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News Silver Sands and other maps being featured on the IPL Cartographer. Check it out at http://www.twitch.tv/ignproleague !!!
MotM May Results
Judges Panel
monitor - ESV Mapmaking Team - Creator of last month’s winner Afterglow Timetwister22 - ESV Mapmaking Team - Creator of last month’s second place Tanzanite wrl - TPW Mapmaking Team - Creator of last month’s third place Peaks of Alamar Nightmarjoo - TLMC Judge - Veteran of the BW/SC2 mapmaking scene *Archvile had to sit this month out due to time constraints.
Top Five in no particular order TPW Silver Sands By Meltage
Silver Sands demonstrates a solid layout, but with new features too. The third expansions are a point of much contention- they are vulnerable from the same attack path into the natural, and also a "backdoor" pathway. They are positioned below central highground that makes map control important, but not too much because the base is out of siege tank range. The center expansions provide an easily defended expansion but it also close to the opponent.
The primary concern of the judges is that the main ramp can be walled with 1 barracks and 1 supply depot, unlike the normal 1 barracks 2 supply depots.
Towers should be removed imo. -Nightmarjoo
Overall not enough interesting concepts, but its fairly solid. -wrl
Abode By Namrufus
Abode.. it is hard to even begin analyzing this map. The expansion progression opens up more vulnerabilites as you go- something always nice to see in maps. This map also have very clean and careful construction, between nice aesthetics and a well thought-out layout. One of the coolest parts is the small path near the main- it can be used for harassment against the opponent's fifth.
The judges had two major concerns for the map. First is the pathing from natural to natural. Units actually take the small lowground path instead of the highground, and bigger armies split up. This can potentially cause a big mess in the middle of the map and isn't generally considered good pathing. Secondly, the highground 1gas base isn't really necessary and doesn't add anything to the gameplay. Most of the judges would prefer if it were removed and the fifth base was moved closer or redesigned.
I think this might be the only map that actually introduces some strong new concepts, while there are features I don't like, its my favorite overall. -wrl
Golden Valley By Gfire
Golden Valley's strong point is that it has almost perfect balance using rotational symmetry without being too boring. The execution of the concept- circular expansions- is very well done. While it may not be the most interesting, we want to reward careful and precise mapmaking like this.
The judges didn't have any major balance or bug concerns, only that the map was almost too generic to be picked for top five.
Yo Dawg heard you like circles, so we put 3 sets of circular paths in yo map so you can expo in a circle while you chase your enemy in a circle while he expos in a circle - nightmarjoo
I really like how solid the layout is, but it defeats the purpose of a rotational map, being that each spawn location is essentially identical. - wrl
TPW Doomsday By Ragoo
Doomsday was among the most controversial maps for the judges. Some of us really liked the new features, while others (*cough* NMJ) thought it is neither innovative or well made. The map made it in top five because it was one of the only few that received recognition from 3 judges that it is playable and good enough for top 5, relative to the rest of the submissions.
The biggest concern among the judges is that it may be, again, too standard. The layout uses themes we've seen in many maps and has a very linear expansion progression. Additionally, some of us are worried that the natural could prove to be imbalanced because of the overlooking highground.
The center is pretty sick. I love the dynamics it adds for controlling the expansions. It can also be used for contains without being too powerful imo. -Monitor
Dark Shines by ArcticRaven
Woahhh... trippy and cool! This map shows us a solid layout, an interesting island at the top left, crazy aesthetics (way too bright though), and nice proportions. Despite its linearity in the expansions, the large size and long distances almost make up for it.
The judges all agree the map is too bright- it needs to be changed for competitive play. However this isn't too big of an issue to keep it out of top 5!
I think the lowground expo between the nat and bottom right expo should probably be removed; map is ok -Nightmarjoo
The nat-nat rush distance is a straight line... but the rest of the map has a nice flow to it and I like the use of highground in the center areas. -Monitor
We will be providing writeups on specific maps. Please request them in this thread if you wish- though keep in mind we may take a few days or more to respond because the judging process is merely volunteer and to help the community. Thanks!
