The tournament featuring January's winning maps will be casted soon by MrBitter and the ESL casting crew! Date of live cast to be determined.
January's Map of the Month competition is here! With the winning maps chosen, the open sign ups for the EU tournament will begin. Submissions for February's tournament will also open starting immediately. Once both month's competitions are completed, the best map overall will be added to the IEM map pool!
This thread contains a lot of information about the winning maps, February submissions, prizes, and the open tournament. Make sure to check it all out!
The judging process for January is finished, and the top five maps have been decided. The judge panel this month was Barrin, FlopTurnReaver, NullCurrent, Nightmarjoo, and myself. All of the submissions were extremely high quality maps- congratulations to everyone who submitted! Now, for the winning maps...
The tournament champion will receive an i7 Processor and SSD from Intel!
ESL is hosting an open-signup tournament using the top five maps as the map pool. It will be held on the EU server starting on Saturday the 28th of January. Anybody is welcome to sign up on the official ESL website by following these instrutions, so go ahead and sign up!
The tournament will be casted by the ESL crew during late January and early February on the ESL stream!
Sponsored by Intel
-The first place mapmakers for January and February will win Kingston packs with SSD, i7 Processor, RAM and USB Drive.* -The other top four mapmakers each month will win Intel SSDs. -The tournament winners each month will receive i7 Processors and SSDs from Intel. -The grand-winning mapmaker for the two months will get his or her map to the next IEM map pool!
*Prizes will be distributed at the end of the month, once the winner is chosen.
At this time, we are accepting map submissions for February. As in January, each mapmaker may submit up to two map files to submit.motm[at]gmail.com. Please note that submitting a map that you submitted last month but didn't win is allowed (no changes required)!
The closing time for submissions will be early February, around the 10th.
This month though, please email your map files to submit.motm[at]gmail.com AND post your overviews with information in this thread. Follow this format while posting in this thread to ensure your entry is accepted-
Map Name Map Author Map Overview Playable Map Bounds
(x2) Map Name Map Author Map Overview Playable Map Bounds
Awesome! No surprises with Cloud Kingdom, and Loki II looks insanely amazing :D discord looks, well, interesting, but I'd have to see it play out. Grats!
On January 17 2012 12:13 SidianTheBard wrote: Congrats.
You guys offering feedback at all? If so, PM me with the feedback on my submissions!
I too would like feedback from the judges (all, but i'll take any) if it is offered. I hope part of the judging process included playing on the maps since their were not really that many.
Anyway, Congrats! to the winners. Hope we can get more of these maps on the ladder even if they don't win an official Blizzard sponsored contest.
On January 17 2012 12:13 SidianTheBard wrote: Congrats.
You guys offering feedback at all? If so, PM me with the feedback on my submissions!
There are no plany to write feedback about each map (55 maps, are you crazy??) but I heard a rumor that at least Barrin might do some write ups, dunno about what maps though. If you want some feedback about your maps just pm any of the judges any time and say what map(s) you submitted.
Looks great. All the maps are very deserving, I agree with the selection. I'm a bit disappointed that Cloud Kingdom was chosen, though, since it's already so exposed and we already see games on it. Not a big deal, though.
strong mappool. looking forward to the matches. while i first disliked that there are only 2spawn maps, it might actually be intersting to see only such layouts and see the special features create different games. hopefully ^^
edit: with the amount of maps send it you guys should do a runner up mappool to make transparent who just came short etc. might be quite motivating for everybody not in top5. edit2: could you confirm that my submission of Stillwater Reach was invalid, because the map was not attached with my first email and send later? Or does the map just suck? :D
I'm trying to sign up to the tournament but can't get it to accept any form of "webid", I tried nickname#code, nickname.code, and even the url for my battlenet account. I wonder if you made a mistake? Since normally ESL tournaments ask for "StarCraft II Nick#Character Code (Battle.net EU) rather than "StarCraft II Web-ID (Battle.net EU)"? Or am I doing somethign wrong?
On January 17 2012 19:20 LemonyTang wrote: I'm trying to sign up to the tournament but can't get it to accept any form of "webid", I tried nickname#code, nickname.code, and even the url for my battlenet account. I wonder if you made a mistake? Since normally ESL tournaments ask for "StarCraft II Nick#Character Code (Battle.net EU) rather than "StarCraft II Web-ID (Battle.net EU)"? Or am I doing somethign wrong?
WebID wasn't supposed to be there, is removed now (it's used for Skill Cups, which I cloned one of for the cup)
Though the instructions for Web ID are linked in the instructions provided in OP
On January 17 2012 18:44 Samro225am wrote: strong mappool. looking forward to the matches. while i first disliked that there are only 2spawn maps, it might actually be intersting to see only such layouts and see the special features create different games. hopefully ^^
edit: with the amount of maps send it you guys should do a runner up mappool to make transparent who just came short etc. might be quite motivating for everybody not in top5. edit2: could you confirm that my submission of Stillwater Reach was invalid, because the map was not attached with my first email and send later? Or does the map just suck? :D
Stillwater Reach was a valid participant, but it wasn't chosen for top 5 for a few reasons. I'm going to be writing some feedback on maps and I believe Barrin is too, so that will come soon.
