Are you ready for more Map of the Month? Does the thought of pros typing "this map is CRAZY!" instead of "glhf" tickle you all over? Do you wish someone would invent a natural hamburger with a side of in-base fries combo meal?
Well we're back! Sorry MotM #5 is starting late; there are big changes afoot. Our favorite special award-giver prodiG is on an extended leave of absence, and we're not sure but we think BoomStevo is currently running through a jungle with an M16 strapped to his back: radio silence, you know. So help us welcome guest judge Silence- for the May tournament, and monitor!
This month is back to general melee map submissions. Show us what you've been crafting in your mapping lair while the crazies made 3-player maps last month! We're also changing up how the score system works. In the past, we scored every map on a 10/10/10/10 score card. Unfortunately, the response has been so huge (30+ maps almost every month), that we simply don't have time to score every single map. So instead,we'll be screening the maps, and grading only the maps that we think are decent enough to merit a shot at making the top 5. In addition, we're changing the scores, from 10/10/10/10 (Balance, Aesthetics, Originality, Fun) to 10/10/10 (Balance, Aesthetics, Intangibles). "Intangibles" is a category for all the little things that go into map design that aren't balance or art.
For the Players 16 spots - post here with bnet id and points (NA Server) The Ro16 will begin May 20, check in at 7:45. $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 judges after tournament, with input from the community. Winning map is added to the MotM map pool. Winner is guest judge the next month Every 6 months, we will have a month for the previous 5 winners. The winner every 6 months will receive $25. + Show Spoiler [Submission Format] +
Your post should include the map name, an overview picture, a brief description, and a link to your map thread if you have one. You also must submit your map file to submit.motm@gmail.com. For a good example, see Mereel's submission.
For the Community! You are all cordially invited to tune in to watch all the games, and watch the VODs of top players going toe to toe on brand new battlefields.. BUT WAIT, THERE'S MORE! In addition, every Top 5 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 .
When? Map submission closes 01:00 EDT (-04:00), May 8th. Finalists will be chosen by May 10th. All games will be played 21:00 EDT (-04:00) May 20th. The winner will be decided by May 31. This month's Top 5 map pool will be released on NA and EU by May 11th.
MotM Staff May Judges Panel: iGrok, dimfish, FlopTurnReaver, monitor, and Silence- If you would like to help out, e-mail igrok.motm@gmail.com
Tournament 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 10 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
Contact Info With any questions, send me a pm or email iGrok.motm@gmail.com
-Scrap Station basic concept (but hopefully better). It seems to be a concept is not active in tourniments much. -Easy expand path but each expo is either harassible or able to be cut off from spawn. -XWT is a main point of contention which offers an edge but not an "I Win". -Map design greatly punishes hard turtling and greatly rewards expanding and infrastucture. -Map is very balanced. Also does not to favour air over ground (or the other way round).
Designed with the goal of macro and drop play/smaller pushes early game, with a much heavier emphasis on the standard micro late game, but maintaining the threat of drop presence.
On May 06 2011 09:50 Archivian wrote: I so hate that you can only enter one map. ITS SO HARD TO CHOOSE!
If I were you I'd have chosen that map of yours to submit, but I know exactly what you mean. At first, I didn't know whether or not I wanted to submit Affliction or Hysteria. I'll be submitting Hysteria when I make it prettier.
Description The layout allows for an easy third and it starts getting interesting once someone wants to grab a HY expansion. The rocks allow for proxy and sneaky tech (XWTs can't see the middle path). Maps has been changed lately: the HY have been moved to the borders of the map to prevent a dominating position of a terran once he took a HY. Instead of the old HY there are now bases with only 1 gas and 7 minerals > expansion path should now be: Nat > 3rd > HY (or Mid if you want to forces encounters).
Ya, you can cliff walk from 5th to main and from HY to the 5th and vice versa. Reapers back in da house? The fifth is also a good place for Overlords till you want to check if f.e. a toss had taken both gas.
Description: I wanted to make a map that had the main bases in the middle. I posted my first version on TL in November and the map has seen a lot of changes since then, but is finally done. North vs South spawns are very aggressive, but every spawn position pair can easily go into a macro game.
Description: A 2 player reflection symmetry map. There's a gold base and a 3gas base and some selfmade doodads. Dunno what else to say Back from my business trip just in time.
Description: 2-player desertbased macromap. The map is small enough to rush, big enough to macro and has some LoS blockers to test your scouting and tactics. (the water is checkboard buildable to allow creeptumors but nothing else)
Map thread: no access to a pc where editor will run on :// will get asaic
Description: 1v1 map with a similar base layout I used before on my map Mazy Hill. Not much I can say, only that I hope my aesthetics improved with all the doodad spamming I tried to do (compared to the complete lack of doodads I used before)
Description: The design is unique and centers around the three paths between the sides of the map. These paths can be used for flanking and counter-attacks to a great extent. The paths can merge together by destroying the large destructible rocks there. The center path has the largest choke, a 4x ramp, and the other two have a choke of 2x at the exit (natural) and 3x at the entrance (enemy fifth). It adds a lot of mobility in later game. The towers overlook the center path and each one overlooks one of the side paths respectively. The natural has a backdoor the size of one ramp that leads into the intended third and can be walled with a Pylon and a Gateway, or the equivalent of those buildings.
Description: 1v1 map with a similar base layout I used before on my map Mazy Hill. Not much I can say, only that I hope my aesthetics improved with all the doodad spamming I tried to do (compared to the complete lack of doodads I used before)
Map thread: Soon
I basically looked at these aesthetics, and creamed my pants. It looks stunning. And inspired me to try some other mixtures of textures in my next map.
Are you sure you quoted the right post Archivian? I thought my aesthetics were pretty straight forward compared to the innovative texture combinations by Antares777 or Wnio for example^^
Either way, you are one of the persons with the most unique and inspiring aesthetics yourself and I just love the look of The Machine II.
Description: 1v1 map which provides more attack routes the more you expand. Center is sealed from air to reduce the effectiveness of air tech rush. Expanding past the rocks gives you a more defend-able position, whereas expanding to the gold will give you an aggressive economy and position.
Description: It's a map with 4 spawn position, but that is design for 1v1. It's map that was meant for a macro play style of map. I wanted to make a map that was the style of GSL maps. The 4 xel'naga tower helps to see the middle and main attack path.