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I don't see my map. I am outraged.
Really like Doomsday and Dark Shrines!
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Firstly, nice job on the formatting of the results, btw. I like the little reviews of each, it's put together in a very helpful but to-the-point way.
It's an honor to have my map placed among these other four. They are great maps. I've liked all of these since originally seeing their entries (Dark Shrines less so because I couldn't bring myself to look at the overview extensively with that lighting.) I would like to review in depth in the future, but right now it's so hot in my room I cannot begin to think.
Really happy to place this time. ^^
Lol, who would've thought I would be successful for my map being well executed but boring? "Almost too generic to be picked for top five" was the last thing I would expect to be said about one of my maps. It of course is quite fitting for this map, but I always tend to go so far in the direction of innovative to the point of brokenness, this is an odd position to be in.
I was actually completely out of my comfort zone for this map. It's actually my first 4p rotational map in a very long time, and I spend almost no time thinking about 4p rotational map concepts, which is why this map has such a boring concept and lack of positional variety. In the future I want to make maps with some variety in the rotational positions, and that's something I'll try to think about moving forward.
While I was essentially "successful" with this map, I understand there's a long way to go I will hope to improve in the future and push mapmaking forward in terms of quality standards and innovation while trying to solidify my own style.
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On June 01 2012 08:04 iGrok wrote: Dark Shrines! I made this misspelling too.
Trust me, it won't end well.
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Congratulations to the winners.
And if i can have a writeup about my map (Fantazy) I'd love to read it.
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I thought it was dark shines, but I naively assumed that the judges knew what they were talking about.
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On June 01 2012 09:05 NewSunshine wrote:I made this misspelling too. Trust me, it won't end well.
Haha oops. Thanks for pointing this out, fixed.
On June 01 2012 09:11 fenX wrote: Congratulations to the winners.
And if i can have a writeup about my map (Fantazy) I'd love to read it.
Sure! We'll have something soon.
On June 01 2012 09:11 Gfire wrote: I thought it was dark shines, but I naively assumed that the judges knew what they were talking about.
I am flattered unfortunately I am just a human too
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Why was the new version of Doomsday used for judging, rather than the one that was submitted? You are favoring certain mapmakers over others, and that's not good for a competition that is supposed to be fair.
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I think Silver Sands is beautiful, reminds me a lot of Blistering Sands, which, although it was a shitty map, carries with it some hint of nostalgia.
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Thanks guys. Congrats to all. I would appreciate a write-up on my map Aiur Refuge please.
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On June 01 2012 09:25 Timmay wrote: Why was the new version of Doomsday used for judging, rather than the one that was submitted? You are favoring certain mapmakers over others, and that's not good for a competition that is supposed to be fair.
They've always said that new versions can be submitted at any point in the process? Something along the lines of "changes can still be made after the deadline but we'd prefer it if you didn't" isn't it?
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On June 01 2012 09:25 Timmay wrote: Why was the new version of Doomsday used for judging, rather than the one that was submitted? You are favoring certain mapmakers over others, and that's not good for a competition that is supposed to be fair.
Don't worry, you can trust me when I say the judges are here to fuck over mapmakers. We don't pick maps unless we like the mapmaker and he is on a map team.
In all seriousness, yes we wanted to use the updated version because 1) the author went to work to make the update after he was given feedback, 2) its Map of the month where we find the best map of the month, and it was merely and update to his submission, which we decided to accept. I understand that it may be "unfair" to accept an update after submissions close, but motm is pretty loose with requirements right now since there isn't any prize and there isn't any tournament. I don't really understand why you're upset that its unfair- it isn't a game really.
Also we did most of the judging before the update was released.
On June 01 2012 09:28 tehemperorer wrote: I think Silver Sands is beautiful, reminds me a lot of Blistering Sands, which, although it was a shitty map, carries with it some hint of nostalgia.
The aesthetics are similar, in a good way. I don't think the layouts are very similar though.
On June 01 2012 09:31 MarcusRife wrote: Thanks guys. Congrats to all. I would appreciate a write-up on my map Aiur Refuge please.
