72-Hour Mapping Contest #2 - Starting 27.06

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
I can't read your writing :p

Like I said, not intended for feedback, only reason you got it is cause I did it on my slate rather than on paper.

Yours reads:
Cubes are bright :( Tiny area detailed is good, rest no detail
mid is tight :( That one path, needs so much jumping - really hard to use
lots of areas that see zero traffic

Moved over to this thread to save deletion.



yeah thanks booj.. :p
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Yeah, I crossed out that it wasn't obvious where the other points were after the first round, I was standing on A when it was capped, then B became available and I could only see a sign to C. The layout isn't really confusing at all, just the fact it's random. Perhaps put a "point not in play" hologram over locked points similar to mangy's capture zone in retreat.
 

tyler

aa
Sep 11, 2013
5,100
4,621
I can read YM's handwriting no problem. Maybe because it's reminiscent of my own?

It's pretty nice looking, though.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Here are the winners of the preliminary votes! Maps that are placed 1st through 15th will advance to the final voting. You may notice that there are actually 16 maps and not 15, with the last two sharing 15th place. This is because I'm a lazy bastard. :>

The final judging thread will be unlocked any second.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Here are the winners of the preliminary votes! Maps that are placed 1st through 15th will advance to the final voting. You may notice that there are actually 16 maps and not 15, with the last two sharing 15th place. This is because I'm a lazy bastard. :>

The final judging thread will be unlocked any second.

Those ranks down the side are just plain wrong :/

I have 20 votes and am listed as below super who is listed with 19.

I'd like an independent recount because I have no faith in the accuracy of the final few places who the single votes make a difference to.
 

tyler

aa
Sep 11, 2013
5,100
4,621
But it doesn't matter because you're both in the prelims. This isn't a ranking and your "place" is unimportant
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I recounted. And there were some errors with Muffin's thing. Here's my image for you all to see. it's not organized by totals, but the totals are on the right side.

http://i.imgur.com/1QEws.jpg (number in the bottom right is 15. Sorry about the timestamp)

That means the current list is as follows:
Frozen with 21
Ezekel with 20
Supersandvich with 20
YM with 20
Mangy with 18
Ravidge with 18
DaBeatzProject with 17
Hanz with 16
Leminnes with 16
Sergis with 16
Psy with 15
Zhan with 15
Grazr with 13
LeSwordfish with 12
Prestige with 9
Trotim with 9
 
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Trotim

aa
Jul 14, 2009
1,195
1,045
But it doesn't matter because you're both in the prelims. This isn't a ranking and your "place" is unimportant

nono his point was that when miscounts like that exist, the last few places may be off and could unfairly make someone not get into final voting

hey prestige we're 15th together *brofist*
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Yeah Frozen was tied with Ezekel on Muffin's first try. I found out he forgot a guy, Frozen ended up being 1st.
Then he had counted me for Zhan instead of Super, so when that was fixed, Super was tied for 2nd.

All in all though, I don't think anybody who was in the Top 15 was kicked out. So it didn't matter too much, but it could have.


Also, I'm disappointed that only four people voted for TheKieranator. I LOVED that map. If it had made it into prelims, I probably would have put it in my Top 3.
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
A bit sad that my map did not make it, but teaches me to playtest stuff. I assess maps very differently when playing it or when just skip jumping through with hurtme -99999 :D
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Feedback post.