Lol I don't care about map submission, I already got mine in, so the less submitted means the higher chances of mine being in top 5 . On a more serious note there are already some really good maps submitted. It's the players I'm worried about, and the fact that this thread is only on page 2 :S
Well I've done some publicity in my clan and there is already DarkOmen that sign in. Give it time, I'm sure there will be more player if there is more map. The mapper are probably gonna submit tomorrow to do some touch before to submit.
Description: Orbital is a 4p map intended for 1v1 play. The map architecture is designed to encourage frequent expanding an macro-style of play without prohibiting strong 2-base timing sort of play. Much of the economic design of Orbital Station is inspired by LaLuSh's insightful post: "Analysis of Macro".
On May 08 2011 07:49 prodiG wrote: been waiting for this thread, i'll post my map once i finish it (i've got one more main base to finish and it's good to go~)
Should someone else sharpen his crayons for "specials"? edit:added quote
Description : big 4 players map with naturals going away from your opponent, making ground distances very long and main base more exposed to drops and air attacks.
*shrugs* Can't hurt. Let's see if this works. Positions are just below 11 o'clock and just above 7 o'clock Naturals are on high ground with a ramp right next to the main's ramp, another ramp further away, and a small path with LoS blockers to a third with 6 mineral fields and one geyser. Another third is in the corners to the left of the mains, which also have 6 minerals and a geyser. The center is open, with some Xel'naga watch towers. Gold bases to the left and right of the center are what I'm worried about; they're massive. Edit: Sorry that the pic is way too small, I don't know what to do about that.
Features -Wide bridge leading to third expansion -Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see map thread) -Middle is open with choke points throughout -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Waterfalls and beaches! :D!!!
Specs Map Size: 136x136 Expansions: 12 blue, 4 gold XNT: Four, destructible, blocking each gold expansion Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff
This is how you do Jungle, gentlemen. Be sure to check out the map thread for more info & pics!
On May 07 2011 07:29 Antares777 wrote: Name: Hysteria Author: Antares777
Overview:
Description: The design is unique and centers around the three paths between the sides of the map. These paths can be used for flanking and counter-attacks to a great extent. The paths can merge together by destroying the large destructible rocks there. The center path has the largest choke, a 4x ramp, and the other two have a choke of 2x at the exit (natural) and 3x at the entrance (enemy fifth). It adds a lot of mobility in later game. The towers overlook the center path and each one overlooks one of the side paths respectively. The natural has a backdoor the size of one ramp that leads into the intended third and can be walled with a Pylon and a Gateway, or the equivalent of those buildings.
@prodiG - Sweet map. I like the idea of destructible towers on this map better than on Destiny. I think it's because there are four of them, they just seem to work better. Good job!
1v1 Map. Your natural has a tight main choke that can be easily defended but also has a secondary rear entrance that can be taken advantage of.
A long rush distance and close 3rd/4th bases can result in more macro-oriented battles.
In the center, two main paths can be watched by split watchtowers, but narrow paths on the outside can be used to avoid the vision of the towers entirely.
Sacred Jungle A map designed to encourage macro without completely shuting down the power of all in builds. The main thing i wanted was that every expansion has a point in taking it... Skiping one expo for a harder to hold one that has more resources...things like that. Specs: + Show Spoiler +
o Third has 5 mineral pachs and 1 vespene geyser.(62.5%/50% of a normal base income.) o Gold base has 5 gold pacths and 2 blue mineral patchs.(118% of a normal 8 blue base income.) o Gold also has 1 rich and 1 normal geyser.(125% of a normal base gas income.) o Gold is also blocked by a single normal bunker. o A lowered supply depot blocks the mains ramp.
I think this is my best map i'v made up untill this point. Although i'm still not that good at this yet...hehe...
Also...can you lemme know if the email gets though? Still not sure if i got the adress down right...
Features -Wide bridge leading to third expansion -Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see map thread) -Middle is open with choke points throughout -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Waterfalls and beaches! :D!!!
Specs Map Size: 136x136 Expansions: 12 blue, 4 gold XNT: Four, destructible, blocking each gold expansion Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff
This is how you do Jungle, gentlemen. Be sure to check out the map thread for more info & pics!
4 player map designed for 1v1 Twisted Symmetry™ 148x162 playable bounds. 14 bases total. 4 center expos have either high yield minerals or high yield gas.
4 player map designed for 1v1 Twisted Symmetry™ 148x162 playable bounds. 14 bases total. 4 center expos have either high yield minerals or high yield gas.
Me thinks the judges are going to have a punch-up trying to decide what makes the final 5. And tbh, Im thinking they should change it to final 8 or something, coz I'm trying to pic my faverates (just for my own interest) and I just can't make the list any smaller, they are just so many quality maps. It feels like the worlds best are all having a go and frankly Blizzard should hire you all.
4 player map designed for 1v1 Twisted Symmetry™ 148x162 playable bounds. 14 bases total. 4 center expos have either high yield minerals or high yield gas.
Me thinks the judges are going to have a punch-up trying to decide what makes the final 5. And tbh, Im thinking they should change it to final 8 or something, coz I'm trying to pic my faverates (just for my own interest) and I just can't make the list any smaller, they are just so many quality maps. It feels like the worlds best are all having a go and frankly Blizzard should hire you all.
Nice surge of maps! I think it will be hard to decide, there are definitely a lot of great maps. It will stay top 5 though.
Shadow Fury is a large macro map that encourages long, action-filled games. Varied base vulnerabilities and low attack path layout density gives the better multitasking player an advantage and lets every unit reach it's full potential. Controlling key points becomes vital in the late game.
Map Thread (coming soon).
I love your map. I am now inspired to do a lava-ish theme for my next map.
Also, thanks for the confirmation emails, now I know that I submitted this one!
