Song of the Walrus
To be honest, I was not a fan of the original version. This version, however, greatly improves upon the weaknesses of the original. I love the revision of the center and feel like it adds much needed depth to the gameplay in the center of the map. While the map has an obvious right pull – the pull does not detract from the importance of moving left out of the start zone as well. Bringing units to the left and back towards the center was extremely valuable in positioning yourself to control a glyph or help flank units in the center, and with runs of level 2 height through the center, this feels like a viable option. I do believe the sides are my least favorite part of the map — going right does give you a slight advantage over controlling the glyph, but I never found it to be enough of an issue that I would consider it map breaking.
I don’t know that I love the single hex glaciers very much – I think they congest things just a little more than they provide LoS blockers, but I don’t dislike it enough to give the map a downvote. I’m always impressed with what Typhon does with so limited terrain, and this map is no exception. However, I have to say that all the gaps in the map (spots where you can see the table through “holes” in the map) make my acid reflux flare up. Call me painfully impressed.
I vote
to induct Song of the Walrus.
Halftime Thoughts Inspired by
Slated
Even though others have already downvoted the map, I want to chime in and belabor a point yet again using this map as an example. I hope my thoughts will be beneficial to all mapmakers who aim to see one of their maps in WoS, and really hope they don’t come across as condemning or overly critical.
I have heard a fair amount of feedback on this map from people who have played it, and most of it is all the same. It pulls too hard to the right due to the distribution of lava and safe height positions to the point of being problematic (an oversimplification of the issue, but this is not intended to be a review of the map). After the nomination, I asked about this specific issue and if there had been any feedback relating to what I saw as an issue. Due to the short amount of time that had elapsed between the map being posted, played at a tournament, and then nominated for WoS, there apparently wasn’t any feedback.
I firmly believe that time and community experience are the best judges of maps. The two-tournament requirement was designed to provide mapmakers with an opportunity to benefit from both. Getting a map played in two same-month tournaments, then submitting a nomination the day after the second tournament does not facilitate the process of feedback and refinement that makes decent maps great. To use the first map in this batch of reviews as an example - according to the name of the PDF for Typhon’s Song of the Walrus, that was the 5th version of that map. This idea holds true for many if not most of the maps that have been accepted into WoS. I know for a fact that the process of refinement and improving upon past versions has been for a significant number of Typhon’s maps (if not all of them), and it’s part of what makes him such a great map maker.
Once again, time and community experience often make all the difference when it comes to making a decent map a great map. I understand that feedback can be difficult to obtain at times, but it gets even more difficult to obtain if you only give yourself a short time to receive it. From my experience, people are usually pretty responsive to calls for feedback, especially on Discord.
Caothland
I appreciate the refinement and attention to feedback that went into this version of the map. Though I never played the original version, I’m sure this version is much better.
I largely enjoyed my games on this map, but I do have a couple issues with it. Six-move figures are too comfortable on this map. There are 7 spots on level 3 where 6-move figures can move to from the start zone, and 5 of those spaces are on the rock side of the map. In comparison, there is only 1 spot where a 5 move figure can make it onto level 3 from the start zone. This is one of the those maps where the difference between 5 and 6-move figures just feels too advantageous to the 6-move figures.
The vast majority of play on this map ends up in the exact same place – and when a player takes control of those 5 hexes of level 4 height, it’s usually game over. The bottom half of the map just doesn’t have enough draw, even when other glyphs are used besides the unique attack glyph (which I don’t believe is a good choice for the map).
A few other issues:
1) The bottom middle section of the map is very fast. A death chaser could attack the opponent’s start zone on turn 1.
2) I don’t love the combination of the north glyph placement on level 3 height with essentially all the map’s level 3 and level 4 height so close to it, even if it is a lower powered glyph. It serves to make that area even stronger and more of a focus.
3) I don’t like so much jungle coverage on level 3 – some maps get away with it, I don’t think this map is one of them. Most of the jungle is placed well though.
Having said all that, it looks really good aesthetically – I appreciate the work that has gone into preserving the aesthetic. I also appreciate the clear start zones. Overall, I’d be fine with seeing it at a local tournament, but I don’t feel like it’s ready for the highest levels of play.
I vote
to induct Caothland.