FFA Masters League

League => Other Events => Topic started by: FML|WorpeX on January 02, 2017, 09:58:58 am

Title: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 02, 2017, 09:58:58 am
This thread is for feedback to Map Contest Maps currently on the ladder rotation!

The following maps are currently in Rotation:

These 4 slots will change periodically. If any bugs or issues are found with these maps, please report them in the comment section below.

If you're the map maker of any of these maps, updates to your submission also belong in this thread.

Thanks!
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 02, 2017, 01:43:09 pm
You guys can upload my map, so far I think Iīve done a good job at balancing the map, after all Iīve been playing FFA in FML for a little bit more than a year by now and I think I have sufficient knowledge to make balanced maps. However, this doesnīt mean that my map is as balanced and well built as some of the classics, such as Twilight or Market, but I like to think it has some resemblance.

Some of the things that Iīve noticed so far are the following, and I donīt know yet if they really need fixing since itīs too early to tell but maybe with your feedback, positive or negative, we can make our maps better.

Equalrium:

Regarding the creep camps

- As you may have noticed this map has a lot of creeps, some of them are orange camps, few of them are green camps, and most of them are red camps.

- The items found in all of these camps are balanced in terms of the reward you get by creeping, specially the red camps that have very good items and also provide good experience.

- There is no market place for imba items, this means that creeping is an important factor to consider and since there are lots of creeps you will have as many good items as you could have in Twilight Ruins or Market Square.

- Although the red camps provide good experience and good items, they are quite strong so itīs up to the players to decide if they want to break 50 to creep more efficiently or struggle at the red camps and risk losing their heroes/units or get caught by other players by just creeping at 50.

- The four red turtles at corners drop infernal, doom guard, scroll of resurrection, ... etc.
- The four revenants at the expansions drop blink dagger, orb of frost, ring +5, claws +15 I believe, etc.
- The two four red camps at 12, 3, 6, and 9 oh clock drop amulet of spell shield, greater pendant of mana, staff of silence, ...., etc.
- The two red camps at mid drop crown of kings, mask of death and tome of power.
- The other four red camps right behind the middle expansions, the ones with water elementals drop book of necromancer, stone of health/mana, and healing ward.

Regarding the number of gold mines

- Although at first glance it may seem that there are way too many gold mines, you should look carefully at the amount of gold each one has.

- Market Square and Twilight ruins both have 16 gold mines each, and the amount of gold in each gold mine is between 15k and 17.5k.

- Adding up all of the gold in each of the maps mentioned above gives a total of 264k gold or 260k gold respectively or vice versa.

- Equalrium has 28 gold mines but the amount of gold in each expansion is very little compared to the classic maps; for instance, your natural expo only has 8k gold; the expos at the middle have 8k and 10k gold depending on the creeps levels that guard them, red camps guard the 10k gold mine and the orange ones the 8k gold mine; lastly the corners do have 10k gold since they are guarded by the red turtle.

- Adding up all of the gold in Equalrium comes up to be 276k gold so the difference is really not that much, especially when you consider the gold you spend to build several expansions rather than just few like the other classic maps; in other words, it would probably come to be close to the amount of gold in total to the classic maps.

Regarding the Goblin Lab and Market

- If youīve noticed the map only has two goblin labs and two goblin markets. I made it this way so that not everyone gets an early shredder and goes autopilot mode; in other words, players will have to adapt their strategies in the game rather than going with a specific plan " Oh, Iīm gonna get a shredder at this time, Iīll send it to the mid expo, then Iīll send it to another expo and then I wonīt have lumber issues".

- Since there are only two goblin labs, it may seem "unfair or imbalanced" to those who spawn closest to the goblin lab. Although this may be true, the map has plenty of wood, Iīd say more wood than Market Square, so you should be able to harvest similar amounts. Yes I know that early shredder is better, but maybe you as an adaptive and experienced FML player will know how to flourish from a position of weakness.

- Now, one last thing on the shredder dilema. Personally I would rather leave it as it is, since it adds a bit of a luck factor into the game and tips the scale in favor of some players just by a small margin. However the main reason for why I chose two goblin labs and markets was the way it looked. Yes to me design is everything so in other words, I donīt care if itīs 100% balanced, where everyone gets a shredder and hoards happily for 30 mins. I care how the map looks and to me it looks better this way than having 4 goblin labs and 4 goblin markets.

- Letīs take a look at two examples of this, Silverpine and Andorthal, both of these maps are for 6 way but only have two goblin labs that favor positions very heavily; however, getting an early shredder doesnt mean autowin, sometimes itīs risky since people will try to kill ur shredder so something similar could happen in my map.

Regarding the Distance Travelled

- The map is 168x168 so itīs pretty big, this means that you can have an easy time for rebuild, specially because of the large amount of gold mines, you can always recover from an early push. I think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.

Regarding the Choke points

- This map has some good choke points that heavily favor Night elfs and undeads too. These choke points are most notably in the middle expansions and the corner expansions right on the bridges.

- I think Humans have a disadvantage here more than any other race since we rely more on tanks to fight air, and tanks are slow and terrible at narrow spaces. Orcs will most likely have an upperhand over humans since all they need really is just mass bats and few casters, since heroes are a joke and can solo anything. But I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.

Anyways these are all my thoughts about my map, Equalrium. I donīt know yet if Iīll be making major fixes since that would change how it looks and to me it looks great already. Neverthless, Iīd like to hear your thoughts on it, specially if youīve played it multiple times and consider some things to be just ridiciously imbalanced such as 10 chims focusing fire ur tanks at the corner expo with a POTM dropping star fall from behind so your mk canīt stun for shit making him useless, stuff like that.
Title: Re: Feedback for Map Contest Maps
Post by: FML|red7z7 on January 02, 2017, 02:18:27 pm
Quote
I think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.

Don't talk about mog like that :(

Quote
But I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.

Well, undead winning 4/23 is far less than human winning 10/23, and even elf winning 6/23. NICE TRY BUDDY
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 02, 2017, 02:19:57 pm
Quote
I think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.

Don't talk about mog like that :(

Quote
But I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.

