NMJ Random Map Comp #3
|deadline to enter maps: 2009, 08, 15 (Year, month, day)|
Note: Deadline extended one week to encourage more submittions and because I lack internet atm.
Inspired by Starparty's competitions years ago, I present the third Random Map Competition hosted by Nightmarjoo! It's been a while since we've had one of these, but I think we're more than overdue.
This competition's theme and focus will be on asymmetry. That is to say, maps which are purposefully not symmetrical. This does not mean the maps should be massively positionally imbalanced, but positional variety is key here. Ideally you're trying to make it as positionally balanced as possible while at the same time trying to make the different starting locations and other aspects of the map as different from eachother as possible.
Map must have 5, 6, or 7 players.
Normally maps with these player numbers are hard to make when attempting to have some degree of symmetry and positional equality. Since we're throwing that out, these maps should be more fun to make.
Map can be any tileset except space (and installation).
Space tileset is ugly. I would exclude Ash too, but lava and magma are both so pretty.
Tile editing is not only allowed, but encouraged.
Tile editing, copy/pasting etc is vital to using the terrain to suit your needs best. Your map should be limited by your abilities and effort, not by the constrains of your editor.
Neutral units, buildings, and spells, are allowed, but do not use in excess; only as needed.
Mineral blocks (walls/obstacles created by minerals) with values over 0 are not allowed. Using stacked 0-value blocks is allowed.
Old fashioned mineral blocks are simply not as useful as stacked 0-value blocks except in rare instances. The only exception to this rule is if you are using an expo's mineral formation to block a path, then I highly reccomend using minerals with more than 0 value ;)
Fantasy style maps, while not forbidden, are discouraged. I want to see your own work, not a collage of others' work.
Try and maintain decent pathing whenever possible.
This goes with using neutrals as needed, sparingly, subtly. Even if these maps are not required to maintain nearly the same standards as conventional competetive melee maps, you do want to make sure the map is not too annoying to play on.
Try to make the maps playable in both free for alls and team matches (2v2, 3v3). While not as necessary, try to also keep the map playable to some degree in standard competetive 1v1 play.
For the last part, mostly I'm saying don't make too crazy of a map. If the map is completely unplayable in 1v1, it's likely to be annoying to play on in an ffa or a team match.
Acceptable map sizes can use the dimensions: 96, 112, 128, but 112 can't be the largest dimension (or map will crash).
Island or semi-island maps are not allowed. You may of course use islands in your map, but the emphasis should be on ground-based play. The most islandish your map should get is Andromeda-esque.
Maximum of three contributions per mapper
I don't want to discourage mappers from experimenting with different ideas here, so if you're not sure exactly which idea you think is your best, upload both!
Map must be submitted by 23:59 EST August 3rd. This gives you two weeks and a third weekend to make your maps. No exceptions will be made to this deadline unless we have fewer than three maps made by that time.
Judging could take anywhere from a day to weeks depending on how many maps are submitted
I will be the sole judge, and the judging will be entirely subjective. At the same time, there are things I'll definitely be looking for in a map:
Allocation of space, space management
If the first thing I notice when I look at your map is "wasted space", you probably aren't going to win.
As silly as this sounds for a competition like this, the degree of positional balance is important. By this I mean, you shouldn't have any one position clearly superior to another inherently. You also should consider the advantages and disadvantages of each position against all the other positions. Some degree of positional imbalance is not only acceptable, but expected. Even (4)rotationally symmetrical pro maps have scenarios where it's easier on one position in a particular positional situation.
This shouldn't be a problem for most people. A well-decorated map is better than the same map if it's undecorated. Attention to detail is important here. Just pay attention to avoiding straight lines, not having bland or blank areas of terrain, and use doodads intelligently. Just look at modern pro-maps for tips here if you need any. You do not need to use any custom doodads or tile editing, but you are allowed to use them. Avoid bad looking tile editing though. For example, in Longinus there are jungle terrain tiles which appear "cut off" by the ramp tiles by them and it looks bad/out of place. Avoid this.
This means don't make the mains too small, or the distance from main2nat too long, etc.
How fun is your map to play? That is, how strategically diverse and varied is your map's gameplay? Does one build rule them all (and in the darkness bind them) or is it obvious anything would work here? (the latter is the ideal).
(7)Seven Sins by Testbug. This fits the competition absolutely perfectly.
(4)Spring by Lancet. Aside from having only 4 players, this map would be perfect for the competition.
Un'Goro Crater by [Ragnarok]Valkyrie. The center of this map is asymetrical.
Um, you get a nice long news post talking about your map :D I will try to host a tournament using these maps depending on the interest level in playing on them. The tournament could possibly be a ffa tourney, or maybe a 2v2 tourney, we'll see. I can't make any promises now, because I can't guarantee anyone would show up to play.
This competition is about making fun maps for fun games, not meant to be the next iccup MOTW. Don't get too stressed out when making your map. At the same time, make the map with the best of your ability. Feel free to try ideas and concepts you could never use in a normal 1v1 map.
Happy mapping, and good luck.
The competition is closed!
|second time, my god you're loosing it...|
|lol note: the above post has nothing to do with this competition.|
|so that means no outsider like expo map darn|
|"I will be the sole judge"|
marjoo the fuhrer
Actually, anyone who is active enough to be a judge I would just rather have making a map instead.
|how can spring by lancet be perfect for this compitition if you cant have a 4 player map?|
|You can replace "Aside from having only 4 players"|
by "if only it wasn't a 4P map"
|(5)Terminal Sunset is not eligible to win this competition, unless there are fewer than three total submitions.|
But it can work as an example/motivator/inspiration perhaps.
|just realized u didnt allow 8 player maps.|
my map is turning out pretty well, but im not sure i wanna ruin it by removing one start location
|i think you can negociate with marjoo to allow 8p maps|
|ill regard the rules as ... guidelines|
|I disallowed 8 player maps because I was afraid people would make too positionally equal/symmetrical maps on accident trying to fit 8 players in. Hunters basically wouldn't fly here is what I'm saying.|
|Entered my map!!|
2 see if it has the magic
|yes snuck my map in too|
|In the end i couldn't get my map done. T_T.|
|I thought we couldent vote in this competition?|
|aeoliant I'm sorry but your map doesn't fit the competition at all. It's a nice rotationally symmetrical (5)map, but this competition is for asymmetrical maps. Rotational symmetry is definitely a form of symmetry.|
|ugh your right lol. okay then ill make another one.|
|I eagerly await it. I still don't have internet so don't worry about the deadline, but try to complete it in a reasonable amount of time regardless ~~|
|i thought there would be more maps here...|
|Me too :(|
|well... two words : epic fail|
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|Nightmarjoo voted (5)Tenosomething as 1. choice|
|Nightmarjoo voted (5)Terminal Sunset as 3. choice|
|Starparty voted (5)Terminal Sunset as 3. choice|