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On June 01 2012 12:22 RumbleBadger wrote:Show nested quote +On June 01 2012 11:36 Gfire wrote: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." Well, I definitely want to be someone who changes the map-making metagame, so I'll try to do more of that in the future. Now I've gotten a better understanding of 4p rotational maps so I'll try to come up with more original concepts. Thanks for the detailed review.
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On June 01 2012 07:44 monitor wrote: Abode By Namfurus
wow! I was not expecting this! I'm really pleased that you would choose this map for the top 5.
The split paths thing is going to be tricky to fix. in order to have the center path the shortest the only simple solutions I can see have to either tightly constrict the area near the north/south LOS blocker lines (next to the high ground pod ramps) or change the orientation of the ramps on the pod to face the nat entrance squarely, both actions probably have nontrival consequences for how the middle works.
Now I'm really afraid to change the map and ruin something... haha...
Most of the judges would prefer if it were removed and the fifth base was moved closer or redesigned.
do you have any suggestions about how close it could be moved?
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Thanks for all of you guy's hard work administering MOTM! I especially like the large amounts of explanations for each of the top 5 this month.
and of course congrats to the other top 5! I really like Silver Sands.
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oh yeah, and another typo: Namfurus :p
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My next comment was going to be what Rumble just said above me, if you took out "I'm not Broodie, but..."
It's a very solid map, and very well done, and I have no quams over any aspect of it, it's just that it feels like we've all subconsciously played on this map many times before.
Never-the-less; Congrats!
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On June 01 2012 11:34 gfever wrote: 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.
...I don't think the judges share much in common with congress, we're doing this for fun, to help other mapmakers, and to increase our own understandings. Also when we go through the judging process, we have a list of map images with NO author or team prefixes. I really don't think its an issue... a good map is a good map regardless of the author or team they're on. We all know that.
[edit]
The judges will be going through the thread to find map feedback requests, and we will do writeups shortly.
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On June 01 2012 12:29 Gfire wrote:Show nested quote +On June 01 2012 12:22 RumbleBadger wrote:On June 01 2012 11:36 Gfire wrote: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." Well, I definitely want to be someone who changes the map-making metagame, so I'll try to do more of that in the future. Now I've gotten a better understanding of 4p rotational maps so I'll try to come up with more original concepts. Thanks for the detailed review. Oh, I'm confident you will change the map-making metagame. You're one of the mappers that when I see a new map that's made by you, I know it will be a cool map. You're not yet one of the "famous" like monitor or barrin but you're getting there. I always like to watch what you do with your maps.
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I don't have time to do a write up about every map right now, but I will say that this seemed like a very close competition from my perspective. There are at least 5 more maps that I think were close contenders for top 5 positions.
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So I wouldn't normally post my complete personal rankings, but I'm not a fan of the motm being posted without any official rankings. So if I was the sole judge of motm these are my rankings:
1. Golden Valley 2. Silver Sands 3. Auir Refuge 4. Dark Shrines 5. Vaha 6. Abode (if it had changes) 7. Prophet's Passage (if the second corner expo (the 7th base) was removed) 8. Nature's Hold 9. Opernicus
I originally had a 10th map, but upon testing it found it to be horrible; I never found a replacement 10th map. Since I have nothing good to say or any suggestions to make about this map, I will omit it.
Vaha's placement is fairly arbitrary. The map isn't uploaded on NA, I don't have any other sc2 regions installed, and the author didn't submit the map file to the motm submission email. So I couldn't play the map, so I couldn't compare it as accurately to the other maps. I expect that I'd like it more than Dark Shrines, but I was able to test Dark Shrines and it felt ok in-game so I've ranked it higher. My initial thoughts of the map were the following: "Its rocks need removed; the nat is a little poor looking; 4th is probably a little too close, but I like 12/3/6/9 4ths; wish they were a little more neutrally oriented though; map is just too small I think, but generally it's "ok": standard and probably decently playable, it's just not ambitious at all, which I think results from the mapsize: can't really fit proper distances in; the middle is the right size imo, but the distance to 3rds and 4ths is a little short and thus also the distances between players; poor mineral formation and gas placement" Since I couldn't test any of these theoriesI have nothing more to say.
While I didn't get a chance to play any full games on Golden Valley, I played on it in solitude and it felt very comfortable. I like the expo layout and the pathing. While this map isn't particularly interesting (doesn't really differ from standard models) it seems well-made and the concept very well executed. It certainly isn't a clone of any map either.