Although Cloud Kingdom is (obviously) a good map, wouldn't it be better to include another map into the map pool of the next Motm tournament? Cloud Kingdom is a well established map (it's in the GSL!) and I love MotM tournament for introducing new maps and giving us games on them. Having a well established map into the tournament (although it hasn't been played that much yet) seems like a 'waste'.
I don't want to take away Superouman's credit: it is a very good map. But given that it is well established, couldn't you give that spot to one of the runner ups?
On January 18 2012 01:45 AdrianHealey wrote: Although Cloud Kingdom is (obviously) a good map, wouldn't it be better to include another map into the map pool of the next Motm tournament? Cloud Kingdom is a well established map (it's in the GSL!) and I love MotM tournament for introducing new maps and giving us games on them. Having a well established map into the tournament (although it hasn't been played that much yet) seems like a 'waste'.
I don't want to take away Superouman's credit: it is a very good map. But given that it is well established, couldn't you give that spot to one of the runner ups?
Just an idea.
Indeed we would have rathered it wasn't in the top 5. However it wouldn't be fair to remove it because Superouman would have submitted a different map if he'd have known it wasn't going to be accepted. Next month we may implement a "no GSL-map" rule (it will happen soon if we do).
Love Loki II, Discord, and Vulture. Probably my 3 favorite submittes maps.
Cloud Kingdom I think shouldn't have been allowed into the contest as its already a well-established map, and we all know its pretty good.
Blitz I don't really like that much, I'm not big on the 1-unit choke gimmick and the super vulnerable thirds. I don't think that is the right way to promote aggression.
On January 17 2012 18:44 Samro225am wrote: strong mappool. looking forward to the matches. while i first disliked that there are only 2spawn maps, it might actually be intersting to see only such layouts and see the special features create different games. hopefully ^^
edit: with the amount of maps send it you guys should do a runner up mappool to make transparent who just came short etc. might be quite motivating for everybody not in top5. edit2: could you confirm that my submission of Stillwater Reach was invalid, because the map was not attached with my first email and send later? Or does the map just suck? :D
Stillwater Reach was a valid participant, but it wasn't chosen for top 5 for a few reasons. I'm going to be writing some feedback on maps and I believe Barrin is too, so that will come soon.
good to know. looking forward to the writeup or any kind of feedback. i like the map's theme, the way the bases actually have some space in between, but will do a variant that is aimed at competitive play. some adjustments in visuals, but mainly changes in terrain and layout. and i really hope the judges feedback will help me make a great looking map into an awesome map overall.
On January 19 2012 12:16 Barrin wrote: Burning Altar This map receives the unofficial most interesting center award lol. I can see real interesting progression across the map, but it seems very difficult to gain a real hold on map control; it's almost too technical. I hate to call imbalance, but I feel like Brood Lords can be a little too strong on this map (too much power to give a single unit imo).
Stillwater Reach Extremely beautiful and detailed aesthetics. This map purposely challenges the boundaries of map control in a wonderfully elegant way. The way the natural is positioned against the 6/12 o clock base structure is very bold.
Thanks for your kind words. People often tend to point out the problems and forget top say what they actually like and reading your comments I would say I accomplished wuite a lot with the concepts for both maps albeit bith failed to reach top5.
We had focused on some playtesting lately, reworking 'old' maps, etc. I consider BA fixed and we have to see if it ever again gets a chance in competitive play in its new version. Stillwater is subject to change and I am looking forward to strengthen its concept, make it more playable and possibly resubmit it soon.
On January 19 2012 12:16 Barrin wrote: Darkness Falls Aesthetics are quite good here. What everyone else seems to like about this map, I don't really like at all: those high ground structures as pathways around the center of the base makes the central map width far too big on top of being a powerful catalyst of circle syndrome.
Western Wastes With an arguably simple but time consuming overhaul this map could be very very good. I really think the map should be squished from top to bottom, mostly getting right of air space (not necessarily for that purpose). Also squish the center of the map top to bottom in the process. Not too much! 8-10 spaces shaved seems just about right. This map has much potential IMO but you're gonna have to dig it out a bit more.
About Darkness: Fair enough. I'm surprised you said you like the Aesthetics because usually the #1 complaint I get about it (from people on skype...) is that they don't like the Aesthetics of it. Guess because it's not a beach map. Also, IPL said on stream it was the most balanced map out of the ones they did the tournament on, so that makes me happy. :D
About Western: Glad you enjoy it, it was a map I didn't spend as much time on but was able to squeeze it out for the jan submissions. Maybe I'll tinker with it a little bit and resubmit it for Feb along with another one.