Well, undead winning 4/23 is far less than human winning 10/23, and even elf winning 6/23. NICE TRY BUDDY

look at my debunking your logic, (4/23 + 6+23 ) >= 10/23 8D
Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 02, 2017, 02:27:59 pm
elf won 5
Title: Re: Feedback for Map Contest Maps
Post by: fetta_ook on January 02, 2017, 05:01:26 pm
Feedback on nr 3, Cumulo's map:

The pathing is just fucked up, or is it supposed to be literally impossible to send a wisp to tavern? Maybe if you micro the wisp manually in circles around all the creeps, maybe you get there, I dunno since I just played it once.

Feedback nr 2: It reminds me of Hurricane Isle, insanely big and insane creeps. Everyone knows how good FFA map Hurricane is....

Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 02, 2017, 05:30:34 pm
Normandy v. 1.03 by Mr.Light

Great looking map, cant say much, i think its great for 4/6 way. Needs more testing.




Equalrium by SuperCumulo

Can not be played in 4 way, just insane number of creeps/goldmines. Pathing is broken and creeps are imbalanced. Good looking, might be cool for 8 way inhouse.




Greenville Woods v1 by Mr.Henci

This one is kinda boring but good looking. Creeps are totally imbalanced. Natural is uncreepable for ud/orc at t1 and too ez for elf. Shops only range creeps, can be creeped by solo BM, lab creeps give +2 tome, wtf. Creeps must be reworked.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 02, 2017, 05:49:33 pm
@fetta_ook and @DV- , thanks for the feedback guys. I do agree that there is a large number of red creeps, or maybe creeps in general, so I'll see the way to reduce the amount of levels they give so that max levels reached could be 4 4 3 instead of 5 5 5.

Regarding the pathing, apparently there is a problem with the path wisps and peons take to get tavern heroes so I'll fix so that you get ur hero on time without problems.
Title: Re: Feedback for Map Contest Maps
Post by: ashalar on January 02, 2017, 05:54:41 pm
for equalrium id suggest having 4 taverns in each of the corners

replace the shops with 2 more goblin labs; having 2 goblin labs in a 8 way map is kind of a nightmare

put 4 shops in on the sides of the maps and make them orange instead of red

and get rid of the skeleton creeps that cast death coil, they are way too hard for how easy they are suppose to be, i think those are the ones that are messing up the pathing too, plus they never sleep

and could also put a mana fountain or marketplace in the middle if u move the tavern
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 02, 2017, 06:17:58 pm
Thank you for your suggestion @ashalar , I appreciate your time to play my map and to provide feed back as well. I think you have some valid suggestions, and I'll make sure to make the necessary changes to the map, but I think that a fountain of mana is out of the question, next thing will be teleportal doors at every corner of the map to neutralize AM lvl 6 spell lol.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 03, 2017, 01:08:11 am
@DV- I made the requested changes, here is the link to download:

http://www.mediafire.com/file/dpt6sqbtd9in3d7/%288%29Equalrium.w3x

Changes made

Regarding Goblin Lab
- There are now four Goblin labs at each corner of the map, between starting spawns 10 and 11 'clock, 1 and 2 'clock, 4 and 5 'clock and finally 7 and 8 'clock.

- This way the only way you can cry about not getting a shredder is if u dont get on time from the goblin lab right outside your base. If this is the case you must go to the other corner of the map to get it.

Regarding pathing
- You can now walk freely in the map from your main to the tavern to get your hero. I've made the necessary changes to guarantee your wisp or peon doesn't get hit whatsoever when you attempt to get your broken Dark Ranger.

Regarding the red camps
- This also came up several times and because of it, the map was initially strongly considered great for 6 or 8 way. Well now I've removed quite a lot of the red camps and replaced them with orange camps.

- Now, having done this, some of the great items are gone, but there are still enough out there (in similar proportion as in market square) so that you can still get at least 2 really good items.

Regarding hero levels
- This one derives from the one above. Due to the fact that there were too many red camps, heroes reached levels 5 5 5 and prolonged hoarding for up to 20 minutes or so.

- Now heroes may reach up to 4 4 3, but I'm curious how it goes, it should be similar to the levels you get from classic Market Square or Twilight which would make the map more adequate for a competitive 4 way.

Thank you all for playing my map and providing feedback, any other suggestions will be taken into account for the final release.

PD: There will be no fountains of any kind, orc race is a broken race as it is, no one wants that joke race more ridiculous than it already is.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 03, 2017, 01:12:30 am
Oh yeah, this is how it looks now with the recent fix:

(https://s30.postimg.org/fx1kto6td/small_map.png)

(https://s24.postimg.org/8pskskkr9/Equalrium_map_2.png)
Title: Re: Feedback for Map Contest Maps
Post by: Mr.Henci on January 03, 2017, 06:32:27 am
Greenville Woods v1 by Mr.Henci

This one is kinda boring but good looking. Creeps are totally imbalanced. Natural is uncreepable for ud/orc at t1 and too ez for elf. Shops only range creeps, can be creeped by solo BM, lab creeps give +2 tome, wtf. Creeps must be reworked.

Thanks for the feedback, I really appreciate it. I will look on the creeps, but I must ask you. Do you think it is possible to change the boringness or this layout simply doesn't have future. Just asking  :icon_smile:
Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 03, 2017, 06:48:35 am
Greenville Woods v1 by Mr.Henci

This one is kinda boring but good looking. Creeps are totally imbalanced. Natural is uncreepable for ud/orc at t1 and too ez for elf. Shops only range creeps, can be creeped by solo BM, lab creeps give +2 tome, wtf. Creeps must be reworked.

Thanks for the feedback, I really appreciate it. I will look on the creeps, but I must ask you. Do you think it is possible to change the boringness or this layout simply doesn't have future. Just asking  :icon_smile:

I say wait for more feedback about ur map being boring or not. Maybe its just me? It has future, I liked portals and mid overall.
Title: Re: Feedback for Map Contest Maps
Post by: ashalar on January 03, 2017, 06:35:47 pm
for greenville -

the top left and top right spawns have really big ledges behind their base that the bottom  ones dont have; build-able ledges are pretty abuseable in ffa and there might be problems with ledges being so close to base like that.

technically you can creep all the expos with 1 flying unit since they have no anti-air, not necessarily bad or good but might want to consider

and i think i'd prefer to add 1 more tiny green camp near the bases

edit_ i think i dloaded the current version

for retzivan-

here i would also prefer +1 green camp per spawn or make one of the oranges slightly easier


Title: Re: Feedback for Map Contest Maps
Post by: Mr.Henci on January 04, 2017, 02:05:17 pm
for greenville -

the top left and top right spawns have really big ledges behind their base that the bottom  ones dont have; build-able ledges are pretty abuseable in ffa and there might be problems with ledges being so close to base like that.