Silver Sands was the same way as Golden as far as testing went, and it seemed pretty good to me. I had liked it from the picture to begin with. It has an interesting expo layout and is well-made. As I posted previously I don't like how the main can't possibly defend the nat at all. Myself and at least two other judges had some ideas about improving the space management of the map, but I'm told the author didn't like the ideas when one judge suggested them, so I won't bother writing them out. I like Golden better than this map because I think its concept is better executed. The map's space is used more efficiently there as well.
I like Auir Refuge a lot, it just isn't as clean as the previous two. The four bases per player are a little closer to each other than I'd prefer as well. The layout seems good though, and while the map is large it didn't feel too big to me. As with the others above I didn't get to test it extensively though. I'm potentially worried about the fact that you can blink into the nat from the 4th area, though it may not actually matter. The vulnerability of the nat from behind definitely makes or breaks the map. I don't know which way that balance tips though.
Dark Shrines felt surprisingly good in-game (due to its long distances most likely). That being said, it's definitely the weakest map of my top5. The island is almost positively useless (and thus all the space around it as well). The 3rd and 4th are too similar in distance and strategic value. In my game on the map the gameplay focused almost exclusively in the middle between the two 4ths. Harass around the 3rds felt weird. The dynamic between the two sides of the map (top left/bottom right) seems weak. That being said the map still felt fine in-game for the most part, which is why the map places this high in my rankings.
I don't dislike Abode, but I thought it had some serious problems which kept it from being top5 quality. I hate the 1gas expos; it's not even a high yield gas. The two of them are too close together. Neither are particularly good expos, the map should probably be remade in that area. The third seems a little close/boring as well, but as an expo isn't bad. What is bad though imo is that some mineral miners and all geysers/gas miners can be hit by tanks from the highground just outside the 3rd. From a spot on the other side of the ramp of that same highground the cc itself can be hit by tanks. The pathing into that highground is a ramp on either side, and the distance between the opposite side ramp and the expo side is so short that a tank augmented force there could easily just be invincible for a fairly long time. It's strong enough to be a serious imbalance imo. A colos augmented force from the same area could be potentially really strong too, but I didn't test that at all. The pathing on the map naturally takes the top side from right or the bottom side from left, not the central highground path. This means the map effectively has even paths, which is annoying and bad for gameplay. Daybreak can get away with it because of a dynamic caused by the total summation of the map's features that I won't discuss, this map can't imo.
I'm not particularly a fan of Prophet's Passage, but it seems well-made for the most part. As stated above one of the corner expos should be removed. I checked the map very briefly in-game, and it seemed solid, hence its position. Conceptually it's a little too messy for me to be any higher though.
As I posted previously, Nature's hold looked really solid (if very standard) in the picture, but in-game was way too small (and has other space management issues not caused by the map's size).
As I posted previously, Opernicus looks awesome in picture but is very uncomfortable in game. I love its layout and concept, they just aren't executed well.
I know Fantazy got a lot of attention in the thread, and while we all found it very interesting we were all agreed in that it's unplayable. The map should probably be cannibalized for its good features for a new map.
I really don't want to say anything about Doomsday because I have absolutely nothing nice to say, but I feel compelled since it made the top5 (all of the other judges liked it). I don't like speaking out against the other judges because I respect them and their opinions, but I feel too strongly about this map to keep quiet on this occasion. I hope the author doesn't take this personally; I have nothing against them. This map (the first version that was submitted and the new version) is really bad. It has absolutely nothing good about it. It's sloppily made, it has no real concept, its expo layout is attrocious for gameplay, and its pathing in the middle is an absolute mess. I am absolutely baffled as to how the other judges like it. They stated the things I just called bad and said they find them interesting. I'm all for interesting maps which just happen to lack adept execution (e.g. Dodongo from last month), but this map doesn't fit that category. This map is Incineration Zone level (but bigger so as to be even less playable). The changes from the submitted version to the new version make it maybe playable, but more boring/generic (and still without proper execution). The map is just very uncomfortable to play on and brings nothing conceptually new or interesting to mapping or to the gameplay.
Another map that got some attention was Pegasus. I think the map has a lot of good elements, but the way they were fit together is poor imo. I don't like this kind of symmetry typically, and it probably ruined what was conceptually a decent map. It could be better within the symmetry though. The path higher than the main path should have been the main path. The islands don't work imo.
