know it sucks if yours doesn't get picked, but just use it to motivate yourself to make something even better next time.
Last thing, I hate making 3 player maps, because by their very nature they have an inherent flaw (can't make 3 'symmetrical' 45° ramps - as such the layout of one of the bases will always be different).
Yeah, my map was best at something! Already makes me really happy!
My personal favorite right now is Ptolemy. I love the concept of a 4 spawn map with 3 easy bases like God's Garden or Delta Quadrant and wondered if I could figure out a way to make it work properly. Guess I don't have to do this any more, this map gets it right <3
3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
On February 10 2011 00:59 ihasaKAROT wrote: 3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
you can make perfectly fair 3p/rotational symmetry maps, you just have to know what you're doing
Will be cool to see the 3 spawn maps in April , even though that sounds like hard work Guess I won't make any more maps and just admire other brilliant maps tho ^^
On February 10 2011 00:59 ihasaKAROT wrote: 3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
you can make perfectly fair 3p/rotational symmetry maps, you just have to know what you're doing
Go for it!
You can't make them perfectly fair. You can make the differences close to negligible but there are still differences no matter what.
Unless you somehow know how to break the laws of maths, in which case, please share your wisdom...
On February 10 2011 00:59 ihasaKAROT wrote: 3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
you can make perfectly fair 3p/rotational symmetry maps, you just have to know what you're doing
Go for it!
You can't make them perfectly fair. You can make the differences close to negligible but there are still differences no matter what.
Unless you somehow know how to break the laws of maths, in which case, please share your wisdom...
The way I see it, you cant mathematically quantize balance on that level because of how intangible a lot of the variables in the game are. Think outside the box and you'll get a good map!
I got a message with my scores this time around, for which I am grateful. The obvious flaw of my map is 'that the map is huge'. I supose that means the distance between mains and nats ... or is it the playable size of the map? 3.8 for fun score is really low ... also beacuse of map size, I have to asume.
i like how everyone posts their scores (: im way to shy, though next month im going to win most attractive map as if my life depends on it. and also hoping 1 person doesnt show for the tourney so i can take his spot... heh.
On February 10 2011 00:59 ihasaKAROT wrote: 3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
you can make perfectly fair 3p/rotational symmetry maps, you just have to know what you're doing
Go for it!
If I knew what I was doing I would be doing mapmaking for a living
@Wnio, I think if you post scores and ask people for advice, you get more detailed and specific pointers on how to proceed.
Dont be afraid, im getting 22 out of 40, 18 out of 40 last month and Im ok with it bigger boost to do better
On February 10 2011 00:59 ihasaKAROT wrote: 3 Spawn is hard tho cant make it exactly fair for all 3 spawns... So we need time to figure that out Guessing march will have 3 submissions, with rest of us working on april
you can make perfectly fair 3p/rotational symmetry maps, you just have to know what you're doing
Go for it!
You can't make them perfectly fair. You can make the differences close to negligible but there are still differences no matter what.
Unless you somehow know how to break the laws of maths, in which case, please share your wisdom...
The way I see it, you cant mathematically quantize balance on that level because of how intangible a lot of the variables in the game are. Think outside the box and you'll get a good map!
3 player island map ftw? i think i might, that way theres no reason to worry about ramps and such.
Dropped quite noticeably from a 28 last month (The Crucible) to: 24.6 (6.4 6.4 5 6.8). Seems i missed that clown doodad for the fun factor :/ But i'm not surprised i scored that kinda low with a "placeholder" map. At least got additional time for my next map(s) due to judging in march.
On February 10 2011 04:52 dezi wrote: Dropped quite noticeably from a 28 last month (The Crucible) to: 24.6 (6.4 6.4 5 6.8). Seems i missed that clown doodad for the fun factor :/ But i'm not surprised i scored that kinda low with a "placeholder" map. At least got additional time for my next map(s) due to judging in march.
I had a clown, mine wasnt much better :/
Mine had a hat and everything
edit: Great 3 player map idea just hit me like a brick wall :D
I'm glad everyone is posting scores--it's very helpful to compare notes. ;D I got B5.9 O6.9 F6 A4.7 for 23.5. I really like that the judges are harsh with the numbers, it's honest and motivates improvement. Maybe if I had done some more texture and decorations work....