Well, it never really come to my mind, but when you say it like that, it is clear mistake by me. I hope this will fix it.  :icon_smile:

i think i'd prefer to add 1 more tiny green camp near the bases

As you wish my friend.  :icon_wink:

Here is my http://www.epicwar.com/maps/267619/ (http://www.epicwar.com/maps/267619/) updated version of Greenville Woods v1.1, I am really thankful for feedback which you guys gave me and as before, any feedback on the new creeps is appreciated.
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 04, 2017, 04:40:58 pm
for greenville -

the top left and top right spawns have really big ledges behind their base that the bottom  ones dont have; build-able ledges are pretty abuseable in ffa and there might be problems with ledges being so close to base like that.

Well, it never really come to my mind, but when you say it like that, it is clear mistake by me. I hope this will fix it.  :icon_smile:

i think i'd prefer to add 1 more tiny green camp near the bases

As you wish my friend.  :icon_wink:

Here is my http://www.epicwar.com/maps/267619/ (http://www.epicwar.com/maps/267619/) updated version of Greenville Woods v1.1, I am really thankful for feedback which you guys gave me and as before, any feedback on the new creeps is appreciated.

Some additional Feedback on Greenville that i've noticed:

1. Sending a peon to the Taven will cause him to aggro some Creeps along the way. This is spawn dependent, some spawns will aggro different creeps.

2. Ramps need a lot of work. They are basically straight default ramps with no smoothing done to them. This makes vision weird when approaching a ramp and going up it. Take a look at Blizzard ramps - they use the raise/lower tool to make them very smooth transitions.

3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.

Title: Re: Feedback for Map Contest Maps
Post by: Mr.LighT on January 04, 2017, 05:32:20 pm
3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.

Is not there a ruined city(or fortress) in the center? City should be as flat, or live in it is not convenient. I donīt understand why the fortress is in the valley, but it explains why it was destroyed. :icon_biggrin:
Title: Re: Feedback for Map Contest Maps
Post by: Mr.Henci on January 05, 2017, 06:08:36 am
1. Sending a peon to the Taven will cause him to aggro some Creeps along the way. This is spawn dependent, some spawns will aggro different creeps.

 I heard about this before, I am not a big player myself, but is it really such an important matter? Because little managment can get worker to tavern without problems (I know that in stressful macro situation it can be problem) Do you believe there is any solution, because I find it really hard to somehow implement this feature to this layout.

2. Ramps need a lot of work. They are basically straight default ramps with no smoothing done to them. This makes vision weird when approaching a ramp and going up it. Take a look at Blizzard ramps - they use the raise/lower tool to make them very smooth transitions.

 Well, I will do what I can, but when we are talking about blizzard ramps, most of the time blizzard melee maps use higher/lower tool rather than clifs/ramps. The problem with this is that while I can make the clif ramp look really smooth, the game will still register the ''blue dots'' and thus prevent vision of unit, who is on the lower level, or when it is in the ''blue dots' area'' unit can't properly see higher level nor lower level. I believe you are aware of this, just wanted to say that the wierd vision problem might be caused by this and even when the ramps will be smooth like baby bottom, the problems might appear.

(click to show/hide)
The pink hero can't see paladin up the hill, even if smoothing was perfect. There will be still line of FoW.

3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.

Is not there a ruined city(or fortress) in the center? City should be as flat, or live in it is not convenient. I donīt understand why the fortress is in the valley, but it explains why it was destroyed. :icon_biggrin:

 Yup, I generally left village untouched. I did some higher/lower with trees areas near bandits but I believe that cities/villages shoul be flat. (I am glad at least someone understod my intensions  :icon_biggrin: )
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 05, 2017, 08:00:11 am
You can micro the worker, sure, its just extra micro that you'd have to do solely for that map. It takes you out of your early game rhythm. Unless the worker actually dies along the way, its not a big deal. I tried from the top left spawn and it didn't die. Its more of an annoyance than it is an issue.

Easiest solution is to change the location of the Tavern or offending creep camps.

The weird vision problem I was referring too was in the center of the map where its two ramps in a row. You're right about the blizzard maps, I forgot they do that a lot. But even in maps that they use ramps, like deathrose, they blend the ramps into the map to keep it from being flat.

I guess the village thing makes sense, I didn't notice that when playing!
Title: Re: Feedback for Map Contest Maps
Post by: Mr.Henci on January 05, 2017, 01:16:02 pm
You can micro the worker, sure, its just extra micro that you'd have to do solely for that map. It takes you out of your early game rhythm. Unless the worker actually dies along the way, its not a big deal. I tried from the top left spawn and it didn't die. Its more of an annoyance than it is an issue.

Easiest solution is to change the location of the Tavern or offending creep camps.

The weird vision problem I was referring too was in the center of the map where its two ramps in a row. You're right about the blizzard maps, I forgot they do that a lot. But even in maps that they use ramps, like deathrose, they blend the ramps into the map to keep it from being flat.

I guess the village thing makes sense, I didn't notice that when playing!

Allright sir, here is my quick update Greenville Woods v1.2 http://www.epicwar.com/maps/267647/
I hope it fullfiled your demands, have fun!  :icon_wink:
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 05, 2017, 03:34:54 pm
You can micro the worker, sure, its just extra micro that you'd have to do solely for that map. It takes you out of your early game rhythm. Unless the worker actually dies along the way, its not a big deal. I tried from the top left spawn and it didn't die. Its more of an annoyance than it is an issue.

Easiest solution is to change the location of the Tavern or offending creep camps.

The weird vision problem I was referring too was in the center of the map where its two ramps in a row. You're right about the blizzard maps, I forgot they do that a lot. But even in maps that they use ramps, like deathrose, they blend the ramps into the map to keep it from being flat.

