That's not necessarily true. These are the current judging criteria: Game-type Support Does the map function for the game-type as necessary? Are all required objects and systems in place to successfully play a game? Fun-Factor Is the map fun to play on? Is the space fun to navigate through? Do the weapons, spawns, and layout promote a positive game experience? Is the map balanced and fair for the given game-type? Performance Does the map suffer from any negative visual or performance issues? Originality / Creativity Is the map interesting and unique in both design and appearance? All this needs to do is be weighted. 25% each, with each category being graded based on a 1-5 scale of "Strongly disagree - Strongly Agree". I'm not saying a map that scores 89 will lose every time to the 90 map, but it gives you a concrete and consistent analysis of the maps beyond "Well, I like this map so I want to push it." which is pretty much what I've seen of the contests thus far.
Dude I want to host a $5000 2v2 contest so bad where I would be sole judge and live stream the entire process. And why not xandy goat and given? That's three of the best forgers in the game. You think I can't be impartial lol if anything I'd be more harsh on them. The rock doesn't influence anything lmao just don't take it. The tele was literally a hall that you run into. The spawns and lighting were definitely bad I'll concede that, both minor points in relation to the actual design of the map but whatever. I never once mentioned Legion or that I wanted it to win so I think it's pretty telling how you insist on bringing it up repeatedly. It's pretty clear you're just looking for something to lash out at. It must be hard living in a small box.
Yeah, that would be good criteria. I guess I misunderstood what you were suggesting earlier. The results would still be almost entirely opinion based (people often even have differences of opinion regarding map performance), but like I already said, I like that aspect of it. The point allocation and weighting would work fine as long as the weighting makes sense. @WeedCough is the man!
Don't let any of this distract you from the fact that xzamples still won't admit that Malta was awful
It definitely wasn't awful in any of the playtests on it during the judging process. If anything, there was more concern with the appearance than with the gameplay. We simply didn't play it enough for anyone to exploit the issues it had. I'd imagine it also plays quite a bit differently with radar than it did without radar (I've never played it with radar because I haven't played a game of Halo 5 since we finished the judging. )
What's the point of giving the player a movement option, then saying "just don't take it" as a response to my criticism of it? The tele was a hall that teleported you at a time completely unknown. And you came out of it in a different direction. It was one of the most awkward teleporters I've experienced. Well, considering you've repeatedly mentioned how terrible the maps that were chosen are, yet conveniently without suggesting alternatives, it's safe to assume your you see your map as superior. Malta's spawns were bad, but I won't say it's simply a bad map.
Don't take this as a knock on your design skill or anything because it's definitely not. But Malta is the kind of map I looked at for 30 seconds and pretty much immediately knew it would fall apart. I feel like as a judge you've got to be able to make those calls. I don't really see no radar solving many of the issues either. Because it's not necessary to the map, I literally added the rock in at the end as a convenience. If in the odd chance it comes in handy or saves your life, great. If not then ignore it, but you said it slows down the map which is ****ing retarded. Just don't sit there waiting for it. That's like if I put a mongoose on a perfectly good 2v2 map and you said "yeah it really slows down the game and is difficult to drive". Just ignore it, it doesn't hurt anything. "Thetele was a hall that teleported you at a time completely unknown. And you came out of it in a different direction. It was one of the most awkward teleporters I've experienced" It was LITERALLY a hallway you ran down. If that is outside your comfort zone then I genuinely feel sorry for you. And you probably shouldn't be involved in map creation or judging if you can't handle something that primitive. Seriously, that kind of close minded thinking is so cancerous and it shows with how bland your map preference is. "Malta's spawns were bad, but I won't say it's simply a bad map" Yeah there's a difference between unpopular opinions, and bad opinions. This is a bad opinion. Edit: before you deflect the conversation again - is your idea of a good map one that is so linear that a team literally sits on the high end with a 20 second respswn H2 br and sniper spawning under their ass where the other team has literally no way to challenge them without A: running straight up to them like a jackass OR B: attempting to cross map against rifles using your pistol only for them to either kill you or take cover That map was literally a giant ****ing mess. Edit 2: yeah there's literally no way you ever played Malta
It was a gimmick that slowed down gameplay either waiting for or on it. And without it there was I believe only one route up top. That's poor design. Yes, a hallway where you teleported randomly as you were running down it, as opposed to a predictable teleporter where you know the instant you will teleport. People who understand map design understand how important those consistencies are.
As a judge, I've always felt that it was my responsibility to rate maps based upon how they actually play in the playtests I'm involved in, rather than rating them on how I think they will/should play. There have been many occasions where I expected something to be very exploitable, but never actually experienced a game where people were able to exploit it. I judged based on what I experienced, because that was the only fair way to judge. In addition, if I were really good at judging how a map would play just by looking at the design, the first playtests on all my maps would be a lot better than they are. As a general rule, I think people trust their judgement on map design too much, and it prevents them from objectively observing how a map actually plays. --- Double Post Merged, Mar 23, 2017 --- Wasn't this stupid ass contest like a year ago. Why are will still arguing about it, lol.
1 way to the top is irrelevant if the top isnt strong and easy to shoot down. I've honestly come to feel the opposite the more I look at maps. My intuition on how something plays has rarely failed me in the past few years. And I think judging based on gameplay will always be deceiving considering people don't have the same mindsets in customs as they do in mm; which is to win no matter what. But I see what you're saying.
That feeling when you finish the main character's design, score the theme music, and write the plot synopsis all within a day - things that have taken years of iteration - and then you find some random ****ing obscure ass roleplaying game from years ago with a similar name despite repeated google attempts to avoid that.
Let me know when you start this one. If you remember I had one some what blocked out. I'd be down to collab on it with you. wake and bake island
My man! That's cool that you think that, not many people like how Legion plays moreso than Oblivion. --- Double Post Merged, Mar 23, 2017 --- I'll get back to you with a review