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View Poll Results: Which map is the most tournament worthy?
Hellsgate by mad_wookie 23 35.94%
Mausoleum by LilMoochie 2 3.13%
Vigilant by Dignan 3 4.69%
Erosion by Killometer 10 15.63%
Ruined Tower by Louisan 6 9.38%
Ruins of Feldspar by Darkmage7a 11 17.19%
Ruins at Fort McAda by tannergx 5 7.81%
Plateau of Doom by Dad_Scaper 3 4.69%
Jandar's Platform by quozl 1 1.56%
Voters: 64. You may not vote on this poll

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  #1  
Old May 23rd, 2011, 01:33 AM
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R˙chean's Map Challenge Round 2, Group B2 - Voting Thread

Which map is the most tournament worthy?

Please vote for the map that you think is the most suitable for tournament style play.

What is tournament style play? Whatever it means to you!

Please take the time to review the documents before casting your vote. Top 3 advance to the next round.

Contest details

1.)
Quote:
Originally Posted by mad_wookiee View Post
2.)
Quote:
Originally Posted by LilMoochie View Post
3.)
Quote:
Originally Posted by Dignan View Post
Map: Vigilant
Date Uploaded: 5/7/11
Requires: 1 RotV, 1 FotA
4.)
Quote:
Originally Posted by Killometer View Post
5.)
Quote:
Originally Posted by Louisan View Post
6.)
Quote:
Originally Posted by Darkmage7a View Post

7.)
Quote:
Originally Posted by tannergx View Post
8.)
Quote:
Originally Posted by Dad_Scaper View Post
9.)
Quote:
Originally Posted by quozl View Post

A must read for all 'Scapers!

Last edited by R˙chean; May 23rd, 2011 at 01:38 AM.
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  #2  
Old May 23rd, 2011, 01:36 AM
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Re: R˙chean's Map Challenge Round 2, Group A - Voting Thread

Woohoo! I'm winning!

130-96-0 (4/13/09-1/14/24)
36-16-0 (10/17/09-12/9/23)

Last edited by Killometer; May 23rd, 2011 at 01:36 AM. Reason: for now... ;)
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  #3  
Old May 23rd, 2011, 03:42 PM
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Re: R˙chean's Map Challenge Round 2, Group A - Voting Thread

Quote:
Originally Posted by Killometer View Post
Woohoo! I'm winning!
Sorry Kill, I still had to go with Hellsgate, although Dance Steppes got my vote in the other thread
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  #4  
Old May 23rd, 2011, 03:53 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

No worries. Hellsgate is a darn good-looking map. Like I said in its previous bracket: even my wife liked it! (And she's not a real big fan of HS. )

And thanks for the vote for Dance Steppes.

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  #5  
Old May 23rd, 2011, 04:27 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Ry,

How long is the voting period for this round?

And maybe a new post in the original thread to point to these voting threads might be a good idea.

~Z


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My map thread
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  #6  
Old May 23rd, 2011, 04:30 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

3 days - The poll itself shows when it will end. I bellieve it even displays correctly based on whatever time zone you have in your profile:

I view poll and it says this right after the poll question:
Quote:
This poll will close on May 26th, 2011 at 12:35 AM

A must read for all 'Scapers!
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  #7  
Old May 24th, 2011, 12:08 AM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Just giving another vote to Killo. Looks like he's advancing to the next round, but you never know. This was also a really tough map pool to choose from. Hellsgate is a tough map to beat, but I do LOVE Erosion.
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  #8  
Old May 24th, 2011, 09:45 AM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Awesome great maps !
Difficult to make a choice.
...

My vote is for 7) Ruins at Fort McAda by tannergx !
It really deserves to reach the final.
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  #9  
Old May 24th, 2011, 12:01 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Quote:
Originally Posted by dalu View Post
Awesome great maps !
Difficult to make a choice.
...

My vote is for 7) Ruins at Fort McAda by tannergx !
It really deserves to reach the final.
These are some awesome maps and I'm glad to see some really solid maps advancing (so far both of my votes this round look to be fairly clear to advance to the next round).

But I agree with Dalu, Fort McAda really stood out to me as interesting and it is one that I expect to try out at a coming game day. I'm surprised to see it hovering back in the pack more than I would have expected. It's definitely one I want to build and try out (when I have a chance...).
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  #10  
Old May 24th, 2011, 12:07 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Quote:
Originally Posted by 1Mmirg View Post
I'm surprised to see it hovering back in the pack more than I would have expected. It's definitely one I want to build and try out (when I have a chance...).
I'm enjoying this contest very much.

But clearly what some people look for in a "tournament" style map is different from what I look for. For what it's worth, I also think Ruins at Fort McAda is one of the strongest entries in the contest.

Some other strong entries didn't even make round 2.



Still fun. And I couldn't be happier to see KidScaper make round 2, also.