Description: 2-player map that is relatively larger and opens up more attack paths and opportunities. There is limited no-fly-zone behind each main base in the bottom left and top right. Golds in the center are blocked by rocks. The natural and 3rd are close and easy to take, but still are vulnerable to attack. Each base gets progressively harder to hold onto (more paths to attack it). Map size is similar to Tal'Darim, and becomes more fun when you have more bases and bigger armies.
pure 1v1 max size map main to main: around 40 seconds tops features: Destructible Rocks are 200 hp 0 armor (custom) Garages are 200 hp 1 armor (default) Angled hd:+ Show Spoiler +
Description: 2-4 Players Poem features an in-base expansion, with 6 minerals and 1 gas, that is vulnerable from the low ground. The map is rotationally symmetrical with the exception of the centre. The centre has 2 Xel'Naga Watchtowers and 2 High Yield expansions. Cross positions will focus on holding the watchtowers while close positions require careful planning to hold expansions.
Cool map G Wen, this one is definitely macro intended. I'm not sure how I feel about the LoSBs in their current positions because of how the towers overlook them. I like the layout.
Here's something for you. I kinda had to rush it out but I think everything is ok.
Ghostfly Nebula
Description A two player map with a lot of paths and expanding options. The high yield expansion is covered by a destructible building with 100 shield and 500 hp. The building also shows a symbol on the minimap which disappears when destroyed. The bottomright expansion got two rich vespene geysers which a covered by 200 shield/200 hp destructables. The lightbridges are made by "pathing cheating" and everything works (burrow, collossus) except you can't forcefield on them. The cliffdoodads in the middle can't be crossed by cliffwalkers. That's about it I think, hope you'll like it.
On May 09 2011 20:23 EatThePath wrote: So much good food in this thread. I don't envy the judges this month. Like at all. =D
Going to be a sweet motm. I'd like to play if there's a slot.
omne.150 protoss masters
I want a NA account and an obs spot. lol.
The map submission is closed, right?
I had to jump this one mapsubmission. Partly beacuse I figured the competion will be harder than ever and partly due to no time to finish a map good enough. I'm hoping to finish Mar Zera or Core Delta for next month, though (feedback still welcome btw).
Is there any map submission next month at all, or is it just the all-time maps competeting and having a tournament of their own? What a solid map pool it will be!
Also, I want to thank prodiG for this time and wish you good luck in whatever you're spend time with in the future.
I knew competition was going to be harder then ever this month, but really, could not predict it would be this good. Tough month for the judges!
This is quite the collection og high quality maps and the only regret I have towards this is that not enough of these maps makes it really big, like testbug did. Many of these maps are easily as good as those used in tournaments and way way better then the ladder. If Blizzard were to look for new maps and if any bigger tournament would dare to break the trends and use other then the ladder/GSL maps this would be the thread to look.
Anyways best of luck everyone and thanks to iGrok and the rest of the MOTM staff for making this possible.
On May 09 2011 10:02 Shiger wrote: Here's something for you. I kinda had to rush it out but I think everything is ok.
Ghostfly Nebula
Description A two player map with a lot of paths and expanding options. The high yield expansion is covered by a destructible building with 100 shield and 500 hp. The building also shows a symbol on the minimap which disappears when destroyed. The bottomright expansion got two rich vespene geysers which a covered by 200 shield/200 hp destructables. The lightbridges are made by "pathing cheating" and everything works (burrow, collossus) except you can't forcefield on them. The cliffdoodads in the middle can't be crossed by cliffwalkers. That's about it I think, hope you'll like it.
Mapthread coming tomorrow.
I can't help but notice the layout similarities between this map and one of my earlier maps Anger Stronghold.
- Diagonal Mirror Symmetry with bases in two far corners. - Main or Nat with high ground overlooking a possible third. - 5 ground bases on one half of the map touching the edge - 3 ground bases on the other half of the map, one of which being a gold base in the far corner. - tight entrances to "the other half of the map" with the 3 bases.
Anyways, don't get me wrong... your map is plenty unique, doesn't look anything like mine aesthetically - I'm pretty proud of the angle shot I made of that map lol: + Show Spoiler +
In fact I like yours more. It was just incredibly striking (like the third time I looked at it lol).
You might find some interesting discussion in Anger Stronghold's thread about tight entrances to "the other half of the map" with a gold in the far corner. One thing prodiG brought up (that I believe also applies in this map) is that gold base is incredibly out-of-the-way. It's very awkward to attack and very awkward to defend. I mean it's hard to say that it's necessarily a bad thing... but there are better ways of designing the map (in fact I have been planning to try the "diagonal mirror symmetry with bases in two far corners" idea again with my next map maybe).
Explaining why it's "awkward" like that practically deserves it's own discussion thread (would take a very long time). I wish I knew how to fix it, but the only thing I really know to do is just to avoid it to begin with. Not that it's necessarily a bad thing.
Thanks man. I havn't seen that map of yours before but I can see the similarities. I think it's just the right amount of expansions and and layout for that kind of map. When it comes to the gold, it's supposed to be out of the way and obviously the bottomright corner is going to be more contested. I'm fine with it being rarely used and I think it acts more like a spice to the map compared to your more common 3th-4th gold. It's gonna be a bigger deal if someone controls it but the same time it's easy to harass with the high ground. But most of the times I think players are just gonna destroy the building to mess with the opponent's head.
I honestly am not excited for once. I think its because I cant narrow it down to likely candidates, all the maps are so good, there is just too much choice and so im stuck in limbo @_@
On May 11 2011 14:06 IronManSC wrote: whenever i submit a map in a MOTM competition, it's always delayed.. Very very strange...
Well this month started late (which was extra time for us to prepare really ), as I understand it iGrok has basically just been totally busy or something.
Thanks for the update iGrok, and for all your hard work on this competition.
On May 11 2011 14:06 IronManSC wrote: whenever i submit a map in a MOTM competition, it's always delayed.. Very very strange...
IronMan, ha! Now you know! jk jk
I guess I should get back to judging instead of posting here to prevent further delays... :p
Also, how come I don't see entrants posting in each other's map threads? When I'm judging I make a point of staying out of threads for MotM entries to avoid "you said fix X and I fixed it so I should win" even though no one here would do that. But anyway, look over the other entries and jump in each others' map threads and make comments!
I think the secret agenda of MotM that not even the judges know is that everyone is getting better at making maps together. Shhhhh, tell everyone.
The tower in the top left is nice, the blocked gas as well. Lots of little areas covered by smoke=me like.
The tower on the top left lead me to an idea of a xel naga tower, but instead of vision it serves as a sensor tower to the one who controls it, will that be achievable? Other idea is just a neutral sensor that shows movement to both players, would be nice as well.