Nova: No major flaws bring this map down, but as it stands it doesn't stand out on its own yet. The focus of any KOTH map should be the center CP, which is a flat and rather boring surface in the map. The side areas are so much more interesting than the center! Which is a shame, as each path leading to the middle ultimately offers no significant difference in tactical advantages. Add more height differences, and rethink what this central point can add to the gameplay of the map. Good start though!
Supersandvich: One of my favorites in the contest, and probably would have been my 4th in the final judging thread if we were allowed a fourth. Works well for being a mirrored map, which tend to fail hard (pipeline, estate) Side areas add pockets of gameplay that have enough distance to allow microcosms of battles rather than a clusterfuck over the cartline. Fastmoving carts with stalemate breakers ensure pushing is rewarding, or moreso than the average PLR. Once detailed this map will be incredible. Spawn exits are a little spammable IIRC.
Vincent: A decent start, but also lacks anything to really make the map standout. Geometry is too 90-degree centric- mix it up! I think this map could have stayed in dev textures, as the half-implemented state of it when submitted was in an uncanny valley sort of situation for me.
Karmapolice: So sorry! I wasn't able to play this one :(
Randalf: A pretty good PLR map, but the deathpit was a little too central to that entire area for my liking. Cart paths get pretty claustrophobic, too. Cart spawns are a little odd as well- perhaps have them more directly in front of spawns to start?
Sniperpenguin: An interesting concept, with a few decent gameplay areas. Spawn for defense is obviously too close to last. 3 open points impossible to defend simultaneously. BLU spawns very immediate and awkwardly into battle areas- odd to have a linear spawn abreast of all three locations.
Languid: Unfortunate bugs and excessive darkness made this a bit unplayable, and the everpresent deathpit is not to my liking. I'd like to see this revisited and reworked, I think the theme is pretty close to being good. MORE LIGHT obviously
locnlol: Loved the cart mechanic, loved LOVED it. Deathpit rage, but mitigated by wider platform. Spawning mechanic was weirddddd. Take this somewhere! Needs more detail to compete with my top 3.
Grimtuesday: With some better lighting, less deathpit and a bit of scaling manipulation this could have been fairly playable. Very ambitious, which I like! Even the whole third-stage tower was a neat idea, but the height differences, spawn locations etc. made it impossible to attack. Keep it up!
Prestige: A fun map, with sweet slides, and hoops and shit, and that new KOTH mechanic which is a little better than regular KOTH, but the unfortunate sound bugs, and some rather excessive sightlines over flat areas lacking much creativity detract. Also, some dark areas.
Hanz: Solid 5 cp map. Enjoyed defending last a lot. Playtesting made obvious by the changes implemented, which I like. Nothing excessively new here, which, while not required, would help set it above the competition.
Kieranator: Loved the interior, mazelike areas. You should cut off almost all of the surrounding high ground,and raise some walls in the center to produce more height variation there. Obviously, needs much more light. If those were solved it would be in my top ten for sure.
Ritz: So sorry! I wasn't able to play this one :(
Psy: Obviously a pretty solid map, the one thing preventing this from going further was a lack of ambition in the direction of either scope or ingenuity. Middle played a bit too much like badlands, FBOFW.
Lemines: So sorry! I wasn't able to play this one :(
Frozen: Good start on an ambitious 3stager. A few sightline and chokey issues you should already know about.
Bock: This map would benefi tfrom some less angular geometry and more natural surfaces. Fences are overused. Love the brushwork on the bridge.
Grazr: My main faults with the map are mostly with the yards, which are underutilized and boring. I voiced further feedback ingame I think.
Hering: A solid layout, very close top being in my top ten, with a decent amount of detail. While I understood your goals for the middle. the weak use of train props and the still-persistent sightline issues make crossing mid not a fun prospect. For all the geometry in the middle, the height differences remain relatively polar/insignificant.
Sergis: I know the hazards of introducing moving capture zones into a map. This was a bold idea. and if the scaling was more appropriate it might have been pulled off better. Perhaps rethink the size of things, including the cap itself. Does it have to be a train to move? I'd like to see followup.
Leftism: Displacement work needs to be rethought, as the pathciness of the grass is distracting. I'm sure you're awware of the sightline issues at mid that prevent this map from being greater. If you simply move each side towards each other by 256 units this map will be LOADS more playable. A very good effort for 72hours, regardless.
Tomhoen: I actually really enjoyed playing this, but it definitely has flaws. The one-way door featured in your screenshot should be way further towards the second point. The first point is hardly contested at all, and has some odd sightlines towards BLU spawn. With a bit more ambition (more stages) this map would definitely be up there. Take it further!
Dabeatz: I feel your pain! But that is the risk of trying something new, and while it's unfortunate that the rotation mechanic and the time invested into it didn't play out, the map left over still is pretty impressive. Solidly detailed and with good use of height and space, I did have fun on this map, but it wasn't on the point itself. Remember, KOTH must revolve entirely around that CP! Make the CP itself more interesting to play on and I'm sure the map'll be loads more fun :)
Zhan: I had fun each time I played the map, and the iteration efforts definitely improved it. I think that the ill-advised addition of the deathtrain in the middle detracts, though, and that the space it traverses really needed to be addressed in a different way to tie this map together. Everything else works pretty well, if the proximity of the final terminus to the enemy spawn does seem a little... tight.
Ravage: I really had meant to play this one, but again it didn't seem to get run, and I'm very sorry I didn't have a chance to look at it.
Ayesdef: We talked about my suggestions for the map, and with some more stages and some more of those issues addressed it'll be great fun. Still had fun as a heavy, of course.
Trotim: Another risktaker, but the mechanic is actually solid here, and helped push it into my final 10. A and C are both interesting play areas, but good god B sucks. Also, way too much deathpit at C, and some lighting issues. Spawns could be moved back from the action more, possibly. It may be cruel but with this little time invested, perhaps try the mechanic in an entirely different layout?
Leswordfish: I did like the map, but for - you guessed it - the deathpit. Also, as well implemented as those fabric visblockers are, they just don't really work. Maybe your additional detailing can convince me? Keep it up.
Littleedge: Good use of angular geometry, and a decent enough layout, this suffered most greatly from scaling issues. I'm sure you can rework it to be less open and more fun!
Reej: A bold take at a new theme was unfortunately spoiled by some bugs. I'd like to see this in a more playable state at some point.

Again, I apologize SO much to those I didn't get to play, it's really almost not fair. I hope to play those someday soon and give feedback, at least.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
246
mangy: got any feedback for me?

edit: nevermind. i just saw your post in the voting thread. silly me :p
ignore this
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Littleedge: Good use of angular geometry, and a decent enough layout, this suffered most greatly from scaling issues. I'm sure you can rework it to be less open and more fun!

*takes koth_littleedge_72 out of the Dropped Projects folder*
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Reej: A bold take at a new theme was unfortunately spoiled by some bugs. I'd like to see this in a more playable state at some point.
400x.jpg
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
246
is anyone else having as much trouble as i am trying to narrow it down to just 3 and then ranking them?

how much time do we have left to vote?