For the few people suggesting the results are biased with favouritism: in my experience of judging across several motm competitions I have not noticed a single blatant example of such bias. I believe the results have always been the honest picks by all the judges. That being said every judge likes and dislikes different map features, layouts, concepts, etc. That every judge is very different brings legitimacy to the competition imo. + Show Spoiler [big image] + This is an example of our judging procedure. This month was hectic so we didn't use the traditional numeric rating system (hence no numbers in the final ranking), but you can clearly see there are no author names. Personally I don't look at the mapping forum often and don't look at the submissions until the competition is up and running. I don't know the authors of any map. From my experience no other judge takes into consideration the author or mapping team for ranking maps either. This may not be a perfect competition, but I do believe it's a fair one. I fail to see any evidence for such bias.
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The judges had two major concerns for the map [Abode by namrufus]. 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.
Okay... what??? Comments like this make me smack my forehead. How is that a problem? This is precisely what the middle of the map is for, to break up army movement and make the players consider what route is best in the moment. "You can't a-move mindlessly" is not a valid map complaint.
Otherwise, lookin' good crew, congrats namru, gfire, others; thank you judges/organizers. =)
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No, it's bad when your units don't behave the way you expect them to. Even pathing is bad pathing. Since the middle path isn't used preferentially by units the map effectively has even paths. Multiple paths and broken-up paths can be great for maneuvering similarly to what you describe, but that's not applicable to even paths (the good doesn't outweigh the bad). Even paths also tend to strongly encourage counter-based play, which usually favours the more mobile race in each matchup (racial imbalance), or it simply makes gameplay less enjoyable because it becomes too difficult to attack. Accidental base trades aren't good for gameplay either.
Mapping incompetency like yours makes me smack my forehead.
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Nightmarjoo, is there any chance you could post your thoughts on Psychosurgery?
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On June 01 2012 14:34 Nightmarjoo wrote: 4. Dark Shrines
On June 01 2012 14:34 Nightmarjoo wrote: Another map that got some attention was Pegasus. I think the map has a lot of good elements, but the way they were fit together is poor imo. I don't like this kind of symmetry typically, and it probably ruined what was conceptually a decent map. It could be better within the symmetry though. The path higher than the main path should have been the main path. The islands don't work imo. Interesting.
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On June 01 2012 14:34 Nightmarjoo wrote:+ Show Spoiler +So I wouldn't normally post my complete personal rankings, but I'm not a fan of the motm being posted without any official rankings. So if I was the sole judge of motm these are my rankings: 1. Golden Valley 2. Silver Sands 3. Auir Refuge 4. Dark Shrines 5. Vaha 6. Abode (if it had changes) 7. Prophet's Passage (if the second corner expo (the 7th base) was removed) 8. Nature's Hold 9. Opernicus I originally had a 10th map, but upon testing it found it to be horrible; I never found a replacement 10th map. Since I have nothing good to say or any suggestions to make about this map, I will omit it. Vaha's placement is fairly arbitrary. The map isn't uploaded on NA, I don't have any other sc2 regions installed, and the author didn't submit the map file to the motm submission email. So I couldn't play the map, so I couldn't compare it as accurately to the other maps. I expect that I'd like it more than Dark Shrines, but I was able to test Dark Shrines and it felt ok in-game so I've ranked it higher. My initial thoughts of the map were the following: "Its rocks need removed; the nat is a little poor looking; 4th is probably a little too close, but I like 12/3/6/9 4ths; wish they were a little more neutrally oriented though; map is just too small I think, but generally it's "ok": standard and probably decently playable, it's just not ambitious at all, which I think results from the mapsize: can't really fit proper distances in; the middle is the right size imo, but the distance to 3rds and 4ths is a little short and thus also the distances between players; poor mineral formation and gas placement" Since I couldn't test any of these theoriesI have nothing more to say. While I didn't get a chance to play any full games on Golden Valley, I played on it in solitude and it felt very comfortable. I like the expo layout and the pathing. While this map isn't particularly interesting (doesn't really differ from standard models) it seems well-made and the concept very well executed. It certainly isn't a clone of any map either. Silver Sands was the same way as Golden as far as testing went, and it seemed pretty good to me. I had liked it from the picture to begin with. It has an interesting expo layout and is well-made. As I posted previously I don't like how the main can't possibly defend the nat at all. Myself and at least two other judges had some ideas about improving the space management of the map, but I'm told the author didn't like the ideas when one judge suggested them, so I won't bother writing them out. I like Golden better than this map because I think its concept is better executed. The map's space is used more efficiently there as well. I like Auir Refuge a lot, it just isn't as clean as the previous two. The four bases per player are a little closer to each other than I'd prefer as well. The