Gah....I just got back in town to realize I forgot to send the map file to you guys before the deadline. Guess I'll have to wait for the next one. Too bad next month is 5p maps.
The tower in the top left is nice, the blocked gas as well. Lots of little areas covered by smoke=me like.
The tower on the top left lead me to an idea of a xel naga tower, but instead of vision it serves as a sensor tower to the one who controls it, will that be achievable? Other idea is just a neutral sensor that shows movement to both players, would be nice as well.
now that u say it i can see it lol......but it was not intentionally for sure
But I DO wonder if next month will have any map competion except among the final five winners from previous months? A tournament with a map pool like that be a given success, though and I hope it won't be done any other way. Stop spreading rumors like that
i think its wrong to 'pause' it for one month. the final tournament will go for 2 days....and there are 28 left for what..i have like 8 maps laying around and im sure most of the mapmakers have also.
On May 12 2011 08:33 Mereel wrote: i think its wrong to 'pause' it for one month. the final tournament will go for 2 days....and there are 28 left for what..i have like 8 maps laying around and im sure most of the mapmakers have also.
it just make no sense...its so much waiting
Part of me feels that way too, I have... ALOT of maps lying around, gradually getting finished one by one.
But I can only imagine the amount of work that goes into organising this entire competition in the first place.
We discussed maps for almost 2 hours, then one judge had to leave temporarily. We have 3 chosen and 3 maps that are vying for the last spots, so we need to put the panel back together to get it to 5.
On May 12 2011 10:53 dimfish wrote: We discussed maps for almost 2 hours, then one judge had to leave temporarily. We have 3 chosen and 3 maps that are vying for the last spots, so we need to put the panel back together to get it to 5.
Hang in there!
I have an image of a Spock Vs Kirk fight going on when choosing the final map
On May 12 2011 14:04 IronManSC wrote: man oh man, mabye you guys should just do the top 7 from now on, seeing that the top 5 is too difficult for you lol
That breaks the plans for the map pool throughout the tournament. The problem isn't usually picking the top 5 maps. There's usually a few maps that really stand out and are definitely going to be in the top 5, and the debate boils down on how to allocate the remaining slots.
On May 12 2011 14:04 IronManSC wrote: man oh man, mabye you guys should just do the top 7 from now on, seeing that the top 5 is too difficult for you lol
That breaks the plans for the map pool throughout the tournament. The problem isn't usually picking the top 5 maps. There's usually a few maps that really stand out and are definitely going to be in the top 5, and the debate boils down on how to allocate the remaining slots.
I was hoping you'd catch my joke I understand you though.
On May 12 2011 14:04 IronManSC wrote: man oh man, mabye you guys should just do the top 7 from now on, seeing that the top 5 is too difficult for you lol
That breaks the plans for the map pool throughout the tournament. The problem isn't usually picking the top 5 maps. There's usually a few maps that really stand out and are definitely going to be in the top 5, and the debate boils down on how to allocate the remaining slots.
You should hold a sub tournement to decide which of those maps make it into the final 5 for the tournement
Just lets guess the 5: antares777s map prodigs map johanaz map mereel map 5th will be hard but mine wont be in (as far as i know) due to being an bw port
hehe well this is taking so long that we start playing the guessing game. They mentioned 3 maps was initialy decided and 3 fighting for the last 2 spots. I think the 3 safe bets would be Antares, prodiG and Mereels maps, but I'm not really sure about the last ones, there are so many potential winners this month.
On May 12 2011 10:53 dimfish wrote: We discussed maps for almost 2 hours, then one judge had to leave temporarily. We have 3 chosen and 3 maps that are vying for the last spots, so we need to put the panel back together to get it to 5.
Hang in there!
I am almost certain that Antares, prodiG and Mereels maps are the 3 chosen early, I dont see how any of these could have been in question at any point.
We're going to have to change the language in the OP and say "The Top 5 deliberation starts on such and such and goes as long as necessary." This is like a trial and we take the verdict very seriously!
And as for next month:
On May 12 2011 00:53 SpaceYeti wrote:Too bad next month is 5p maps.
On May 12 2011 08:08 Barrin wrote: I thought I read somewhere that next month would be the previous 5 winners making 1 map each, being "auto-finalists".
It's much more straight forward: the winning maps from the previous five months are the Top 5 of an all-stars month. We'll have the players tournament and some community discussion to draw from to decide which of those is a truly outstanding map!
On May 13 2011 01:07 dimfish wrote: We're going to have to change the language in the OP and say "The Top 5 deliberation starts on such and such and goes as long as necessary." This is like a trial and we take the verdict very seriously!
On May 12 2011 08:08 Barrin wrote: I thought I read somewhere that next month would be the previous 5 winners making 1 map each, being "auto-finalists".
It's much more straight forward: the winning maps from the previous five months are the Top 5 of an all-stars month. We'll have the players tournament and some community discussion to draw from to decide which of those is a truly outstanding map!
is it ther winner of that that makes the permanent map pool then? or is it all 5 winners?
Next months maps will be the crusible, marshlands, sanctuarium, the golf course and this months winner. There wont be any submissions next month. If I understood it right.
On May 13 2011 01:12 Archvil3 wrote: Next months maps will be the crusible, marshlands, sanctuarium, the golf course and this months winner. There wont be any submissions next month. If I understood it right.
I have no idea about mine. I did so much testing and balanceing on it to a rediculous degree. It is prbably the most balanced map I have ever madeby a long way . I'm hoping that that will be its strength, but i dont know if that is enough because so many maps are so good.
Twitter quote: "Ready for the announcement? Here it goes: We'll be announcing the complete Top 5 of this month soon!"
My map was a huge improvement from Bel'Shir Walkway a few months ago. Much larger and more open, as well as more bases. I've done a lot of testing and improvements on it and players seem to like it. Big at first, but once you grab a few bases and enlarge your army, it's actually pretty fun! I think the only downfall about it is there's a bit of airspace in the top left and top right, so it encourages drops...
I'd like to see some informal koth style or impromptu 8-player tourneys played on the MotM hopefuls, kind of like FlopTurnReaver sometimes does on EU between the Top 5 announcement and the player tournament.
