Banner artwork by @Pdan4, background by @MC_Labs15
Main Thread | Upload Thread | Voting (Preliminary) | Voting (Finalists) | Results | IRL Cards!
Voting Deadline: October 1, 2024 2:00pm EDT (18:00 UTC)
Let's all give a round of applause for everyone who worked on a map for this contest! And let's give it up for our top 10!
From highest Y/N ratio to lowest, our finalists are:
- pl_desolation_b3a_bugfix by @MayaMogus
- koth_splinter_b4 by @Idolon @zythe_ @pont and @Sarexicus
- cp_underway_b2 by @Brandini Panini
- cp_thalassophobia_b5i_fix_2 by @RatsInYourWalls
- ctf_chouhen_b5a by @AlrexX [she/they]
- cp_siege_b2 by @robopan
- cp_lamworth_a12 by @Auwi
- pd_azureworld_b1 by @Seacat08 @Stack Man @Pinewabble and @Lacry
- cp_shanksgiving_b6 by @MegapiemanPHD @FGD5 and @SedimentarySocks
- pl_conclave_b6b by @GuardianAngel
The spreadsheet lists all the maps in the order they were submitted. To view them ordered by score, you can switch to the "Scores (Decending)" view, found here:
Download the map pack (thanks to @nesman !) here!
@Pdan4 will be contacting the finalists to discuss what your finalist map cards will look like soon.
AND NOW, THE FINALS:
Now it's time for the penultimate act. We'll need the help of our seven magical assistants (judges), @14bit, @Sonoma, @Diva Dan, @Erk, @Defcon, @ScarlettValkrie, and @Yacan1! They will be showing up for scheduled Finalist Judging tests during the judging period.
This finale will have you all on the edge of your seats, but don't get too rowdy or turn this into a sports game! We stagehands will be keeping along and making sure people don't get riled up as the results carry on - we are all here to have fun after all - so keep in mind that if things get heated or frenzied, we will implement score censoring until the polls close. Please don't solicit tallies or offer them. So, let's try to keep a lighthearted atmosphere in our hobbyist community and magic amphitheater tonight! And please make sure you've played and are voting on the specific map versions listed in this post.
All scores are out of 10. Decimals are allowed. All maps will be judged based on two main categories as previously stated, Gameplay and Detailing. Gameplay is worth 67% of the final score, and Detailing is worth 33%. All public scores will be averaged and will be worth 60% of the final score. Judge scores will be averaged, and will be worth 40% of the final score.
Gameplay and Detailing each have two subcategories, each worth 50% of their main category: Overall, and Card Usage.
To track your own scores, a spreadsheet with all of the calculations is available here for you to make a copy of:
https://docs.google.com/spreadsheets/d/1gARFTpSVZg4AzFdLJACI4Ebq4_tsPzodxLK-6U2i6L8/edit?usp=sharing
JUDGING CRITERIA:
GAMEPLAY:
The Overall Gameplay score is how well the map plays, out of a maximum of 10 points.
- Is the map unique?
- Is the map balanced?
- Is the map fun?
- How well are the chosen cards integrated into the map?
- Were the chosen cards beneficial or harmful to the gameplay of the map?
- (If applicable) Did going for more than the minimum number of cards benefit or harm the gameplay of the map?
The Overall Detailing score is how good the map looks, out of a maximum of 10 points.
- Is the map visually interesting?
- Is the detailing complete?
- Does the map accomplish the art direction it is going for?
- How well are the chosen cards integrated into the map?
- Were the chosen cards beneficial or harmful to the detailing of the map?
- (If applicable) Did going for more than the minimum number of cards benefit or harm the detailing of the map?
*If there is a tie at the end of this vote, we will introduce tiebreaker voting (the card printing company only allows enough for 10; it is a physical limitation out of our control in our price range and pack quantity, unfortunately).
