@Spleep:
Nice mix of modes to cater to different skill levels, though your second gameplay requirement would be hard to translate to non-payload modes. Your bonuses are fun. Neat!
@Dasprucegoose:
Good on you for doing an easy mode on your second prompt to counterbalance TC. Sadly, your first gameplay requirement is quite mode-tied and wouldn't work well translated to other modes if your mapper wanted to mix and match prompts.
@Will Alfred:
You asked if your prompts were fine before we started and I said yes, but it turns out I severely misunderstood what your first prompt's bonus was asking for and it was way, way too hard. "The payload Tracks twist all the way along the map" brings to mind Goldrush with the whole layout following tracks, and was what I had assumed you meant. Asking for a continuous spiraling tube of payload track the cart rotates with is completely insane, especially for 24 hours. I get that it's a bonus, but it's still unreasonable to expect someone to be able to do that in such a short time, and forced your mapper into having to do the second prompt to have any chance at the bonus. Your other prompts were fine.
@Barion:
I like most of these prompts, though your second gameplay requirement is a bit specific, and would have worked better as a bonus. As it stands, it was difficult if not impossible to get that one to work in a mode other than PD, which severely limited your mapper's options. Other than that, good mix of modes, and fun bonuses!
@Thetriztheexistentialneko:
Your prompts already had to be toned down once before the microcontest began, and I think they were still a bit specific and might have scared your mapper off. Your modes were fine, but requiring 3 gamplay elements for the first one is pushing it, and requiring 3 (or 8, if you count each jump pad at one element) including assymetrical when both of your modes were symmetrical was too much. Your bonuses were also extremely specific and difficult, which didn't leave your mapper much room to be creative. The trick to writing good prompts is to strip things down to their most basic level and provide a solid core idea to build from, but you got a bit too excited and threw everything you could think of at your mapper. Interesting prompts, but too difficult in the end.
@gidi30:
Easy to understand, fun to work around. The bonuses are neat too. Well done!
@adam2:
You included an extremely mode-specific thing for payload in the first gameplay requirement, which meant it was hard if not impossible for your mapper to mix and match that with other modes and prompts. A shame, since the rest of your prompts are interesting and would have worked being mixed. I like your bonus prompts!
@Whomobile:
I like your prompts! You chose some nice modes and prompts that when mixed wouldn't be too hard, with some cool bonuses for anyone who wanted to push themselves. Neat!
@youporkchop5 @radarhead
Good use of the first bonus to provide context to the first gameplay requirement, though that requirement is quite mode-specific and hard to re-use for a different mode. I'd have linked Maid's version of the logic instead; it has less bugs and more features. Nice prompts overall!
@FloofCollie
Creative prompts that were flexible enough to work with different modes (for the most part). The big issue was specifiying "payload" in your second description, though that could easily be ignored and replaced with capture points or whatever other modes was being made. The bonuses are tricky, but doable. Neat prompts!