You got it, comin up.
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On June 01 2012 09:40 monitor wrote:Show nested quote +On June 01 2012 09:28 tehemperorer wrote: I think Silver Sands is beautiful, reminds me a lot of Blistering Sands, which, although it was a shitty map, carries with it some hint of nostalgia. The aesthetics are similar, in a good way. I don't think the layouts are very similar though. I guess they're similar as far as the metal high ground sections with watchtowers and the thin lower ground in between. Also the low ground bases in the corners, similar to the golds on Blistering. I don't think they would play out anything like each other, but I see the similarities.
Not sure why I even bothered to identify it though. Maybe I just like hanging out in this topic.
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as usual, in b4 monthly salt!
Congrats to the winners! Some solid stuff here boys.
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Not sure if only map owner can ask but I would love to hear about Prophets Passage.
Congratulations to the winners :D Awesome stuff over there.
Special love to Dark shines, though i think you made the aesthetics(lighting) on acid ^^
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Nice, congrats!
I agree in part with all of the choices, minus doomsday :S I'd like to hear what NMJ thought about it
Imo there were tons of maps that could fill the void of that one not saying it doesn't look great, it does!
all the other maps 100% deserve the win, a little iffy on Golden Valley but mainly because we've seen the same concept many times before
GG to all who submitted!
Edit: My top maps + Show Spoiler +Pegasus Silver sands OZz Vaha Psycho Abode
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they need to remove the map makers name off the maps and have a real judgement, have one person collect all the maps and hand them out anomyously to the judges or this MoTM will just be as corrupt as congress.
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On June 01 2012 10:53 Broodie wrote: all the other maps 100% deserve the win, a little iffy on Golden Valley but mainly because we've seen the same concept many times before
Mind elaborating? What do you see as it's "concept" which is the same as other maps? Cause the map's original concept was built up out of everything about the map which is nonstandard, to be honest. Though I agree with you, the overall impression you get from the map is fairly simple and nothing very original. I guess it's the technical details and layout features I thought of to bring the basic layout to life that I thought was the highlight of the map, but they aren't the sort of thing you notice at first glance, nor are they particularly revolutionary, I just liked them and I thought they gave character to the map.
That's also why I was experimenting with alternative watchtower placements, which were pretty cool but sadly deteriorated the play ability of the map.
Always nice to hear the opinions of people who didn't make the map and are sort of reverse engineering it to get an impression of the map's concept or just the map overall.
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As always, would love some feedback on my map, oZz Vaha.
Really happy to see Silver Sands and Abode on the list!!!
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On June 01 2012 11:36 Gfire wrote:Show nested quote +On June 01 2012 10:53 Broodie wrote: all the other maps 100% deserve the win, a little iffy on Golden Valley but mainly because we've seen the same concept many times before
Mind elaborating? What do you see as it's "concept" which is the same as other maps? Cause the map's original concept was built up out of everything about the map which is nonstandard, to be honest. Though I agree with you, the overall impression you get from the map is fairly simple and nothing very original. I guess it's the technical details and layout features I thought of to bring the basic layout to life that I thought was the highlight of the map, but they aren't the sort of thing you notice at first glance, nor are they particularly revolutionary, I just liked them and I thought they gave character to the map. That's also why I was experimenting with alternative watchtower placements, which were pretty cool but sadly deteriorated the play ability of the map. Always nice to hear the opinions of people who didn't make the map and are sort of reverse engineering it to get an impression of the map's concept or just the map overall. I'm not broodie, but I think I know where he's coming from. The concept seems like it isn't new because it's built out of a lot of very normal things. Equidistant thirds, central watch tower, high ground near center, gets more open near the center, mains in corners, those types of things. Personally I think most of those are good things and you did a great job of high lighting the good aspects of those features. Overall, yours was a very good execution of a pretty regular concept in my book. There was some variation like you discussed and some newer ideas but most of the ideas are tried and true. Which in my opinion just makes it a very solid map, if not one that changes the "map-making metagame."
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