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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV.


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  #361  
Old June 15th, 2018, 12:43 AM
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Re: Contest Thread

Any teasers for the next run?

My customs.
Ohio Tourney - Oct 20th Format TBD
Online Tourney - C3V/Bring 2
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  #362  
Old June 17th, 2018, 10:41 AM
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Re: Contest Thread

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Originally Posted by flameslayer93 View Post
Any teasers for the next run?
Soon! We're working on deciding the theme for the next contest right now.

Maps and Customs

PLUS ULTRA
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  #363  
Old June 18th, 2018, 12:13 PM
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Re: Contest Thread

Theme Pre-Release


It’s almost that time for another map building contest, so once again we’re releasing the theme a little early to give you time to start thinking and firing up your virtualscape. We’ll be posting a little later with more specific details and dates, but the major build requirements should remain unchanged. Now for the theme...
Secret Treasures of Valhalla
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  #364  
Old June 19th, 2018, 05:21 PM
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Re: Contest Thread

Also taking suggestions on what the prize should look like, or be.
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  #365  
Old June 19th, 2018, 05:45 PM
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Re: Contest Thread

Quote:
Originally Posted by TREX View Post
Also taking suggestions on what the prize should look like, or be.
Treasure Chest Dice Tower!

Maps and Customs

PLUS ULTRA
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  #366  
Old June 19th, 2018, 09:42 PM
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Re: Contest Thread

Quote:
Originally Posted by BiggaBullfrog View Post
Quote:
Originally Posted by TREX View Post
Also taking suggestions on what the prize should look like, or be.
Treasure Chest Dice Tower!
That sounds pretty cool.
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  #367  
Old July 2nd, 2018, 12:39 AM
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Re: Contest Thread

Sorry to pester again. Any update on the contest? I'm about to be out of town for several weeks and without my computer, so if I could submit my maps before July 8, that would be best for me. Will the contest have started by then?
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  #368  
Old July 2nd, 2018, 02:14 AM
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Re: Contest Thread

Quote:
Originally Posted by rednax View Post
Sorry to pester again. Any update on the contest? I'm about to be out of town for several weeks and without my computer, so if I could submit my maps before July 8, that would be best for me. Will the contest have started by then?
PM sent
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  #369  
Old July 7th, 2018, 12:40 PM
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Re: Contest Thread

Quote:
Originally Posted by BiggaBullfrog View Post
Quote:
Originally Posted by TREX View Post
Also taking suggestions on what the prize should look like, or be.
Treasure Chest Dice Tower!
Figured out how this one's going to look. Oh, it will be epic.
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  #370  
Old July 8th, 2018, 08:53 PM
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Re: Contest Thread

Hey everyone, here's a peek at the upcoming contest prize for the Secret Treasures of Valhalla map building contest. Its in my Tower and Terrain Thread. @Sir Heroscape , oop, here it is.
Summoning Shrine of Aquilla
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  #371  
Old July 8th, 2018, 10:55 PM
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Current Contest:



All right everyone, we're back in action with another exciting map building contest. We’re calling on all map builders to come up with competitive, tournament worthy maps and to submit them here for scoring. In the end, 10 maps will be chosen as the best and of the 10, #1 will be given a very high quality prize…that is: A custom dice bowl designed by TREX!

Why are we doing this?
It's time to have another contest and keep the excitement going with new and fun maps.

Submissions Accepted Starting...
July 11th, 2018
Submissions will be due...
August 8th, 2018 @11:59pm MST

Guidelines
  1. General guidelines for all contests specifically outlined in OP of the Welcome thread.
  2. Maps MUST have a backstory as you submit the map. Help us envision being there, and the story behind it. It can be as simple as a couple sentences or much longer, but we want to see more than just the map itself.
  3. Remember to keep map design focused on the theme. This theme is fairly vague because we'd like to see some unique creativity with this one.

Scoring

ALL maps submitted will be revised and scored according to the following Rubric:
  • Aesthetics/Creativity(originality of build/looks good): 10pts
  • Balanced (doesn't favor one build over another): 20pts
    Maps should not heavily favor any one special ability to the point that it makes the map non-competitive if an army does not contain that ability (i.e. range, flying, etc.)
  • Fits Theme & Good name: 10pts

    Total: 40pts

*The sitting judges scoring the maps:
@Robber
@Sir Heroscape
@Nomad
@BiggaBullfrog

*Each map will have a rubric filled out, one from each judge. All the scores will then be averaged for one final score for that map.

*At the end of the deadline, the top 10 maps will be chosen and posted. A PUBLIC POLL will then be opened for the community to vote on the best map out of the top 10. The map winner will be posted after a week long poll and the prize awarded.