I guess the village thing makes sense, I didn't notice that when playing!

Allright sir, here is my quick update Greenville Woods v1.2 http://www.epicwar.com/maps/267647/
I hope it fullfiled your demands, have fun!  :icon_wink:

Great changes!
Title: Re: Feedback for Map Contest Maps
Post by: SteppinRazor on January 05, 2017, 03:40:20 pm
Just thought I'd add my two cents.  I think Equilirium (or however its spelled lol) is a really great map.  It's very much like twilight and market both, I could see it creating some epic FML games and its also very good for 8 person games.  I like that each person has a natural but theres also center mines that will cause people to fight early.  Great job by cumulo <3
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 05, 2017, 06:15:26 pm
Retvizan being removed from bot. Altai Mountains being added.
Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 05, 2017, 11:14:54 pm
@ AltaiMountains:
Great looking map, i loved those ramps but layout is kinda boring as for me, we have a lot of such square symmetric maps. Mid is a bit empty, nothing to fight for except huge red spot. Map dont force players to act after everyone put 2 expos.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 05, 2017, 11:19:08 pm
Atlai Mountains

The map is well designed, each player gets two expos and there are enough creeps to get heros lvl 4 3 and 2. This is a great map for people to act instead of hoard; it reminds me a lot of Fountain of Manip, the ramps and the overall layout is very good. Looking forward seeing this map in next season.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 05, 2017, 11:27:00 pm
@SteppinRazor thanks man, I'll see if there is any more mistakes to be fixed, but for now it looks rock solid imo.
Title: Re: Feedback for Map Contest Maps
Post by: ObserveAndLearn on January 06, 2017, 03:51:33 am
didn't really enjoy greenville wood for the following reasons

- wood is scarce around the main base which i've never been very fond of.
- creeps were kind of weird to me even though i REALLY ENJOYED  the item drop (no, really, props to the mapmaker)
- middle yellow creeps 12 and 6 oclock attack you randomly and are just placed weirdly.
- may be adding a tavern per main would be best (something like fountain of manipulation) and adding some really cool creeps middle to guard a marketplace (not a fountain to avoid being a "fountain of manipulation" copy). Just an idea... might be worth looking into.
-Also expos at 3,6,9 and 12 seem a little too wide open. May be some additional doodads will make it a little better.
-I'm also a fan for 4 player maps to be a little bigger overall. But that might be just me so take my opinion with a grain of salt on this one.


+ i do appreciate the item drop
+ i do appreciate the positioning of the shredder market or however the fuck it's called.
+ some of the creeps are actually good, eg. the ones at natural and shredder market and shops.
+ the overall design is not bad at all.


Just my 2 cents. i aint no expert neither at map making nor warcraft.
Title: Re: Feedback for Map Contest Maps
Post by: FML|Mog on January 09, 2017, 11:10:42 pm
played on Greenville Woods finally. I must say of the new maps I've played thus far this is my favorite!

Here are the things I liked:

-Great map layout and size. Rushing is a possibility, but hoarding could also be viable. It is one of those rare maps where multiple strats are possible; the map doesn't force you into one specific playstyle.

-Creeps around start location. The camps are all fairly easy, but you could open different ways because of the variety of creeps. Have to study the item drops per camp more closely, but from what I could tell they were good. Question though, does the orange camp with the 3 dragons always drop 2 agil tomes? I like it, I was just curious.

-I like when maps have a shop and goblin lab nearby each start location, but obviously that is personal preference.

-The layout of the map is nice. In my opinion it just works, but it looks and feels different from other popular ffa maps which is refreshing

Some things I didn't like:

-Lumber is lacking around main base. This just forces you to relocate shredder to other expos quickly, which isn't all that terrible...but gives elves a slight advantage.

Actually that's really the only thing I disliked. Sure, the Tavern can be annoying to get to...but in my opinion it is no different from Harvest of Sorrow (which happens to be my favorite ffa map).

Great work! Looking forward to playing more games on it.
Title: Re: Feedback for Map Contest Maps
Post by: Mr.Henci on January 10, 2017, 06:28:16 am
on greenville
when u creep the new green camp on the top right spawn only the creeps from the goblin lab will attack

Thanks for pointing that out, fixed!  :icon_smile:

-Creeps around start location. The camps are all fairly easy, but you could open different ways because of the variety of creeps. Have to study the item drops per camp more closely, but from what I could tell they were good. Question though, does the orange camp with the 3 dragons always drop 2 agil tomes? I like it, I was just curious.

Dragon camp drops one Lvl 1 Tome (+1stgr, +1agi, +1int, +50HP) + one Lvl 2 Tome (+2strg, +2agi, +2int, +1 to all stats, +100exp tomes) you simply didn't have luck with them  :icon_biggrin:

-Lumber is lacking around main base. This just forces you to relocate shredder to other expos quickly, which isn't all that terrible...but gives elves a slight advantage.
- wood is scarce around the main base which i've never been very fond of.

 Added 20 trees per base, but I usually don't like to have more than 150 trees per base

-Also expos at 3,6,9 and 12 seem a little too wide open. May be some additional doodads will make it a little better.
Added few trees, but adding more doodads will make that expansion craped and in my opinion easy to mass tower. BUT, if more people are in favor of this change, I have no problem to implement it.  :icon_wink:

Here is my latest update, Greenville Woods v1.3 http://www.epicwar.com/maps/267754/
Title: Re: Feedback for Map Contest Maps
Post by: noexxx on January 10, 2017, 06:33:44 am
Awesome job guys! Keep the great work going ! I will check those maps on february and I look forward to play them! Gl hf
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 10, 2017, 08:36:57 am
Freezing Field is in the pool now, Normandy has been removed.
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 12, 2017, 09:16:18 am
Poison Well in the pool, Greenville Woods out
Title: Re: Feedback for Map Contest Maps
Post by: QQs on January 14, 2017, 01:04:46 am
Feedback to Equalrium:

Good:

-nice style
-not much gold in the mines
-creeps and item drops

Bad:

-not enough trees
-natural creep to easy

Overall:

Really nice map, looking forward to play on this map unglued games. Nice work for your first map.