Play each others' maps, get your friends to play, keep playing on the good ones even if we can't squeeze them all into MotM finalists! This is a good problem to have.
First I'd like to apologize for the long wait. We had some basic issues to figure out. Without further ado or drumroll, here are the Top 5 maps determined by the MotM Organisation feat. the guest judges Silence- and monitor:
This will be the pool used for the 5th Map of the Month Tournament.
For me personally it was the hardest month so far and believe it or not, after the conference when I went to sleep I actually had nightmares about mapjudging and woke up sweating.
There will be more informations and some clarifications plus some awards as soon as iGrok returns from his journey to mordor.
I mean congrats guys well done on making the final 5.
Seriously gr8 job guys, though i am not surpised on the winners. Though im specifically looking forward to the seeing matches played on Curfew, Hysteria, and Void Rift, I absolutely love those maps.
EDIT: Question, will judges be available soon to privately answer questions about specific maps, namely about maps that didnt make it.
If so who should we pm? for me personally I always learn a little bit when I get a response and make a better map the next time round.
On May 13 2011 03:05 Archivian wrote: EDIT: Question, will judges be available soon to privately answer questions about specific maps, namely about maps that didnt make it.
If so who should we pm? for me personally I always learn a little bit when I get a response and make a better map the next time round.
A suggestion - put small images of the top 5 winnign maps in the OP, at the top. This will pull players better since it only takes one look at the OP to tell players it worth to sign up for
As of questions about either judging, scoring, your own maps or even others, you can always contact anyone of the judges via PM, Skype (any messenger you have them in) or ingame, there's no professional secrecy about it, so feel free to ask questions. It's the only way to learn if you don't understand decisions.
yo, i just came back from a bar and im pretty drunk and this has been a pretty weird day, starting with a postit(sp?) from my roommates on my door telling me to clean the bathroom. when i enter the bathroom i find a used fleshlight on the floor. i ask both my roommate but they both denied it belonged to them. actually when i first wanted to ask one of them on facebook i ended up messaging the wrong guy. oops. by now about a dozen people know about the fleshlight story. we ended up throwing it into the thrash because all 3 of us claim it is not theirs. one of them must be very sad now. then i went to the bar and told more people about it and got drunk, and now i guess a few hundred more people know the story. but anyway, mereel i really had like 7-8 maps on my list that would surelike make it into the top5. gotta expand the map pool! mappers are getting better constantly :D i gotta go pee and sleep and watch arrested development as i fall asleep!
On May 13 2011 08:11 lefix wrote: yo, i just came back from a bar and im pretty drunk and this has been a pretty weird day, starting with a postit(sp?) from my roommates on my door telling me to clean the bathroom. when i enter the bathroom i find a used fleshlight on the floor. i ask both my roommate but they both denied it belonged to them. actually when i first wanted to ask one of them on facebook i ended up messaging the wrong guy. oops. by now about a dozen people know about the fleshlight story. we ended up throwing it into the thrash because all 3 of us claim it is not theirs. one of them must be very sad now. then i went to the bar and told more people about it and got drunk, and now i guess a few hundred more people know the story. but anyway, mereel i really had like 7-8 maps on my list that would surelike make it into the top5. gotta expand the map pool! mappers are getting better constantly :D i gotta go pee and sleep and watch arrested development as i fall asleep!
Also, congratulations to the Top 5 and I finally responded to everyone I had a PM from for feedback. Don't be shy if you want to know!
I did some writing while judging. Feel free to look through at map comments.
Coruscant – I like the doodads. The textures seem to repetitive to me, I don't like how its all a grid. Nicely done doodad details though! The layout is pretty standard, I would like to see a bit more interesting expo line (more variety in expansions in terms of openness). The Xel Naga Towers will make things a bit more interesting, but in general the expo layout could be improved-
The 4th and 5th (side expos) are too close to be split between the players. This means that two of the expos on the map are basically unusable, unless players split the map really weird. The third's single wide ramp is going to be so hard to use, holding the third will be hard. If you keep your army in the open space outside the natural, you're right next to the opponent. That will create games that are extremely unforgiving with the 3rd to 3rd rush distance. In the future, consider how each player will expand, and make sure it can be done without coming in too close proximity to the opponent.
Arreat Crest – Nilfhelm glitches on my computer, so I couldn’t see the aesthetics . They look pretty nice in the overview though, so I’m scoring it inbetween (7). It could use more texture variety around the map in general, and probably some more doodads to spice it up.
The layout looks nice in cross positions, but is too choked. Late game, there just isn’t enough room to maneuver your army around the map (200/200 zerg?). Vertical positions are okay at first, but destroying the back door creates extremely short natural to natural rush distances, breaking the map. Horizontal positions are extremely awkward with the middle third, which is too cut off. I would like the middle to be redone to allow more flow, and have more open space/pathways- you could probably remove the middle high ground expos and add ramps up to it. Nice space management though, you have the idea down.
The Machine II – The aesthetics are really nice. To nitpick, the natural has too many straight lines, and is a bit bland; you should add some more contrast there and some more doodads in my opinion. I don’t like how the high ground areas are raised even more, it’s really confusing and makes the camera seem close. The texture dirt pathways seem to forced to me, and distracting from the map because it appears less open than it is. The middle seems cool and creative, but I don’t like the vine strings; they’re kinda ugly.
Balance wise, the space management could be improved. Right now, the middle is the most open part of the map, but it is probably the least used, since the expos are around the outside. The High yield and the 1gas expo next to it are too close, and will encourage turtling because there isn’t space for a ground army engagement. The two top expos have really forced pathways that don’t allow for much army movement, especially with the two tiny ramps leading to the middle. Check out some Brood War maps and take a look how they manage their space (i.e. How much space exactly should be here? Does this area need open space? Does this area need a choke? Etc.)
Road to Remembrance – I remember this map! I feel like there needs to be some more natural cliffs, since most of the texture is grass/dirt. The arch doodad outside the natural is really cool, but I actually thought for a second you could pass it. You might want to put a tiny gap between the bridges to not confuse players. Other than that, the textures seem pretty solid, but are a bit boring. I would like to see some sand or variation on the current textures.