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  #11  
Old May 24th, 2011, 01:40 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

I'm just gonna evaluate every map, since I think they're all pretty good and I think more discussion makes this contest better.
  • Hellsgate - a beautiful and innovative tournament map. It's clearly the map to beat in the whole contest, and for good reason. The way the terrain is used is great. The ruin placement is probably the best of any map in the competition. This map gives you a lot of choices and most of them are hard. Three minor issues:
    1. It is a little narrow. Any time three rats across the middle of a map can force the opponent to disengage in order to get past them, that's of some concern to me. Frankly, this is just the price this map pays for getting good LoS blocking with the ruins.
    2. The glyphs are 9 walking hexes from the startzones. Only people who play zombies care about this.
    3. Raelin can reach the left-hand level 5 perch in one OM. If the level 5 spaces are shifted over by 1, then they would be 7 spaces from both startzones.

    Of my three nitpicks, I think the third is probably the only one worth looking at resolving before this map is nominated for the BoV.

  • Mausoleum - A strong map, but a map with a couple issues that keep it from being great, IMO. The main issue with this map is the LoS blocker placement. The ruins are right on top of the startzones, so they do more to prevent movement than they do to actually block LoS for figures that are deployed. On the flip side, the castle walls are very tight to the middle of the map, which creates a very cramped central space. The combination of the two means that the sides of the map are pretty wide open and range-friendly. I would suggest moving the castle walls back and moving the ruins up, so that the sides are less wide open, and the center is less cramped.

    Another issue is the high ground near the center. First, I find the progression of single-hex landings too irregular and not very double-spacer friendly. More crucially, though, the level 7 perch denies adjacency to height 4 figures on the road spaces. There's very little these spaces accomplish that they wouldn't still accomplish if they were two levels lower.

    (This one also has 9 and 10 space walks to the glyphs.)

  • Vigilant - This is the map I expected to see from Dignan when the contest was announced. It's just a very distinctively Dignan map.

    Solitary castle columns are always a stability concern, but they are all buried at least one level into surrounding terrain, so that shouldn't be an issue. The center of the map looks a bit cramped with all those one-space wide corridors, but overall, there's a ton of pathing options on this map. The LoS blocking looks very good, as we should expect when the columns are used. I don't think this map needs power glyphs, but a couple treasure glyph locations in the water around the center of the map could have made for some interesting choices.

  • Erosion - a solid map in the tradition of Elswin Plateau and Turret Rocks. The battlement placements are good, although I suspect most walking armies will usually bypass the battlements by going for the road. The biggest issue I see is that Astrid is close enough to the height that armies can run most of their forces straight up the hill and then contest Astrid from there. If Astrid were three or four spaces farther from the height, this would be a very good map.

  • Ruined Tower - Visually stunning, and a very clever design. I like the startzone layout, too. Honestly, this map is probably closer to balanced for tournament play than most would expect at first glance. However, the fact that figures in the middle of the platform can see down to (and shoot) figures on the glyph makes this map a pure race for the top. Powerful glyphs out of sight (or out of reach) of the platform are needed to balance a map like this.

  • Ruins of Feldspar - One of my favorites. This one pushes you in different directions from the start, really encouraging you to split your forces and fight on many fronts at once. The glyphs are placed very well. My only concerns with this map are twofold:
    1. The middle seems a bit cramped. As I've said a few times, single-space gaps between castle walls always worry me.
    2. A melee army will have an easier time contesting the right-hand glyph.
    Overall, though, one of my favorites.

  • Ruins of Fort McAda - Just like I could have picked Vigilant out of a lineup as Dignan's map, I could have picked this one out of a lineup as tannergx's map. This is another very solid map. The ruins, water, and battlements are used well, and there's a ton of choices in ways to get around this map and fight. That said, it is a pretty wide-open center that allows ranged figures LoS to any approaching forces. This is more or less inevitable, given the width of the map and the decision to not use the castle wall pieces.

  • Plateau of Doom - I commented earlier on this one, but my comments on Ruined Tower also apply here. If a couple strong glyphs were placed in the water under the platform, the map would offer some interesting choices and would be reasonably well balanced. I do like the treasure glyphs in the corners, but treasure glyphs don't have the long-term gravitational pull that power glyphs do. Also, since the ruins aren't in use on this map, the ruins could be placed to hide the glyphs from the platform.

  • Jandar's Platform - Reminds me of Turret Rocks. Like Turret Rocks, I think this map needs a powerful fixed glyph to keep it from being "race for the platform". Also, this is another zombie-killer map (9 walking spaces to the glyph).
Wow, that took a while. I might do the other group, but not any time soon.
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  #12  
Old May 24th, 2011, 01:49 PM
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Re: R˙chean's Map Challenge Round 2, Group B2 - Voting Threa

Thanks for the commentary, dok.

KidScaper decided to add a mystery glph under the platform on Plateau of Doom. There's no discussion of the glyph pool, but you will find (I think?) there is now a glyph underneath.

I'm not saying that makes Plateau of Doom a world-beater, but I did want to point out that your earlier advice about that map was heard and heeded before the starting gun.

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