Sorry for the short responds, but I am on my phone.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 14, 2017, 12:44:44 pm
Thank you for the reply QQs.

Regarding the points to improve. Some have said that there is not enough wood in the main base, but it should have as much as Market Square. You also have more wood in your natural expansion and a litte bit more in the 8 gold mines around the center. Now, considering that the map may be used for FML games, there there will be plenty of wood since only 4 players will play on it, rather than 8 way as it happens in the playffat bot; furthermore, the amount of wood each player gets in their starting spawn is more than enough for you to have a balanced ratio of gold and lumber.
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 14, 2017, 02:04:50 pm
Thank you for the reply QQs.

Regarding the points to improve. Some have said that there is not enough wood in the main base, but it should have as much as Market Square. You also have more wood in your natural expansion and a litte bit more in the 8 gold mines around the center. Now, considering that the map may be used for FML games, there there will be plenty of wood since only 4 players will play on it, rather than 8 way as it happens in the playffat bot; furthermore, the amount of wood each player gets in their starting spawn is more than enough for you to have a balanced ratio of gold and lumber.

One of the biggest complaints about Market Square is its lack of wood though. I dunno if thats really a great comparison!
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 16, 2017, 05:38:24 pm
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 16, 2017, 11:12:29 pm
Cozy sands is one of the best maps submitted by far. It looks nice, it feels nice, it seems fair and balanced for a four way. I'm looking forward testing it out with FML players this week ;)
Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 30, 2017, 01:03:18 am
Purity is amazing little 4 way map. Just perfect looking and shaped. The only 2 things I dislike about that map is:

1. It has those corner cliffs u can place towers
2. Its like 154th "little 4 way" map in the contest

We lack of uniqe maps no matter 4 or 8 ways, like deathrose for example, its 4 way but big and has its own specifics. I would love to see more difference between contest maps although I didnt play all the maps yet.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on January 30, 2017, 06:30:57 am
Purity is amazing little 4 way map. Just perfect looking and shaped. The only 2 things I dislike about that map is:

1. It has those corner cliffs u can place towers
2. Its like 154th "little 4 way" map in the contest

We lack of uniqe maps no matter 4 or 8 ways, like deathrose for example, its 4 way but big and has its own specifics. I would love to see more difference between contest maps although I didnt play all the maps yet.


The second problem, size, would it be better if I widen main pathways?
I can give you a solution for the first problem.

Thank you for your feedback!
Title: Re: Feedback for Map Contest Maps
Post by: DV- on January 30, 2017, 06:44:48 am

The second problem, size, would it be better if I widen main pathways?


I dont know! Im just a user, I see a lot of similar 4 way maps in the contest, I dont have a solution or talent to make something different and unique.
Only giving my opinion. Sorry!
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 30, 2017, 07:07:49 am
AshenWood
Neon City
Purity
have been added to the map pool


Altai, Cozy and Freezing Field are out.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on January 30, 2017, 01:13:10 pm
Purity update 1/31


*Map enlarged from small to medium
-Bigger mains(+more trees)
-Wider pathways
-Longer distance between each base (from 23 sec to 26 sec, Blademaster)

*Tower blockage on corner cliffs prevented

*Minor item changes





I don't know how to attach files here so I put the link instead

http://www.hiveworkshop.com/threads/purity.291405/


Thank you for your feedback and for putting my map on the ladder!
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on January 30, 2017, 02:06:12 pm
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium


a Very creative map! Like how you chose green water and I especially like the layout!

Few things I would like to point out are

1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.

2. I like how you experimented with various type of creeps, but I think they need more consistency.

3. What about you consider some stronger creeps? The current highest level creep is only 6!
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 30, 2017, 04:25:45 pm
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium


a Very creative map! Like how you chose green water and I especially like the layout!

Few things I would like to point out are

1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.

2. I like how you experimented with various type of creeps, but I think they need more consistency.

3. What about you consider some stronger creeps? The current highest level creep is only 6!


Thanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)

1. I'll look into that and fix it for the next version!

2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!

3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)

Thanks!! <3
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on January 30, 2017, 05:43:37 pm
Quote
Thanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)

1. I'll look into that and fix it for the next version!

2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!

3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)

Thanks!! <3

The reason I excluded Ogre Lord is because FFA usually starts as full (Correct me if I'm wrong!)
In the center red zone there are 5 creeps so if you're worried about difficulty going insane maybe you can reduce the creep number to 3 or 4 and increase the level of the boss creep instead.

Another thing I found out is the neutral building at the center area appears as mana fountain by fifty percent, I am worried if it might favor certain races (if it was intended then it's fine   :icon_biggrin:

Hope it helps!
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on January 30, 2017, 06:06:47 pm
Quote
Thanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)

1. I'll look into that and fix it for the next version!

2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!

3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)

Thanks!! <3

The reason I excluded Ogre Lord is because FFA usually starts as full (Correct me if I'm wrong!)
In the center red zone there are 5 creeps so if you're worried about difficulty going insane maybe you can reduce the creep number to 3 or 4 and increase the level of the boss creep instead.

Another thing I found out is the neutral building at the center area appears as mana fountain by fifty percent, I am worried if it might favor certain races (if it was intended then it's fine   :icon_biggrin:

Hope it helps!

Yeah, the fountain is random! :D

FFAs start as full if you have the full amount of players (6 in this case). A standard FFA game is 4 players and thats what the league plays. So, there would be 2 ogre camps active in 4 player games.

Thanks for the ideas!
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 30, 2017, 07:28:05 pm
Hey, can someone tell me how to upload an image to the loading screen? I cant click on "use imported files" under map options.

ty
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on January 31, 2017, 05:06:22 am
Hey, can someone tell me how to upload an image to the loading screen? I cant click on "use imported files" under map options.

ty

I can do it with a tool but it's Korean.
If you want it, I can do that for you.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on January 31, 2017, 10:03:54 am
Hey, can someone tell me how to upload an image to the loading screen? I cant click on "use imported files" under map options.

ty

I can do it with a tool but it's Korean.
If you want it, I can do that for you.

ah thanks, but I'll just keep it kosher then :)
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 03, 2017, 10:30:46 am
http://www.hiveworkshop.com/threads/purity.291405/

*Purity update 2/3

-Corner building blockage reinforced
-Minor tile touch
-A little wider pathways


*Did you know this?
My country's landscape Korean peninsula is drawn on the map!
(http://postfiles5.naver.net/MjAxNzAyMDRfMjA2/MDAxNDg2MTM1NjIyMzM5.icfwZL7J4aKzH5TJfaTXCS3WWQYZsePIpE1tP5UeAnsg.cQioZKwp3cNgJqF_xqQddx4kkEJVsx9E9Bm1mhFCjbsg.JPEG.blast870/WC3ScrnShot_012017_005454_14.jpg?type=w2)
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on February 07, 2017, 11:20:40 pm
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium


a Very creative map! Like how you chose green water and I especially like the layout!