HOW TO VOTE:
To track your scores, a spreadsheet with all of the calculations is available here for you to make a copy of:
https://docs.google.com/spreadsheets/d/1gARFTpSVZg4AzFdLJACI4Ebq4_tsPzodxLK-6U2i6L8/edit?usp=sharing
To vote, please enter your scores into a table in this thread like the one shown below. You must vote on all 10 maps for your ballot to be valid. Calculated scores will be automatically done by our final spreadsheet. Please use the linked spreadsheet above to see what your scores calculate to, as tables on the forum can't do math! Feedback/notes are optional, but strongly encouraged! Spoilers for notes for each map are included in the copy-pasteable template below.
MAP | Overall Gameplay (score out of 10) | Gameplay Card Usage (score out of 10) | Overall Detailing (score out of 10) | Detailing Card Usage (score out of 10) |
---|---|---|---|---|
pl_desolation_b3a_bugfix | ||||
cp_thalassophobia_b5i_fix_2 | ||||
ctf_chouhen_b5a | ||||
cp_siege_b2 | ||||
koth_splinter_b4 | ||||
pl_conclave_b6b | ||||
cp_shanksgiving_b6 | ||||
cp_underway_b2 | ||||
cp_lamworth_a12 | ||||
pd_azureworld_b1 |
Code:
[TABLE]
[TR]
[TH]MAP[/TH]
[TH]Overall Gameplay (score out of 10)[/TH]
[TH]Gameplay Card Usage (score out of 10)[/TH]
[TH]Overall Detailing (score out of 10)[/TH]
[TH]Detailing Card Usage (score out of 10)[/TH]
[/TR]
[TR]
[TD]pl_desolation_b3a_bugfix[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]cp_thalassophobia_b5i_fix_2[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]ctf_chouhen_b5a[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]cp_siege_b2[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]koth_splinter_b4[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]pl_conclave_b6b[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]cp_shanksgiving_b6[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]cp_underway_b2[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]cp_lamworth_a12[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[TR]
[TD]pd_azureworld_b1[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[/TR]
[/TABLE]
[SPOILER="Feedback for pl_desolation_b3a_bugfix"]Put notes here![/SPOILER]
[SPOILER="Feedback for cp_thalassophobia_b5i_fix_2"]Put notes here![/SPOILER]
[SPOILER="Feedback for ctf_chouhen_b5a"]Put notes here![/SPOILER]
[SPOILER="Feedback for cp_siege_b2"]Put notes here![/SPOILER]
[SPOILER="Feedback for koth_splinter_b4"]Put notes here![/SPOILER]
[SPOILER="Feedback for pl_conclave_b6b"]Put notes here![/SPOILER]
[SPOILER="Feedback for cp_shanksgiving_b6"]Put notes here![/SPOILER]
[SPOILER="Feedback for cp_underway_b2"]Put notes here![/SPOILER]
[SPOILER="Feedback for cp_lamworth_a12"]Put notes here![/SPOILER]
[SPOILER="Feedback for pd_azureworld_b1"]Put notes here![/SPOILER]
LIST OF THE MAPS' CARDS:
Put together by 14bit with added detail from the uploaders' posts, brought in by Pdan4.
------------------------------------------
Desolation
pl_desolation_b3a_bugfix
By MayaMogus
Gameplay:
#6 - VALID - "Respawn Room switches Teams: RED's first spawn becomes BLU's spawn after C is capped"
#8 - VALID - "3 or More Objectives in a Stage: Self-Explanatory, there are 4 objective points."
#9 - VALID - "The map contains a delay mechanic On C, there is an elevator you must wait to raise up to continue pushing the cart."
#12 - VALID - "At least one objective involves an elevator: To cap point A, you must use a payload elevator to cap, akin to Pheonix Last."
Detail:
#3 - VALID - "Map Contains weather events: Throughout the map there is snow blowing around"
#5 - VALID - "Throughout the map visible details make noise: In the facility there are many areas that feature computers, machinery or lava that create noise and ambience"
#6 - VALID - "Have Team Coloured Lighting: The first half of the map is set mainly outdoors, in cold lighting, but C and D feature more warm (red and orange) lighting from the foundry lava or warmer lights in the buildings"
--------------
Thalassophobia
cp_thalassophobia_b5i_fix_2
By RatsInYourWalls
Gameplay:
#3 - VALID - "Riding the big gear up crushes you"
#7 - VALID - "Point A is in a 512x512 room"
#8 - VALID - "There are 3 capture points"
#15 - VALID - "The big gear at point C acts as cover"
Detail:
#1 - VALID - "The big gear is a non stock hero prop"
#5 - VALID - "Computers make computer noises"
#4 - VALID - "Out of bounds area is next to a deep sea trench"
--------------
Chouhen
ctf_chouhen_b5a
By AlrexX
Gameplay:
#3 - VALID - "Inside the mainframe room there is an exposed electrical box tucked in a corner that will damage nearby players and instantly kill anyone who touches it."