layout seems good though, and while the map is large it didn't feel too big to me. As with the others above I didn't get to test it extensively though. I'm potentially worried about the fact that you can blink into the nat from the 4th area, though it may not actually matter. The vulnerability of the nat from behind definitely makes or breaks the map. I don't know which way that balance tips though. Dark Shrines felt surprisingly good in-game (due to its long distances most likely). That being said, it's definitely the weakest map of my top5. The island is almost positively useless (and thus all the space around it as well). The 3rd and 4th are too similar in distance and strategic value. In my game on the map the gameplay focused almost exclusively in the middle between the two 4ths. Harass around the 3rds felt weird. The dynamic between the two sides of the map (top left/bottom right) seems weak. That being said the map still felt fine in-game for the most part, which is why the map places this high in my rankings. I don't dislike Abode, but I thought it had some serious problems which kept it from being top5 quality. I hate the 1gas expos; it's not even a high yield gas. The two of them are too close together. Neither are particularly good expos, the map should probably be remade in that area. The third seems a little close/boring as well, but as an expo isn't bad. What is bad though imo is that some mineral miners and all geysers/gas miners can be hit by tanks from the highground just outside the 3rd. From a spot on the other side of the ramp of that same highground the cc itself can be hit by tanks. The pathing into that highground is a ramp on either side, and the distance between the opposite side ramp and the expo side is so short that a tank augmented force there could easily just be invincible for a fairly long time. It's strong enough to be a serious imbalance imo. A colos augmented force from the same area could be potentially really strong too, but I didn't test that at all. The pathing on the map naturally takes the top side from right or the bottom side from left, not the central highground path. This means the map effectively has even paths, which is annoying and bad for gameplay. Daybreak can get away with it because of a dynamic caused by the total summation of the map's features that I won't discuss, this map can't imo. I'm not particularly a fan of Prophet's Passage, but it seems well-made for the most part. As stated above one of the corner expos should be removed. I checked the map very briefly in-game, and it seemed solid, hence its position. Conceptually it's a little too messy for me to be any higher though. As I posted previously, Nature's hold looked really solid (if very standard) in the picture, but in-game was way too small (and has other space management issues not caused by the map's size). As I posted previously, Opernicus looks awesome in picture but is very uncomfortable in game. I love its layout and concept, they just aren't executed well. I know Fantazy got a lot of attention in the thread, and while we all found it very interesting we were all agreed in that it's unplayable. The map should probably be cannibalized for its good features for a new map. I really don't want to say anything about Doomsday because I have absolutely nothing nice to say, but I feel compelled since it made the top5 (all of the other judges liked it). I don't like speaking out against the other judges because I respect them and their opinions, but I feel too strongly about this map to keep quiet on this occasion. I hope the author doesn't take this personally; I have nothing against them. This map (the first version that was submitted and the new version) is really bad. It has absolutely nothing good about it. It's sloppily made, it has no real concept, its expo layout is attrocious for gameplay, and its pathing in the middle is an absolute mess. I am absolutely baffled as to how the other judges like it. They stated the things I just called bad and said they find them interesting. I'm all for interesting maps which just happen to lack adept execution (e.g. Dodongo from last month), but this map doesn't fit that category. This map is Incineration Zone level (but bigger so as to be even less playable). The changes from the submitted version to the new version make it maybe playable, but more boring/generic (and still without proper execution). The map is just very uncomfortable to play on and brings nothing conceptually new or interesting to mapping or to the gameplay. Another map that got some attention was Pegasus. I think the map has a lot of good elements, but the way they were fit together is poor imo. I don't like this kind of symmetry typically, and it probably ruined what was conceptually a decent map. It could be better within the symmetry though. The path higher than the main path should have been the main path. The islands don't work imo. For the few people suggesting the results are biased with favouritism: in my experience of judging across several motm competitions I have not noticed a single blatant example of such bias. I believe the results have always been the honest picks by all the judges. That being said every judge likes and dislikes different map features, layouts, concepts, etc. That every judge is very different brings legitimacy to the competition imo. + Show Spoiler [big image] +This is an example of our judging procedure. This month was hectic so we didn't use the traditional numeric rating system (hence no numbers in the final ranking), but you can clearly see there are no author names. Personally I don't look at the mapping forum often and don't look at the submissions until the competition is up and running. I don't know the authors of any map. From my experience no other judge takes into consideration the author or mapping team for ranking maps either. This may not be a perfect competition, but I do believe it's a fair one. I fail to see any evidence for such bias.