Few things I would like to point out are

1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.

2. I like how you experimented with various type of creeps, but I think they need more consistency.

3. What about you consider some stronger creeps? The current highest level creep is only 6!


Finally got an update to poison well out, thanks to some of your suggestions. I didn't end up changing as much as I originally planned. After looking at some replays i'm pretty happy with the creep difficulty and item drops right now.

v1.2:
-Moved Red creeps at Poison Wells back
-Moved Orange creeps at Merc camp back
-Changed Red creeps at Main to be Tuskarrs to better match theme
-Placed unbuildable terrain on the cliffs to prevent building hiding
-Minor terrain tweaks

http://www.hiveworkshop.com/threads/poison-well.291196/
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 09, 2017, 03:53:08 am
Feedback for Boomtown 1.2

I like how the overall landscape looks like. Good looking.
And of the things I would suggest you to change,

-Creeps at all four expo are too weak. They are either green or weak orange(lv 12)
I would like to see creeps of various difficulties at expo area.
Also, creeps at expo are camp-setting. Expo creeps should be non-camp.

-This one is also about creeps, I think the overall creep level is focused between 7 and 12.
I would like to see more creeps of middle level. Maybe between 15~19.


Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 09, 2017, 04:04:31 am
Feedback to NeonCity.

The map seems balanced, and the terrain good looking.
The only two concerns are

1. player 1 and player 4 have no good access to markets.
2. Only one tavern for six players.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 11, 2017, 09:25:23 am
Feedback for CozySands

Cosysands is a good looking map, but I have two things that I don't like.

1) Cliffs at expo area can be blocked by massive towers.

2) terrain is good, but I found them to be just 4 copies of exactly the same terrain and doodads.
You just copied 1/4 of a map and then pasted that into other 3/4 part. This makes the map unnatural and synthetic. See this screenshot.

(http://postfiles7.naver.net/MjAxNzAyMTFfNjgg/MDAxNDg2ODIyNzQ2MzQx.h6oevmOHTc8BZJCE9th9Srii95kbYXtxSNeemH_kjdEg.Gz8NHlq6EtBYPLBN_mMJID0wkhzjm633HCnF_6PbChMg.JPEG.blast870/111.jpg?type=w2)

exactly the same 4 tiles and exactly the same 4 pigs.
Title: Re: Feedback for Map Contest Maps
Post by: Mr.LighT on February 14, 2017, 09:36:10 am
FML|WorpeX: "Sadly, due to Plagiarism and blatant cheating all of Mr.LighTs maps will be removed from the competition. Retvizan island is just "Monsoon" with grass and Altai Mountains is the Blizzard map "Legends" with snow.
This also means that Normandy - which was a map with a very good chance at winning - will also be withdrawn. We are unable to determine if this map was plagiarized or not but it seems very likely due to the amount of time he spent creating the map and his previous maps. Fjord is also being withdrawn."


Is this to be seen initially? Or this fact someone hiding?
Mini-Ragnarok also is, as you said, "blatant plagiarism." Horror, horror horror!!
However, this is 3 different maps, despite the fact that, the maps was based on Blizzardīs Maps. It is against the rules of the competition? OK, no problem.
That's just, I do not understand how this applies to Normandy and Fjord?
How do you determine the time of my work on them? Hold you a candle?
If you only need a formal reason for it, you had it from the first day.

PS: As for plagiarism, it basically can not be. A-priory. All we're doing here anyway owned by Blizzard. And each of us along with it going into the editor.
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on February 14, 2017, 10:01:03 am
Quote from: Original Post
No existing maps! We want only brand new maps for this

You took Monsoon and Legends and changed the tileset, moved some neutral buildings around, then called it done. That is not considered a "new map" - thats re-branding and stealing an existing one.

It applies to Normandy and Fjord because we cannot prove that you did not cheat to make those as well. Even if we had definitive proof that you did make them, you have already violated the rules of the contest and trust of the admins. You have been removed from the contest along with all of your maps because of this.

Also I do not know what you mean by "Mini-Ragnarok".
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on February 14, 2017, 10:10:56 am
I understand removing the two maps that were based almost entirely from Blizzard, but the other two, Normandy and Fjord seem to be his own creation; and it would be unfair to put all the eggs in the same basket. I think you should leave the latter maps in the contest, mainly because like you said, we can not prove that those two maps were also a copy; in other words, innocent until proven guilty.
Title: Re: Feedback for Map Contest Maps
Post by: DV- on February 14, 2017, 10:29:40 am
Just wanted to point out the fact we all knew RetvizanIsland was based on Monsoon. And Mr.Light himself knew we know :-/ I mean for that very map it didnt look like he tried to fool admins.
I dont rly understand why he sent AltaiMountains to contest, was it his try to cheat or maybe he didnt read the rules carefully.
Anyway its hard decision to DQ Normandy. Its like 60/40 for DQ for me.
Too sad, I rly like Normandy and I feel like I want (or wanted?) to use it on ladder.
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on February 14, 2017, 10:33:46 am
I understand removing the two maps that were based almost entirely from Blizzard, but the other two, Normandy and Fjord seem to be his own creation; and it would be unfair to put all the eggs in the same basket. I think you should leave the latter maps in the contest, mainly because like you said, we can not prove that those two maps were also a copy; in other words, innocent until proven guilty.

If you look at Normandy - the top right corner there are some Ice Crown Glacier doodads still on the map even though it is now a summer map! Willing to bet he forgot to remove/change them after doing the tileset swap. He very well could have taken a map from TheHiveWorkshop and called it his.