Considering the in-base natural, close third and 4th, and long rush distances, it’s really easy to turtle on this map. You can currently siege the main’s gas from the 3rd, and you can siege a small portion of the in-base expo’s mineral line from the high ground. Both of these seem to favor Terran, as well as the easy use of planetary fortresses around the 3rd and 4th. If you want to keep working on it, I would like to see more spread out bases that didn’t encourage turtling. Overall, nicely done though!
One Must Fall – Wow! This is the first Shakuras map I’ve seen that looks beautiful. Nicely done! I don’t really have any suggestions except maybe make the HY plateau’s man-made, to make it more diverse in areas.
Right now I see a really definite pattern of the first four bases (natural, high ground 3rd, High Yield). I feel like after that it gets a bit iffy. If you take the low ground 5th, its really close to your opponent’s main. If you take the middle expo or the other lowground base, then its too close to the opponent’s high yield. I’d like to see you work out a way so that the map can be split both ways (like Carthage), and still get to 6 bases each.
Note: You can get vision from the middle high ground pod, place a pylon at the low ground 5th, and warp in to the main. I’d just add LoS blockers on the edge of the main, but I will have to dock you in Intangibles .
Near the Gates – The aesthetics on this map seem solid, but they’re really bland. I’d like to see some more interesting colors or views. Some of the areas would really look nice with more doodads too. Take a look at prodiG’s “iCCup Destiny” if you want to get some ideas with the same tileset.
The layout is really standard, pretty good in terms of balance. The high yield is really choked, which will make static defense (especially Planetary Fortresses) too powerful. You might rework that area to have more space. In general, there isn’t a lot of room for maneuvering anywhere. I think all races would have a hard time moving a 200/200 army, especially Zerg getting surrounds. The main place to keep an army is outside the natural, but I feel those areas are too close to the opponent. The rush distances are so short, making a mistake will cost the game.
Curfew – The aesthetics here are pretty nice. I like your texturing. The doodading could use work though. I think more vegetation (trees, plants, vines, etc.) where the grass is. And then more doodads in the man made section, such as ground props, rocks, pipes, hatches, etc.
The layout is nice, pretty simple. I’m not sure how I feel about the two high ground 3rds (top left) being so close. It makes it hard for each player to hold their own. In general, nice use of open space and chokes. The low ground third (right outside natural) might be too easy to hold, maybe consider reworking that. Right now it’s really close to the natural, pretty choked, and doesn’t have many harass opportunities. Otherwise, nice map!
Excousia – The aesthetics here are sorta cool, but really bland. I’d like to see you try to add some different looking areas, maybe more grass or rocky? There could be more doodads too, its looking really empty. Some more rocks or dead trees would fit nicely I think.
Your concept is really cool. Honestly, I like it a lot. The problem is that everything seems to be enlarged. To start, the main is bigger than it needs to be. It should definitely be shrunk a little bit, so Zerg doesn’t have to use 3 tumors to reach the natural. The backdoor path is quite long too, it could definitely be reduced in length. Then the middle of the map won’t be quite as massive too, because right now it’s like Python. The map could also be shorter horizontally. So overall, cool concept, but shrink it a bit!
As a final note, please change the mineral lines. Take a look at any Blizzard map or iCCup map and copy the minerals- Right now on Excousia they look really weird being the same minerals and straight lines. It is just really unappealing for some reason haha.
I don’t want to discourage you, because I love the concept. Glad you submitted it!
Hysteria – I like the creative tileset, nicely done. Overall, the textures are nice. My only gripe is that there is really nice potential for a ton of doodads, and you haven’t yet taken advantage of it. Try searching through the entire doodad list, and mess around placing stuff.
I like the layout. I think the 5th is a bit close to the opponent, but it will probably be okay since the map is split down the side. The third expansion is a bit too turtley, but won't be too bad for balance. The natural is a bit awkward, since the main choke is so far from the backdoor. Some of it seems a bit small, I'd like to see each area slightly enlarged. Really nice overall!
Volcano – Sweet aesthetics! I’ve never seen a good use of Typhon and Tarsonis, really good. I like how the trees blend in well- although make sure not to overdo it. You might consider making some areas more rocky, instead of the whole thing being mostly trees. The manmade pathways leading from the main to natural isn’t my favorite, it looks weird and sort of out of place. Maybe make those patches of manmade, and include some patches of man-made cliffs?
My main concern is how forced and choked a lot of the paths are. The paths leading around the main are fairly wide, but have no options for troop movement. This will make maneuvering a 200/200 army quite impossible, and also make forcefields/Planetary Fortresses/siege tanks very powerful. However, I think this issue is sort of unavoidable with the main set-up you have now. In the future, definitely try to avoid this imbalance.
In vertical positions, the main to main distance is too short when you break the back door. Horizontal positions the pathways are to small to use nicely. Cross positions has a too long ground distance. It is really long- and the air distance is so much shorter, counter attacking will be quite hard.
I noticed the mains can be sieged from low ground. On maps like Shakuras Plateau, its not an issue because its easy to get to the tanks. Here however, the distance around your main is quite long, and will make early tank play very hard to deal with. Again, just something to avoid.
Ithaca – Sheesh, prodiG. You make my computer lag on the lowest settings lol!! The aesthetics here blow me away. I like how it is artful, and looks good in-game. Honestly that giant shark is scary. I think the lightening garden is the weakest, just because it doesn’t seem really fitting. Not complaining though.
Balance wise, I like most of it. Outside the natural seems a bit choked to me, big armies will be really clustered. The 3rd and 4th also seem really tight to me- really easy to put a Planetary Fortress on. Since the gold is closer than the normal third, you might consider switching them so Terran won’t dominate with the planetaries. The middle seems open, but Terran can push along the sides so easily. I’m mainly concerned that this concept and expo layout will favor Terran.
Lighthouse – Lol, the lighthouses. The people have to walk under water to man the lights? Unfortunate … I like the diverse use of jungle textures. I think there’s too much rock in the bottom left, it’s kinda hard to look at being so bright and shiny. In general, it seems a bit sloppy, but maybe that’s what you wanted. Try to avoid straight lines, especially near the watch tower, when it’s organic cliffs.