@Barrin: nice numbers there! I played your map a little bit with jdsarge who's on the map testing thread. All my criticisms from the thread are unfounded. Everything works out very nicely, enough space and good routes. Just the main is a little cramped.
@NullCurrent: 6.5 is a good score! I plan on having fun on Marshlands at least.
@everyone: I guess there was a lot of improvement, good to see! I can only expect we'll have even more exceptional material in the coming months.
As for next month. I have actually been working on a three player map for my entry, before you announced the April requirements... Can I still enter that three player map this month?
On February 10 2011 11:11 Silence- wrote:As for next month. I have actually been working on a three player map for my entry, before you announced the April requirements... Can I still enter that three player map this month?
I'm pretty sure you can enter it. The map doesn't need to have to made starting from the announcement. You can even enter a map you made during the beta if you wanted to.
On February 10 2011 03:34 NullCurrent wrote: Still waiting for you to hand out your special awards, ProdiG...
My (Marshlands) scores: Balance, Originality, Fun, and Aesthetics 7.5 7.6 6.5 7.2
For a total of 28.8.
Apparently I cannot make "fun" maps, my last map scored 6.4 in fun Otherwise I'm very happy with my score, everything was better than Beneath the Ice
I think your map was the biggest improvement. Unsure about the judge' votes and your last map score, but when I followed the progress of your map in the collaboration thread and your mapthread I got the impression you have improved the most since the start of the year
Like the marshlands the best. It has excellent layout and expansion paths. Love the rocks in vertical positions.
All the other maps seem to like putting the golds in undefendable, neutral or semi-neutral positions that they might as well not be there. Is it just me or do map makers overvalue gold expos?
Golds are a big advantage, so they should come at a cost positionwise
So for example Xelnaga, where they are in the attackpaths and have big open areas around them. Or lets say blistering sands, wich are on the lowground and far away from the main base and backentrance.
Some maps they are kinda 'meh' to me, including my own maps ^^ . Some mappers get it spot on tho, and alot of people get really creative with the placements.
When are the official MotM2 maps going to be uploaded so its easier to find them?, and also shouldnt the crucible have "Winner" or something to show how awesome it is? /// ive tried mudrock(Zvp) and marshlands(tvP) so far, both played well. going to try the others later (:
On February 12 2011 06:00 ihasaKAROT wrote: Golds are a big advantage, so they should come at a cost positionwise
So for example Xelnaga, where they are in the attackpaths and have big open areas around them. Or lets say blistering sands, wich are on the lowground and far away from the main base and backentrance.
Some maps they are kinda 'meh' to me, including my own maps ^^ . Some mappers get it spot on tho, and alot of people get really creative with the placements.
Actually, Gold bases don't offer that much of an advantage mineral wise, but they do offer an advantage in number of workers needed for saturation since they only have 6 patches.
iirc, gold mineral bases with 6 patches yield a 5% higher resource collection rate than blue bases with 8
If anyone is interested in how I made Marshlands, I have a post explaining some of it (mainly 45 degree rotation, as that was what was asked for) here.
On the gold or blue discussion: I only use gold sparingly, the only two maps I think where the golds have really good placements on are Metalopolis and Xel'Naga Caverns. So if you get a place like theirs, either in an open space of the standard attack path or the center of the map with many entrances, then a gold might fit.
Whoever the admins are for the tourney I would love to have all the replays from the tourney to put in a MotM events tab on GameReplays, as well as any future MotM tournament replays.
I want to issue an apology to SwiPht and Dice, I didn't mean anything personal nor did I mean to insult their game skill or intelligence in any manner. I was just havin some fun responding to their comments in game with some of my own. I meant nothing by it, and I hope this didn't deter anyway from enjoying the cast or watching us in the future when I cast. Again, I apologize to both of them, and I will improve in the future.
As a side note, I hope everyone enjoyed the games! I can't wait for the tourney to continue tomorrow! :D