Has been proven guilty for 50% of his maps. If a murderer kills 2 people in a house of 4 people, is he still guilty? Yes. Guilt has been proven already.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 14, 2017, 10:39:43 am
I am utterly opposed to Cumulo's opinion.
When you violated the rules, and try to gain unfair advantage, then there should be something you lose. In this case, your other two maps. If we only inflict penalties upon the maps that are caught, then why not everyone upload copied maps and pretend them to be their own? Because even if you get caught, there's nothing you lose.

Losing credits for other two maps is what you get.
Don't be so victim. You had it coming.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 14, 2017, 10:47:25 am
Ok, another proof that Normandy is also a copied map.
He copied Silverpine Forest.

Anyone cannot see images, visit my blog
http://blog.naver.com/blast870/220935583397

(http://postfiles5.naver.net/MjAxNzAyMTVfMzYg/MDAxNDg3MDg4MjcwNzc5.jveEjZYPHmCdfUyDuMH_r13UxxiKh6nz6_3iM9y9ZKAg.AbKBSuFlVlAADMUVyy5egp1Bzczlua33gTSaE6VxCacg.JPEG.blast870/report4-1.jpg?type=w2)

(http://postfiles11.naver.net/MjAxNzAyMTVfNDEg/MDAxNDg3MDg4MjcxMDEw.PlCIcfEHK3NNcp7WhSmEfJdPKb6HHN_9ejbu3eO9RUAg.ner5rARGXVcYh9D7bwOnBAUSxrULLuJZmxRexdGnVM4g.JPEG.blast870/report4-2.jpg?type=w2)

(http://postfiles1.naver.net/MjAxNzAyMTVfNjMg/MDAxNDg3MDg4NDM3MzEz.-EEQcln_U0TqhEyc5a9yS3jcQPGIZjBIEhdJvKz-Jdkg.p0b5G1cJPhuQcaW1GqVgFvR-KKwrLhSpdz_toSHG26Ug.JPEG.blast870/report4-3.jpg?type=w2)



(http://postfiles9.naver.net/MjAxNzAyMTVfMSAg/MDAxNDg3MDg4NjUxOTk1.TinfPH0GZupc-MpfekpuQDmUT0kU_mf6Xnrsu5x6FYQg.Zg-3_iv-g0x8hOGo5ESmL4exhoXrKlBdXwHf9Atb2uQg.JPEG.blast870/report5-1.jpg?type=w2)

(http://postfiles5.naver.net/MjAxNzAyMTVfNzAg/MDAxNDg3MDg4NjUyMjM0.ZBKLqn7dbOIV85k0g_dswZdXvrezi9i7RMNqC71bpFQg.l8qNa9V8LWVPVHRCchIkXyGO4L-IXmxhDhFSkq563sYg.JPEG.blast870/report5-2.jpg?type=w2)

(http://postfiles7.naver.net/MjAxNzAyMTVfMjYx/MDAxNDg3MDg4NjUyNDMy.UlQHvYGCQ3rbMI_UPBVlnuyAOZ8a6XypbgEa336fPWkg.Bcv9ksPn1OQcqk-3zdQqTgoo3ObDpcuZ2r4oXECy8egg.JPEG.blast870/report5-3.jpg?type=w2)
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on February 14, 2017, 11:48:01 am

If you look at Normandy - the top right corner there are some Ice Crown Glacier doodads still on the map even though it is now a summer map! Willing to bet he forgot to remove/change them after doing the tileset swap.

Good observation, and you are probably right about the tile set swap, but I'd like to give him the benefit of the doubt. I mean, he uploaded Summer Monsoon without noticing that the rules stated no remake of maps, then he followed with Mountains Altai which was another remake but this time winter. I think he didn't carefully read the whole post and just submitted all the maps he had worked/reworked. I really don't think he had genuine reasons to deceive us all.

Although the rules specified that no remake of maps would be accepted, I think it must have been necessary to specify what were going to be the consequences of such actions, such as banning all further submitted maps from that user. It seems like the punishment was based arbitrarily rather than been taken from a code of ethics of FML; again, I'm not saying he shouldn't be punished, his punishment should be those two maps taken out of the contest, but the other two although questionable about their origin, should still be given a shot.
I think we ought to look at being more specific about the rules, I know this was a fun contest to bring people to FFA and produce some quality work and it was quite successful, but laying out the repercussions of not following the rules would be very helpful, and this applies for FML seasons as well as other future events.

Ultimately is the admins' decision, but given that Mr.Light was frequently uploading maps I think he just wanted to share his work even though some of it was a remake.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 14, 2017, 11:57:54 am
OOoops delete this please
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 14, 2017, 12:00:24 pm
This is what Mr.Light said

"However, this is 3 different maps, despite the fact that, the maps was based on Blizzardīs Maps. It is against the rules of the competition? OK, no problem.
That's just, I do not understand how this applies to Normandy and Fjord?"


In that statement, he was talking as if Normandy is a wholly brand new map, not Blizzard based.
And it turned out that, even Normandy is a copied blizzard map.
http://blog.naver.com/blast870/220935583397

If he simply didn't notice the rules and bore no intention to deceive us,
he should have told us that Normandy was also a blizzard based map when his two earlier maps got caught.
However, He chose to ridicule us til the end.


Also, if we trusted him one more time on his third submission, Normandy,
then we will have to reset the poll even again as it revealed to be fake.
Title: Re: Feedback for Map Contest Maps
Post by: ZsSuperCumulo on February 14, 2017, 01:05:14 pm
If you look at Normandy - the top right corner there are some Ice Crown Glacier doodads still on the map even though it is now a summer map!

It's strange since Blast points out some very strong similarities between Normandy and Silverpine, one would assume that Mr.Light just changed the tile set, but then again there are no Ice Crown Glacier doodads in Silverpine whatsoever which means a) If he used a pre existing tile set to make Normandy it wasn't Silverpine due to the lack of Ice Crown Glaciers which he presumably forgot to remove; b) He may have used a different tile set other than Silverpine and in fact forgot to remove the Ice Crown glacier since it doesn't fit with the Summer Tileset, but then again you can use different doodads from different tile sets so maybe he thought it looked cool; c) He did use Silverpine as the pre existing tileset and added the Ice Crown Glacier to deceive us all assuming that he forgot to remove it, but in reality it was never in the Silverpine map.