#4 - VALID - "RED spawn is directly above terminal B, and even has a one way window that allows them to see it from inside their spawn."
#5 - VALID - "Both RED and BLU spawn never change."
#7 - VALID - "The mainframe room is exactly 512x512 (unless my measurements are wrong)."
#8 - VALID - "There's a total of 4 objectives."
#10 - VALID - "Terminals A and B are 1024 units from eachother. I believe this may also be true for B and C but I don't know how to verify that."
#14 - VALID - "The tf_logic_cp_timer entity is used for the mainframe, and also opens/closes the doors to access the room accordingly."
Detail:
#1 - VALID - "The holographic globe and the crane in the main outside area could be considered hero props."
#2 - VALID - "The map is set in Hong Kong."
#4 - VALID - "The vistas around the map are of a sprawling cityscape. (Judging by feedback it's notable enough, lol)"
#5 - VALID - "The exposed electrical box in the mainframe room emits an electric humming sound. Doesn't feel like the best match but I couldn't find anything better..."
--------------
Siege
cp_siege_b2
By robopan
Gameplay:
#3 - VALID - "The cannons people launch off of deal explosive damage that can kill low health players."
#5 - VALID - "Both spawns never change."
#8 - VALID - "There are 3 capture points."
#14 - VALID - "The last point is analogous to how Degroot Keep's last point works."
#15 - VALID - "The A point (the Well) has cover inside the capture point, similar to a nipple."
Detail:
#2 - VALID - "The map is set in a european medieval fortress."
#4 - VALID - "(Maybe?) You can see the river flowing as a vista in the 3D skybox."
#5 - VALID - "The fire, gears and waterfall make noise (although the medieval warfare soundscape kinda dampens them)."
--------------
Splinter
koth_splinter_b4
By Idolon and zythe_, with assets by pont and Sarexicus
Gameplay:
#1 - VALID - "There are four stages."
#2 - VALID - "There are four stages."
#3 - VALID - "Sawblade."
#6 - VALID - "The spawnroom in the Minehead stage is used for both teams."
#7 - VALID - "Bunker stage point is in an enclosed space smaller than 512x512."
#11 - VALID - "Three of the four point designs all feature significant playable space accessible to all classes over the control point."
#15 - VALID - "Sawblade."
Detail:
#2 - VALID - "Map is set in Germany/Austria."
#4 - VALID - "Big open vista on Sawmill stage."
#5 - VALID - "Multiple waterfalls, sawblade, idling truck."
--------------
Conclave
pl_conclave_b6b
By GuardianAngel
Gameplay:
#1 - VALID - "Map has 2 stages"
#8 - VALID - "3 objectives in both stages"
#9 - VALID - "S1 door leading to C, S2 has route that opens on A. S2 routes from B to C open after capping B"
#12 - VALID - "S1 C is an elevator for the cart"
Detail:
#4 - VALID - "S1 has views of the canyon and the expanse beyond. S2, same view but there's a train zoomin by."
#5 - VALID - "Most computers make noise, burst steam pipe near S1 A. S1 dripping air vent outside Red's second spawn. S2 Train honks its horn as it passes. S2 turbine room and lair room have engine noise."