Thanks for the feedback. Vaha was initially created as a 6m map so it probably didn't translate to 8m as well as I'd thought.
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Dark Shrines has a focus on the upper half of the map, Pegasus on the lower half. The former's approach is a better way to combat the inherent linearity a 2 player map and in particular that kind of symmetry typically create. I like a lot of Pegasus better than Dark Shrines, but I like the way Dark Shrines plays out better than Pegasus.
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On June 01 2012 14:45 Nightmarjoo wrote: No, it's bad when your units don't behave the way you expect them to. Even pathing is bad pathing. Since the middle path isn't used preferentially by units the map effectively has even paths. Multiple paths and broken-up paths can be great for maneuvering similarly to what you describe, but that's not applicable to even paths (the good doesn't outweigh the bad). Even paths also tend to strongly encourage counter-based play, which usually favours the more mobile race in each matchup (racial imbalance), or it simply makes gameplay less enjoyable because it becomes too difficult to attack. Accidental base trades aren't good for gameplay either.
Mapping incompetency like yours makes me smack my forehead.
You are describing split pathing (which is bad when the distance between the paths is long and it's too hard to scout both sides -- base trades). This has nothing to do with how the units' AI moves them across the map (which doesn't really have any bearing on competitive play). Instead of lashing out maybe you could respond to what I said?
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Psychosurgery is too tight, linear, and the expo density is too high. All-in-all it's a pretty boring split-map turtle map. These problems stem from poor space management. The large amount of space wasted between the players (the water) is easy evidence of this. I don't like the use of the tower. I like the design of the 4ths and the corner expo (but not the areas around them or the way they happen to fit into this particular map).
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If your army is at the pivotal point of the middle area on one side of the highground path and you command it to the other side it can split up with one half taking the top half and the other the bottom half; this is bad. Additionally if you simply command something distinctly from your half of the map to the other it will take one path or the other, not necessarily the one you expect (and not the middle path), this is bad. A map feature that causes your units to do something you don't expect is bad, not something we need to add to force players to further manage their armies. Ask anyone if they liked the unit ai problems present in bw. If it's ok for you to be "lashing out" against an accomplished map author and a judge of this competition then it's plenty fine for me to do so at you, with your own words no-less.
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A map feature that causes your units to do something you don't expect is bad, not something we need to add to force players to further manage their armies. Ask anyone if they liked the unit ai problems present in bw. This is the only thing I meant to discuss, the rest is a hiss and scratch fight I don't want to be a part of.
By playing the map once you will learn that the units take the ccw low ground path. I don't see what more there is to it than that. The pathing AI often does surprising things -- the first time. The part of the OP I quoted says nothing about the split path map feature, which is a valid complaint, despite the fact that the map is, in fact, odd pathed not even pathed. This could easily be fixed with watch towers or by changing the cliff profile or whathaveyou.
I don't really give a fuck about your aspersions, but I did want to discuss the thing I was discussing. In that vein, I appreciate the reply.
EDIT FOR LEVITY
Okay in other news can we not have Rainbow Road (loveablemikey) be permanent grand champion of motm permanently? That map deserves a nobel prize.
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I know what he meant because he was summarizing my opinions on the map, and I'm clarifying what he said. I have no idea what your point even is. The problem with the pathing is there no matter how many times you play the map; just because you could get used to it doesn't mean it's a good feature to be kept. And I don't like your aspersions against him.
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I think Golden valley needs to be re-textured, although it might be just the layout getting fucked up by the editor. The middle of doomsday is cool but I don't like the surrounding ramps at all, I can't imagine how frustrating they would be to play on. I'm glad to see Dark Shines there as the most aesthetically pleasing of all the maps(and one of the only good looking maps with a nice colour scheme).
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On June 01 2012 14:34 Nightmarjoo wrote: Silver Sands was the same way as Golden as far as testing went, and it seemed pretty good to me. I had liked it from the picture to begin with. It has an interesting expo layout and is well-made. As I posted previously I don't like how the main can't possibly defend the nat at all. Myself and at least two other judges had some ideas about improving the space management of the map, but I'm told the author didn't like the ideas when one judge suggested them, so I won't bother writing them out. I like Golden better than this map because I think its concept is better executed. The map's space is used more efficiently there as well.
Hmm I remember a suggestion about the high ground pods shoudl be bigger. Was that it? I didn't see reason enought to change it when other feedback was that they were huge. I think basically making high ground more powerful can easily make tanks OP. If there were more suggestions/complaint about space management, please shoot
The point of comparing to Golden is lost to me, however as they are very different maps.
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