In any case the similarities blast showed are way too compelling and it seems that yeah, this was another remake  :icon_cry:.
Title: Re: Feedback for Map Contest Maps
Post by: Mr.LighT on February 15, 2017, 01:08:06 am
I donīt read a rules at all.!! They werenīt interested for me and steel not interested so far.
I didnīt need a 50$, don`t need it right now, and I will not need it in the future.
I just gave you all what I was working.

What interests me, and that is important for me?
I would like to see a people, who playing the Maps and enjoyed the game.
  Regardless:
1) on the basis of which it is made.
2) what it has, supposedly, recalls.
3) the will of the third persons.

Fjord and Normandy are original maps. Silverpine Forest and Icecrown donīt have them any relationship. "3-Maps" means: Retvisan,Altay and mini-Ragnarok(the last map was not in competition, it was for example), but all 3 are rework of Blizzard. But it does not matter any more. =))
Title: Re: Feedback for Map Contest Maps
Post by: Mr.LighT on February 15, 2017, 01:37:42 am
And now let's get a witch-hunt.
And because "blast870" yelled the loudest, it will be exactly he. letīs start.

http://s019.radikal.ru/i620/1702/ca/df8416472230t.jpg
http://s020.radikal.ru/i714/1702/5a/1295ead1bffdt.jpg
http://s014.radikal.ru/i327/1702/85/0ab8bb686755t.jpg
http://s45.radikal.ru/i107/1702/ca/9a0c07b2ffa5t.jpg
http://s019.radikal.ru/i619/1702/71/8179c7003376t.jpg
http://s14.radikal.ru/i187/1702/b4/69a02ba08da3t.jpg
http://i026.radikal.ru/1702/9c/c9f44b74d9a4t.jpg
http://s019.radikal.ru/i612/1702/ff/d0a4970e305dt.jpg
http://s019.radikal.ru/i620/1702/79/aa9f625d629bt.jpg

tell me, my friend, how the map should be unique? What percentage of the copy can be done? "%" - ???
Maybe random coincidence ???

(http://s019.radikal.ru/i620/1702/ca/df8416472230t.jpg)
(http://s020.radikal.ru/i714/1702/5a/1295ead1bffdt.jpg)
(http://s014.radikal.ru/i327/1702/85/0ab8bb686755t.jpg)
(http://s45.radikal.ru/i107/1702/ca/9a0c07b2ffa5t.jpg)
(http://s019.radikal.ru/i619/1702/71/8179c7003376t.jpg)
(http://s14.radikal.ru/i187/1702/b4/69a02ba08da3t.jpg)
(http://i026.radikal.ru/1702/9c/c9f44b74d9a4t.jpg)
(http://s019.radikal.ru/i612/1702/ff/d0a4970e305dt.jpg)
(http://s019.radikal.ru/i620/1702/79/aa9f625d629bt.jpg)

My opinion: Despite the fact that I do not like "blast870", I believe that his Maps (at least two) were created on the basis of other maps and have clear signs of copying. But I also believe that this is a good maps, they are quite unique in order to participate in the competition. Because converted to 80-90%+

Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 15, 2017, 02:02:39 am
Looks like you are quite in a rage Mr.Light.
Of the picture below,

http://s014.radikal.ru/i327/1702/85/0ab8bb686755t.jpg

The stairs were added later when I got feedback from tyrant66.
If you look at the original version, the stairs do not exist.
Also the turtles were added later, as in the original version the creeps were sea giants.

Other pictures you compared, they are all just bullshit 😊
As for Purity, starting location and everything just different, except that it's a 4player Lordaeron winter map.

Also, the four corners area, the size and everything different except that starting locations are at the corner side and they both Lordaeron summer.


But look at your maps. They are nothing but just blizzards.
Go home and su** your own d***!
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 15, 2017, 02:09:55 am
The reason your map is a copied blizzard is becasue they all share the same layout, let alone doodads amd creep locations. But look at my maps. You have nothing to point out about layout and doodads and stuff. All you do is just lay similar looking maps and insist they are the same. How stupid.
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 15, 2017, 02:49:58 am
This is the picture of Lost in Paradise original version.
http://blog.naver.com/blast870/220936119756


Like I said, no stairs and see giants with Lab, which makes  your assumption 100% false.

Map Download Link http://ffamasters.net/index.php?topic=2560.225

"You're an amateur"




Also, here I wrote "WHY MY MAPS ARE MY OWN"
http://blog.naver.com/blast870/220936182824
Title: Re: Feedback for Map Contest Maps
Post by: blast870 on February 15, 2017, 02:50:30 am
sorry, delete this please
Title: Re: Feedback for Map Contest Maps
Post by: rhythmt on February 15, 2017, 06:00:33 am
Love some drama from time to time.

Now, let me explain:
modifying an already existing blizzard map is an easy task, that usually takes little time and not much effort; although the idea could make the map different and completely change the gameplay, because of it being something that can be easily done by anyone there can't be any attribution of credit for this kind of work.
Taking inspiration from an existimg map can also be not acceptable for a contest, in the case in which the new map, instead of being a new work or rework made from some features of another map taken as inspiration, becomes just a freehand copy of the original.

This being considered, note that although Mr.LighTs maps have been removed from the contest, an admin could consider in the future adding a map with the same features of one of his disqualified maps(the ones coming from a modified blizzard map), without any credit being due (to Mr.LighTs, the said ipothetical admin or any other who made such a map).

All in all, after expressing my opinion, I think you two are taking this way too seriously, and should continue your discussion via PM, as this seems to have become something more personal than related to the contest,
although I'll admit it is fun to read.

(sorry for my english, if anything is unclear please ask)
Title: Re: Feedback for Map Contest Maps
Post by: FML|WorpeX on February 15, 2017, 06:36:11 am
Yep gotta agree with Rhythmt. If Mr. Light didn't read the rules then he is a bigger fool then I originally gave him credit for. I'm closing this thread, any future greivances can be directed via PM to me. Thanks!