Map Building Tips for Competitive Design (from the judges)
1. avoid putting Power Glyphs on height (exceptions may be made depending on the build)
2. Double-spaced figures must be able to access all glyphs
3. Glyphs should not be able to be reached turn 1 by 5 or 6 move figures
4. avoid too much elevation close to the start zone (exceptions may be made depending on the build)

Map Building Checklist: For Competitive Balance
Take into consideration:
  1. Does Raelin break this map?
    Look for spots she can fly to on turn 1. Can she get onto a single-hex height position? Can she get next to a jungle bush? Can she protect a glyph holder, or two glyph holders for that matter? Can she remain on height on an easily defendable position? These are types of things you want to look for
  2. Does a Dragon build break this map?
    Can a Dragon fly and turn 1 attack the opponents startzone? Not always unbalanced, but can be if the position is easily defendable or on height. You also have to consider how dragons fly and shoot. Could a dragon fly from perch to perch and remain unengaged while shooting an opponent?
  3. Do rats break this map?
    Look for choke points. Are there any areas where 1 or 2 rats could block an oncoming army and virtually lock the board down without much of a contest? Are the glyphs too easily obtained/defended by rats?
  4. Is it impossible to place the hive in the start zone?
  5. Is it too easy for pods to set up?
    There are many competitive builds that are played by finding a position and simply holding it while the opponent advances to attack. Consider finding areas where an army could easily set up their pod without being contested by an opponent, or where a position is too easily defendable from height.
  6. Is it too easy to defend/control glyphs?
    Generally speaking, you'll want at least 2-3 positions where an opponent can attack a glyph holder and even better if from height. Glyphs should be in a spot relatively equidistant from each startzone and in a fairly weak position. Glyph holders should be at a disadvantage.
  7. Is there elevation in the start zone?
  8. Can move 5 or 6 figures reach glyphs on turn 1?
  9. Are there too many choke points?
    Basically what was stated on the rats question. Look for too many narrow areas where map flow could get clogged down and hinder an army's ability to move and develop.
  10. Are you unable to develop armies quickly?
    This is harder to describe...but basically maps should allow your army to reach midmap at least by turn 3. Maps that hinder movement so much that fighting doesn't happen till Round 2 will make games slow and arduous. Develop maps that figures can move through without too much restriction. Too many elevation changes can cause problems with development.

If you can answer yes to 2 or more of these questions, you’ll likely want to revise your map. For more details on the above list, refer to Biggabullfrog's recent article on 10 Tips for Map Building
Prizes
  • Trex's handmade custom dice bowl/tower!
    Spoiler Alert!

Known Mapmakers
@TheSparkleInYourWater @Cleon @Skylord163 @TheEpicAlpaca @capsocrates @Tornado @Dad_Scaper @Colorcrayons @Dignan @All Your Pie @Annerios @arp12 @Bengi @BiggaBullfrog @Blodshogams @Browncoat @Buddy Lee @Cavalier @cavie @dok @Eclipse @Elstree @nyys @Fedex worker @Filthy the Clown @GaryLASQ @GeneralRolando @Hahma @Nadi @Hex_Enduction_Hour @hivelord @j-Bird @Jexik @killercactus @Killometer @kolakoski @kriegskeks @Lamaclown @legoboy @lonewolf @mad_wookiee @master4sword @MegaSilver @Mooseman @NecroBlade @Obsidian @ollie @pauldragon @peteparkerh @quozl @rednax @Retlaw @robbdaman @Robber @R˙chean @rym @Ryougabot @'Scaper94 @Shades fan @Sherman Davies @skyknight @Scapemage @srmalloy @stubobj @SuperflyTNT @Swamper @Taelord @tannergx @The CEE @tom @twilkerson @Typhon2222 @Viegon @Warlord Alpha @Wind Lane @Yodaking @zanter
@A3n @vvildeyedjoker @heroscaper2010 @Herofly @Dr.Goomonkey @Leaf_It @rednax @TheTravelingScaper @GaryLASQ @Flash_19 @antmarchingroves @majofa
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  #372  
Old July 8th, 2018, 11:10 PM
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Re: NEW CONTEST! - Secret Treasures of Valhalla

Also, notice that we've extended the submission to be a 4 week period. This is a full week longer than all previous submission times. We're doing this in an effort to encourage more focused map designing and playtesting. We've received wonderful, creative maps in the past, but we've also received feedback that the time to design and playtest the maps hasn't been sufficient. In order to cater to both creativity and competitive maps building, we're extending the time by a full week. We believe this will help raise the bar of the map submissions and make these competitions even more exciting and tight.

Also, note that a lot of the maps that made the Top 10 last contest were those that posted their maps in their personal map thread FIRST to get feedback from the community and then went back and made adjustments for playtesting, before they every submitted. While you're free to approach this contest as you please, this is a good way to do it since as the designer of a map you're inevitably biased and may miss things that can or should be adjusted in order to make it more competitive.

Any questions just let us know!
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