Feedback
Hello, this is Semmo. After a long wait, we are finally posting some of the replays and the feedback. Keep in mind that feedback from the "rest" is what I remember on the top of my head from the judging process. The Rest is Jacky and EastWindy. Only the Foreign Maps' feedback are included here as well.
1st
Expedition Lost by Algue
Attx:
This map feels like the details of the map play out like clockwork to the overall map. From the maps submitted, I think only this map provides fun for viewers and fun for players at the same time.
The expansion placement is quite stable, which can provide standard games; however, since the path to the center from the natural expansion is a reverse ramp, it may be a better idea to break your own backdoor.
The map layout is not overwhelming for the players, but the more you understand the map, the better plays you can make.
Semmo:
I like the map quite a lot for this contest, since it is standard but can provide different games. However, I'd like to see some improvement in the cliffing and texturing, which is lacking in some ways.
The Rest:
I like the way that this map separates the battlefield using the collapsible rocks.
2nd
Shrouded Harbor by Quidos
Attx:
This map plainly demonstrated 3 Player Rotation maps' weaknesses, but the mapmaker's smart sense of the backdoor was what I wanted to see.
I am not focused on the weakness of the layout, but rather I want to see how players act on this backdoor.
Semmo:
Although the backdoor was a smart idea, I don't think it's a bad idea to fix the rest of the layout. For example, the center seem to have one path - I think it's important to create at least an illusion of multiple paths for the players. I think the center expansions could be improved as well.
The Rest:
I want to see how the backdoor plays out. The rest seem to be standard.
3rd
Red Rock Ridge by Lefix
Attx:
I think this map accomplished the most using the least expansions in a 4 Player map which traditionally requires too many expansions.
I think this map should be noted by mapmakers who are in deep thought about the 4 Player map expansion layouts.
Semmo
I really like this map, because how simple it is, but how it seem to all work out. However, in testing, the map seem to not allow "tug of war" situations in close positions, since the two players are so close together; it seem to create landslides-type of gameplay.
The side effect of having 8 gases in your third expansion I think is quite important and refreshing to see as well.
The Rest:
The fact that the mineral wall on the 3'o clock and 9'o clock expansions are open instead of closed I think it's genius. However, I am not sure if the map will work out because how hard the thirds are.
4th~7th
Neo Sol Dios by NewSunshine
Attx:
The fact that a 45 Degree Mirror 2 Player map was possible in 128x128 really surprised me. The map is very small but the mapmaker really used his insight to make it work.
Semmo:
I really like the map, but I'd like to see more advantages for the defender.
The Rest:
I think the map did a good job, and the aesthetics are top notch. However, the map may create landslides, similarly to how Naro Station Played out during test games, since the map is just so small. However, after playing on it, the map felt bigger than it actually was, which is a good sign.
Golan Heights by Moskonia
Attx:
I think the map's selling point is the location of the watchtowers. It's not a map layout seen often, but the map feels complete with just those watchtowers.
Semmo:
I think the map layout is great, where the center is just large enough for large armies to maneuver, but you can also harass the center expansions as well, unlike Heavy Rain where big armies could not. I think however, the aesthetics could really use a makeover, as the roads and the poor texturing reminds me of a WoL Beta Map.
The Rest:
The fact that the third is so large open but the path for the attacker is so disparate and the tower being there is really interesting, I want to see how it plays out.
8th~10th
Ion by TimeTwister
Semmo:
I think the aesthetics are top-notch, but the layout feels unstable to me. I think if this map can overcome that, it'll be a much better map. I think the map is too tall as well.
The Rest:
The quality of the map is very good, but I think the map is too abusable and the mapmaker did not put countermeasures in place. Too many iffy spots.
Ember Fortress by Etcetra
Semmo: I think as a standard map, this map is just amazing; but for the purpose of this contest, I don't think it was a fit.
The Rest: I think it's a solid map, but just like overgrowth, is this map something that we want to see right now? I don't think so.
Catalyst by NegativeZero
Semmo:
I think this map is a great standard map, with a nice use of Mar Sara textures - I think NegativeZero's maps are very good these days. Again, similarly to Ember Fortress, I don't think it was a good fit.
The Rest:
I think this map is good, but boring.
Replays
Replays from GongSL so far can be found here
The VOD for the GongSL finals can be found here
Map Introduction
http://www.twitch.tv/startale_balloon/b/574384350?t=15m48s
Belshir Narrow Path
http://www.twitch.tv/startale_balloon/b/574384350?t=25m08s
Golan Heights
http://www.twitch.tv/startale_balloon/b/574384350?t=49m14s
TL Laboratory
http://www.twitch.tv/startale_balloon/b/574384350?t=59m46s
Neo Sol Dios
http://www.twitch.tv/startale_balloon/b/574384350?t=85m54s
Shrouded Harbor
http://www.twitch.tv/startale_balloon/b/574384350?t=96m03s
Red Rock Ridge
http://www.twitch.tv/startale_balloon/b/574384350?t=121m38s
Expedition Lost
http://www.twitch.tv/startale_balloon/b/574384350?t=136m47s