Map of the Month Tournament #3 - Page 6
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bkrow
Australia8532 Posts
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ihasaKAROT
Netherlands4730 Posts
On March 08 2011 13:13 Silence- wrote: iGrok.... Problem. My golf course map uses 3 textures from the Bel'shir tileset (Brush/Grass Light/ Grass Dark) Are you telling me I can't use that? T_T i vote you can, you have already posted the map and its essential for the whole theme of the map (not jungle, but golfcourse). I dont get a vote tho, but if it matters, iGrok, allow his map plz @Admins: whats the policy on maps that dont fit the requirements when the postingperiod has ended? are they allowed in or do they have till the 10th to sort it out? whats the dealio | ||
dimfish
United States663 Posts
And yeah, there are some great maps this month, like past months. It's a tough and fun job carefully reviewing them! | ||
Silence-
Canada116 Posts
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allaboutyou
40 Posts
Terran master 4.1k | ||
pyrestrike
United States235 Posts
@Admins: whats the policy on maps that dont fit the requirements when the postingperiod has ended? are they allowed in or do they have till the 10th to sort it out? whats the dealio I'm curious about this too :X | ||
Whiplash
United States2928 Posts
Protoss master 3.7k | ||
InfestedHydralisk
Netherlands110 Posts
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iGrok
United States5142 Posts
@Everyone asking about deadlines: The reason we will not accept late entries is because we playtest every map multiple times while we're judging. We can't give a proper test to a map that we receive late, and it isn't fair for us to play a map more than others because we got 3 different updated versions while you fixed you map. Every mapper is told a month in advance (2 months for the upcoming month). You not only expected to design and decorate your map. Before it even gets submitted, it should be tested to death. And if you test it, you should catch any issues. Basically, if you do what we and any top mapper will tell you to do - Play your maps! If you do this you'll catch any problems. Now, once we test it, you're allowed to make some minor tweaks before the tournament, and we might suggest some. But really, your map needs to be in final form before you press submit. And please remember that your map file has to be emailed in as well, and that ALSO has to be recieved by the deadline. Looks like some awesome players signing up so far! | ||
lefix
Germany1082 Posts
can't wait to watch some games on all these maps :D | ||
pyrestrike
United States235 Posts
Total submitted maps: 30 (in this thread, dunno about true (re:emailed) subs) 4P maps: 12 3P maps: 2 2P maps: 16 Maps with in-base natural: 5 Maps with a low-eco expo: 3 I wanted to count stats for tilesets, but then I realized plenty of you guys are using custom sets which kind of nukes that stat I also wanted to go through all the different map sizes and get that stat too, but since I don't have the files and not everyone has a thread, I don't have all that data I think my next count will be number of expos (assuming 2 players) per map! That I can get even with only pictures at least | ||
ihasaKAROT
Netherlands4730 Posts
also hidden bump for suspense | ||
Mereel
Germany895 Posts
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iGrok
United States5142 Posts
The final pool for MotM #3 is set. Thanks to everyone for participating! This month we had two guest judges, dezi (winner of MotM 1) and NullCurrent( winner of MotM 2). BoomStevo decided that he wanted to submit one of his own maps, and stepped down for the month. So, dezi, NullCurrent, prodiG, FlopTurnReaver, dimfish and myself shut ourselves in a dark room earlier today for three hours to talk about the maps. The finalist maps are: *drumroll*
Click on the names to see the winning maps! These finalists will be the map pool for the MotM Tournament #3, which will be cast on iCCupTV by Raelcun and our very own prodiG! But we know why you're really here. It's awards time.
prodiG's special awards will be up soon! I'll be sending out scorecards to everyone who participated. You do not have to share these with anyone, they are for your information only - if you've got any questions about your score please do it privately. Averages went way up this month, even though prodiG graded much more harshly! Good job people For your information, here are the averages this month (last month's in green): Balance/Originality/Fun /Aesthetics/Total 5.91 / 6.54 / 5.71 / 5.68 / 23.84 6.26 / 6.41 / 5.73 / 5.94 / 24.34 Again, thanks to everyone who contributed. MotM 3 is looking great! Just remember that this is only the beginning, that we strongly encourage you to play these top five maps and see what makes them so good! Hang out in channel MotM, I'll set up games on all of these maps when I can (on NA or EU) Next month is 3p map month! Remember that you are not allowed to use more than 3 Bel'shir textures (increased from 2). We want to encourage new styles, and Bel'Shir is getting boring :/. Looking forward to some awesome 3p designs next month! Notes from the Judges Work on proportions! Monitor put together a great Proportions Guide. While you shouldn't follow it to the letter in every map you make, there are a lot of maps that needed a bit of work proportions-wise. Also, shoutout to Bitter Jungle. A really cool map, Bloodbath 2.0. Also, I'll post a little article written by dezi about judging soon Thanks to everybody who made this possible, dimfish, FlopTurnReaver, prodiG, dezi, NullCurrent, as well as every one of you mapmakers and players! Looking forward to a great Tournament. If you have feedback, please give it here. | ||
prodiG
Canada2016 Posts
Once again, the submissions this month varied from absolute trash to pure gold. These awards go out to some of the more noteworthy maps that I thought were... interesting... in one way or another Adagio by monitor + Show Spoiler [Adagio] + Adagio has been chosen for the Baskerville award this month for exactly what the award describes: Most creative use of resource placement. monitor has used an interesting mechanic with the vespene geysers at the third base on this map to create a very interesting amount of tension for the third base. For those of you who are unaware of how it works, the two vespene geysers block entrance to the third base. Small units like workers can pass between the geysers to construct their respective town halls, but once the geysers have been occupied by a refinery/extractor/assimilator units can no longer pass through and the only entrance to the base is up the ramp, which is quite far away by ground compared to its alternate entrance. Syrany by IHASAKAROT + Show Spoiler [Syrany] + The Dustin Browder award is given to maps that use destructible rocks to help balance them. Syrany has destructible rocks on the island bases to prevent Terrans from lifting to them, ultimately causing them to never be taken - very similar to many of the rock-blocked bases you'll find on blizzard maps (gold expansions on Delta Quadrant, anyone?) Nuclearly by Ferisii + Show Spoiler [Nuclearly] + The Multiple Penetration award is given to maps that have a very large amount of entrances into the same position. On Nuclearly, there are a ton of paths (almost all blocked by Destructible Rocks) that lead into the main base and natural expansion. The complexity of this map is absolutely astounding and it is definitely deserving of this new award. | ||
Mereel
Germany895 Posts
and thx for picking my map, cant wait to see the games. also thx for the effort u all put into that project. | ||
ihasaKAROT
Netherlands4730 Posts
Cant wait till the individual results are in. | ||
Meltage
Germany613 Posts
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dimfish
United States663 Posts
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Meltage
Germany613 Posts
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