--------------
Shanksgiving
cp_shanksgiving_b6
By MegapiemanPHD, with assets by FGD5 and SedimentarySocks
Gameplay:
#3 - VALID - "Map has at least one non-deathpit hazard - Drowning in water, Ignited by bonfire"
#8 - VALID - "At least 3 objectives in a single stage - 3 capture points"
#14 - VALID - "Make use of the tf_logic_cp_timer entity - Degroot Keep style A/D"
#15 - VALID - "At least one of the objectives has unusual cover - A point hay stack"
Detail:
#2 - VALID - "map is set in a location other than the United Stages - Norfolk Island, Australia"
#5 - VALID - "Have visable details throughout the map make ambient noises - fire"
--------------
Underway
cp_underway_b2
By Brandini Panini
Gameplay:
#3 - VALID - "Map has at least one non-deathpit hazard (Saw on A)"
#6 - VALID - "At least one spawnroom can change ownership (Red's first spawn becomes blu's last spawn)"
#8 - VALID - "At least 3 objectives in a single stage (3 CP)"
#11 - VALID - "At least one objective under another, separate playable space (Area over B)"
#15 - VALID - "At least one of the objectives has unusual cover (Wall dividing B)"
Detail:
#4 - VALID - "Your out-of-bounds area(s) should set your map in a notable vista(s) (Giant bridge over map and valley below)"
#5 - VALID - "Have visible details throughout the map make ambient noises (Saw, Vehicles, Generators, Lights, Pipes)"
--------------
Lamworth
cp_lamworth_a12
By Auwi
Gameplay:
#1 - VALID - "Map has second stage"
#4 - VALID - "Active spawnroom directly below/above active objective (Red's stage 1 spawnroom is directly below CP 2)"
#5 - VALID - "Spawnroom never changes, even across multiple stages (Blu keeps same spawnroom on both stage 1 and stage 2)"
#7 - VALID - "One objective in room no bigger than 512x512 (Stage 2 CP 1 is in small room)"
#9 - VALID - "Contains delay mechanic (Stage 1 door between CP 1 and CP 2 is delayed and opens slowly)"
#10 - VALID - "At least two objectives within 1024hu of each other (Stage 2 CP 1 and CP 2 within 1024hu)"
#11 - VALID - "At least one objective under a separate playable space (Stage 2 CP 1 has playable space above)"
#15 - VALID - "At least one objective has unusual cover (Stage 2 CP 2)"
Detail:
#2 - VALID - "Map is set outside of the United States (It's in London!)"
#4 - VALID - "Map is set in a notable vista (Among landmarks of London)"
--------------
Azure world
pd_azureworld_b1
By Seacat08 and Stack Man, with assets by Pinewabble and Lacry
Gameplay:
#3 - VALID - "Multiple details around the map injure the player from a non-deathpit hazard, such as the torches igniting players letting them burn."
#5 - VALID - "Both team's spawns stay the same through the entire match"
#7 - VALID - "The boardwalk point is in a little shack measuring out to under 512 x 512 units"
#9 - VALID - "As it is PD the point is disabled for 30 or so seconds after the cap time is over"
#10 - DISCARD - the objectives are 1068.172271hu apart at their closest point
#11 - VALID - "The boardwalk shacks are accessible and able to be played on without direct access to the capture area."
#15 - VALID - "The main building point has a fountain, statue and concave capture zone leading to some unusual cover to play around"
Detail:
#1 - VALID - "There are multiple hero props found around the map such as the statue in the main building and the lighthouse"
#2 - VALID - "The map is set in an Italian styled resort with Italian influences and signs"
#3 - DISCARD - after extensive discussion among judges. It is not a "major" part of the map, as the rule states, since the two effects are only seen in one room each."
#4 - VALID - "The 3d skybox contains a perfect view of the cove that t"he resort lies in with a glimpse of the ocean beyond, alongside a mountain off in the distance
#5 - VALID - "Multiple details contain sounds like record players playing music, bongos and bells that make sounds when you hit them alongside flowing streams and bubbling lava" (Note from Pdan4: the boost pads seem to make a very, very faint humming noise.)
#6 - VALID - "Red side is coated in yellow and red lighting with Red spawn being illuminated by lava. Blue spawn is painted in cooler colours mainly coming from the damp caves and flowing streams that are on that side of the map."
#7 - VALID - "The skybox uses moving clouds, a moving orca and when the point is captured the orca bursts through the boardwalk in the skybox."
Good luck everyone!
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