Okay, now that I know what circle syndrome is, I'd like to arge the case against Bardiche.
The two halves are pretty much completely split apart. The top and bottom expansions all belong to the player on the same side of the map. The middle expansions are relatively neutral but otherwise, I don't really see circle syndrome on there.
On January 22 2012 12:56 TehTemplar wrote: Arggh circle syndrome D:
None of the maps have full-on circle syndrome actually. There are really only a few ambiguous bases, mainly on Cloud Kingdom and Discord (third ambiguous on Blitzkrieg, but no circle syndrome).
im really liking vulture, it takes the idea of being safe while expanding while also making it slightly harder as you expand on your bases
main is really easy to defend, 2nd is fairly easy to defend, and 3rd is slightly harder. 4th has 2 exits, 5/6th are further away as well as closer to the enemy plus have an extra exit. I really like that.
all the other ones are okay but they don't really seem to be purposed for macro games much.
Uh... pretty disappointed with these maps to be honest. Of course Cloud Kingdom is sitting pretty... but by now it's a few months old? I also feel that there were better maps submitted. But then again that's just my opinion, rather than that of a panel of judges. Hopefully we'll see more diversity in the following months
On January 31 2012 05:29 Antares777 wrote: The image for Loki II is out of date, there was a major aesthetic overhaul done by Samro225am. Here is the new one: http://i.imgur.com/AmhMN.jpg
Under two weeks until submissions close (Feb 10th). Send in your maps to submit.motm[at]gmail.com. Please note that submitting a map that you submitted last month is allowed (as long as it didn't win).
Please email your map files to submit.motm[at]gmail.com AND post your overviews with information in this thread. Follow this format while posting in this thread to ensure your entry is accepted-
Map Name Map Author Map Overview Playable Map Bounds
(x2) Map Name Map Author Map Overview Playable Map Bounds
MotM January will be casted by the ESL on Thursday and/or Friday this week!
Send in your maps to submit.motm[at]gmail.com. Please note that submitting a map that you submitted last month is allowed (as long as it didn't win). Additionally, post your submissions in this thread following this format-
Map Name Map Author Map Overview Playable Map Bounds
(x2) Map Name Map Author Map Overview Playable Map Bounds
Great submissions so far guys, keep them coming! And Mieszko, can you export a map image for Pavilion to get a better quality image for the judges? We'll have the map file, but it's often very helpful to be able to look at the overview for a general sense of the map. Just go to Data ---> Export map image, set it to a 90 degree angle, playable bounds only, match game, 1600x1600ish quality, and then click export. Convert from .tga to .jpg either online or in an image editing program.
Is there a reason why January and February are in the same thread? And why the thread is in a new place (not in maps section anymore)? And why there is another thread there about stuff?
Because to put it tritely I am very confused. And I didn't even see this thread until after January submissions were done (I wasn't actually going to submit anything, so it doesn't really matter, and hopefully no one missed it that was going to submit).
It's not necessarily a bad thing, as now the thread might get more community involvement (although I really only see mappers posting in here), but I'm just a little confused as to why all these changes were made... I dunno. I guess I'm probably the only TLer that basically only looks at the mapping section and nothing else....
Map Name: Firefly Author: MisfortuneS Ghost Playable Bounds: 136x136 ^Do I get the Dustin Browder Award?^ :p I think it's worth noting that there were changes made to the map, that aren't in the map thread. Debris blocks pretty much all quick attack paths, longer paths are the only usable ones early on. I also tightened up the natural's choke a wee bit.
I heavily modified Back to Back and included an animated gif to show the transformations. The main + natural are further on the sides (the vertical distance remains the same), the 3rd is closer (closer than Dual Sight now), the path to the main is wider, the path alongside the main is shorter and wider, the gold is easier to attack, there's more room between the 4th and the back of the main, there's a small path to blink through the lakes in the middle and I entierly remade the lighting. The map thread lists all the changes.
So instead of submitting two maps this month I decided to try submitting two tweaked version of the same map which is one of the pair I submitted last month. (That's not against the rules is it?) This is mostly due to some burn out on map making despite having a couple in progress layouts.
This one is the straight fix to the problems seen in the previous version, the magnitude of easy to secure bases. To do this I simply removed a base and reworked the area a little to be less open.
Not my best crop but I wanted to at least submit something.
edit: looking up playable bounds because I'm dumb.
On February 11 2012 09:14 neobowman wrote: Wait, you can submit maps that already got into the top 5?
That would be UNFAIR! but we're not about fair - we're about the best custom maps there is. A last month top five map with changes might be better than all other maps submitted, for all we know. And really, top 5 maps in motm don't get much lasting attention. I'm in no position to make any decision, though.