I don’t like the layout very much. There are so many expos, and none of them are any different. The choice of thirds is really going to favor the aggressive race, since Zerg almost always has to expand away from the opponent. You want every expo to feel very unique in terms of openness, harass, location, level, etc. The expos here are just located in different places, but have identical feels. Take a look at the 2 player Brood War pro maps, or check out the map iCCup Travin by Superouman (new, search ‘iCCup Map Team Update”). On a different note, on Lighthouse there is a good amount of open space and chokes, very nicely done on that regard.
The map is very rectangular, which can be a problem in 4 player maps. Vertical positions have very close air positions, and makes counter attacking very hard. These spawns are also very choked in the middle. Horizontal positions have a really long rush distance, and the map is cut very narrow through the middle. Cross positions has an extremely long distance (too long), and will really encourage turtling.
Shadow Fury – Man, that minimap is trippy. I like the textures, they’re nice; although, it is too dark and a little disorienting in places. I feel like most of the doodads are nice, but your dead trees don’t really work. They’re placed in weird spots that block some important building area (static defense especially), and they also mess up pathing. Also, on low settings, the doodads actually look really bad and stick out (particularly the red vines and trees).
I feel that the layout has a lot of small problems. The natural is going to be hard to hold, since units can slip past the rocks at the 3rd (hellion or other runby harass) and pylons can warp in all over the place. It's also only 1 gas, which will ruin any builds players have. The long rush distance will make players want to expand, most likely turtle. The watch tower makes it really easy to hold the 4th, and the 3 gases will make it ridiculous, especially because its ramp is only 1x wide. The two side expos are too close, really no point in having both. They are both really choked considering that they’re your 6th and 7th base. Overall, there are far too many tight paths and choked expansions. Having too many pathways makes runby harass too easy, and makes air too strong. Finding the opponent's army and engaging is also too hard.
Mount Terrorat – Nice textures! I would like to see the bricks end at a sharp edge, especially around the natural. In general, I don’t like painting the pathways with dirt, because it just looks bad. Great doodad work imo, I like the trees, flowers, and rocks.
The first minor issue I see is that the top natural is walled with 4 supply depos, and the bottom natural takes 3.5 supply depos. This isn’t a big issue, but something to avoid in the future. At some points in the central lava, you can walk into it. This is really weird, but not a big issue either. Just something else to avoid!
I’m not a fan of how tight the first 5 expansions are. They’re really close and really easy to hold, especially being so far away from the opponent. You should consider reworking this area to be less turtle favoring. The low ground third is really cool though, keep that! The middle of the map is really big, but really useless. The problem is that it doesn’t need to be controlled to get map control. The open space is nice, but isn’t really helpful in its current You should either a) change expo layout to require center map control or b) shrink the center.
Void Rift – Really impressive creativity with these textures. I like it! I notice that the bottom and top middle expos have some bad looking straight lines in the textures, because they look pretty unnatural. The circular brush also looks incredibly strange on the Typhon bricks, I would prefer if they cut off abruptly using the rectangular edge. I’m concerned the map will be too dark, and it’ll hurt players eyes. We'll see though.
I like the natural set-up, but the vertical positions are really bad because of the backdoor. The rush distance from natural to natural is just so short, it’ll make macro/expanding builds really hard. The path behind the High Yield is definitely too choked off, it doesn’t offer any routes for escape of surround. In general, I would like to see the whole map opened up. If you don’t want to add more open space, just add some ramps or small pathways that will help run-bys and surrounds.
Some truely amazing pieces of work here! Particularly interested to get on and give Curfew a go..... Will suggest it to a mate, and not let him know about the 3gas expo The only problem is lack of Support for SEA. How do I go about getting these maps up on my home server? And whats the kosher with that? Do I ask permission? Or are they free to upload wherever provided you don't edit/mod them to claim ownership?
For a first submission this already looks really cool
Unfortunatly I have to say that, because of time problems we have due to an extremely short scoring period, a pool got created with only 15 maps that we thought had the best chance to make it into the Top 5 from which your map wasn't part of. So there's no scoring available for your map.
A reason for this is that "Desert Oasis"- style maps aren't very popular, at least within the judging panel. Also there are a lot of veery tiny chokes that would make it really hard for Zergs.
So even though I can't tell you any scorin I'd still like to say that we hope you keep on making and sending maps because obviously you really know how to work with the editor and I'm sure next time you'll make it
Divided Solution was the first map I posted for a MotM I'd like to know the score it got, thanks.
corak
The Zerg choke problem, uhm.. ok, if you think so. Never had that problem when testing. But saying: Uh it looks like Desert Oasis therefore it must be bad!?
Don't get me wrong Desert Oasis is a horrible map! But not every map with inward bases has to be D:
But with that many maps (28?) it must have been hard...
Edit: Just saw Vulcano got a score. I'm good then^^
On May 13 2011 10:02 BrahCJ wrote: Some truely amazing pieces of work here! Particularly interested to get on and give Curfew a go..... Will suggest it to a mate, and not let him know about the 3gas expo The only problem is lack of Support for SEA. How do I go about getting these maps up on my home server? And whats the kosher with that? Do I ask permission? Or are they free to upload wherever provided you don't edit/mod them to claim ownership?
On May 13 2011 17:12 Corak wrote: Don't get me wrong Desert Oasis is a horrible map! But not every map with inward bases has to be D: [...] Edit: Just saw Vulcano got a score. I'm good then^^
Hum yeah but Volcano got a bad score on balance for the same reasons, we'd better just make the general layout more standard next time and focus more on small things and aesthetics.
On May 13 2011 09:47 monitor wrote: One Must FallNote: You can get vision from the middle high ground pod, place a pylon at the low ground 5th, and warp in to the main. I’d just add LoS blockers on the edge of the main, but I will have to dock you in Intangibles .
Gosh dat race really annoys me. The space where you can blink / warp is just wide enough to blink in / warp in one Stalker ... just gonna add some doodads there to prevent this. Changing anything else will take time (and for bases also an idea ^^).
//edit I'm also not sure if chaning the HY area to a man made area really looks good. Currently i like how the map looks with the clear mains and the small man made area around the XWTs. If you've any good idea how to change the 5th expo please ellaborate ^^ Mid expansion will most likely stay the same because it allows to grab this as 3rd if you really want to put pressure early on / denying the 4th (HY) of your opponent.
Average Scores for One Must Fall Balance: 7.6 Aesthetics: 8.4 Intangibles: 6.6
Hopeing you wouldnt patch that dezi, us toss need space like that
I need to ramp up the looks of my maps , plus the sizing. Sucks im on a really really bad pc, everythings so zoomed in, its hard to determine what 'normal' resolutions see.
On May 12 2011 08:08 Barrin wrote: I thought I read somewhere that next month would be the previous 5 winners making 1 map each, being "auto-finalists".
i feel it's a great idea = 2 months for a map is somewhat perfect You get to tease, motm org thread is ze place to do it
This pit could be boring but instead it looks so good I'd get tower vision just to stare at it while my natural mineral line gets destroyed.
The edge of Coruscant is 7,000 times more kick ass than the CENTER of The Shattered Temple.
There could be plain cliffs here, but Mereel took us to a new level! Notice the doodads that have "ignore footprint" enabled and they've been positioned inside the cliff but sticking out of its side: this is a great way to break up repetition in your map. Also notice doodads are small and huge and whatever size they need to be to create a GREAT look. And if I'm not mistaken, some of these doodads look custom made...
An Island Base... In the Center?! on LoS_Terror + Show Spoiler +
This is no pansy hidden island expo.
Islands have been put in the center of maps before, but its a tricky thing to pull off. First of all, you want it to be big enough for a base and some other buildings or units, but small enough that the gap it makes in the map is not a 10-mile detour. WniO (Volta on Bnet) has basically made the tightest competitive map layout with an island in the center I can imagine. And if you want more maps that will boggle your mind and make you play in a new way, look at WniO's previous MotM submissions (1, 2, 3, 4).
A Solid Use For Destructible Towers on Ithaca and Coruscant So prodiG came up with some destructible towers on Destiny and it is certainly a very cool idea on its own. Towers provide sight, but if you can't control one you have the scorched-earth option of killing it and retreating so it won't scout your future movements.
It appears prodiG and Mereel simultaneously, like mapper versions of Newton and Leibniz, came up with an elegant evolution of the destructible tower. If you block a gold base with a destructible tower there is an awesome information versus income choice. I love it! AND, if you believe in your ability to kill a base going up at the gold, you might even dart in and kill your opponent's tower! This is a cool and interesting option, because you would NEVER kill the rocks at your opponent's gold on Xel'Naga Caverns, would you? No, but if that rock could see your attack coming, well, now we have a cool dynamic going on here.
Doing Something Different With The Same Old Stuff on The Machine II + Show Spoiler +
I love those vines crawling around.
Those spires are a tinted, scaled, randomized version of one variation of "Space Platform Archway Large."
How can an underwater pipe LOOK SO GOOD?!
I feel like I am not using the same editor as Archivan; but these amazing visuals pop out of the monotonous fog of resources all of us have access to. This is another amazing example of how creative and effective the look of your map can be if you explore what the editor can do.
Go poke around and play customs on these and other MotM submissions that have been published in your region!
Love the write ups. Its very helpful to see what some of the thoughts are on each of the maps and what works and what doesn't and what really stands out.
I should also add: if you play some good games or find a nasty abuse on a custom map, please take the time to send the replay to the author. I'd love to get that message personally, but also finding out what works and what doesn't for custom maps relies on sharing the data.
There is a motm channel that has people in it occasionally. If you want some games maybe jump in there and post an alert. I used to have 'motm' auto-join but I think the last patch wiped out my auto-join list or something.
Yes, since prodiG took his pregnancy leave or something.. not completely sure actually.. I took the resposibility to look after his first creation which is
Besides the fact that every MotM Staff Member misspelled the name a little bit different each time, this map also features very unique use of Destructible Rocks and earns this months Dustin Browder Award.
Let me ask you something. What is better than one entrance into a natural? Two entrances. What's even better than that? How obvious, three entrances of course because, who in this world likes safe expanding? Exactly. Zergs!! So what can we do to not make them cry about it? NO PROBLEM!! ADD SOME ROCKS!!
To be fair I have to say that those are actually Destructible Debris and not Rocks, but not only is the word "Rocks" easier to pronunce but also are we very tolerant and don't want to descriminate those poor Debris.
So congratulations to FourChanXD for making us fellow Zergs feel a little bit more safe each day. Also I don't really play Zerg.
"What is this about now?" You may ask yourself. "Is it Friday already??" Well actually here it is right now. But it doesn't have anything to do with the days of the week. Neither does it with occupied seats in a car. No.
Every month there is at least one map that is so fresh and original that we really get excited about how it will play out in the tournament. Maybe because it uses some totally new features or because it has a very unique layout. Have you ever seen a map like the one by Antares777? Well I haven't and most certainly neither have you. I myself watched the progress of this map from the first presentation until now and I have to say that a lot happened since then and it only got better.
I'm sure I'm not the only one looking forward to seeing this map beeing played by some of the best players this game has to offer. Congratulations to Antares777 to the Rebecca Black Award for this very innovative and also beautiful looking piece of work.
Yes it is true! This is actually the overview of a Starcraft 2 map and not a picture from an other terrible George Lucas movie! I have to admid that I myself are a big fan of integrating a certain topic into a map and creating the aesthetics according to it. Also I'm a huge Star Wars fan. This however doesn't have anything to do with me being bias. I would almost label this as a beautiful piece of art. Isn't it just amazing how many cool details you can find on this map? I forgot to ask the creator about the time he put into the doodad work alone but I'm pretty sure he spent quite a few hours on it.
That's why I'd like to give this very honorable Themepark Award to our valued fellow mapmaker Mereel. And please, I beg you, go to the thread for this map (which you can find here) and take a look at the other aesthetic shots of the map. Have you ever heard people talking about the "distracted by beauty while playing" issue in Starcraft 2? Well here we have the perfect example for it.
Congratulations Mereel and please keep doing what you're doing because it's just what we need.
I just noticed that there's actually no form of result publication of this tournament, so I'm just gonna give a quick roundup.
The MotM#5 Round of 16 was played on Saturday the 28th of May and the quarter- /semi- and grand finals on Monday the 30th of May. In the grand finals it came down to Maker facing DdoRo in a very exciting best of 5 series which ROOT.ddoro take with a close 3-2 win over his opponent. He therefore earned the prizemoney of 100$.
We'd like to congratulate this months winner for his achievement and thank him for his constancy in our tournament.