- Joined
- Apr 5, 2011
- Messages
- 354
At least top 3 submissions will be featured in the qualifier rounds and the final cup, as with last year.
The tournament will be played on Legacy/Classic/SD graphics.
Thanks to SergeyRevive for being the sponsor of this tournament. We shall announce the details once the organisational essentials are settled.
- 1st place: 750 experience points
- 2nd place: 600 experience points
- 3rd place: 450 experience points
- 4th place: 300 experience points
- 5th place: 150 experience points
- Judge: 25 experience points per entry
Layout | Do creeps have proper aggro? Are neutral buildings and expansions placed properly? Is there adequate spacing? | /35 |
Creeps | Is the creeping fair for all races? How is the creeping flow? Are the item drops balanced? | /35 |
Terrain | Is the map visually pleasing in terms of terrain, doodad placement, and overall theme? Is the map repetitive? Is the aesthetic well designed but not overly obstructive? | /10 |
Creativity & Uniqueness | Does the map bring something new or creative to the table? | /20 |
Technical | Bugs and other technical issues will negatively impact the score of a map. | /- |
Total | /100 |
Results calculation: 20% public poll + 80% judges score
Map
|
Public votes
|
Public votes weighted
|
Wanderbraun
|
Neytpoh
|
Final
|
Warren's Way, by Zucth
|
3
|
12.33
|
75
|
59
|
56.06609
|
Circle Island, by AGKRegal102
|
2
|
8.22
|
19
|
33
|
22.44406
|
Corin's Crossing, by Gorin
|
8
|
32.88
|
86
|
68
|
68.17624
|
Witch Ruins, by nees
|
6
|
24.66
|
65
|
63
|
56.13218
|
Drake Nostrum, by btp|Lancer
|
1
|
4.11
|
75
|
98
|
70.02203
|
Redcliff Lake, by WolfFarkas
|
2
|
8.22
|
72
|
63
|
55.64406
|
Dragonblight, by Adney
|
7
|
28.77
|
87
|
73
|
69.75421
|
The Elysium, by Yagelon
|
1
|
4.11
|
69
|
88
|
63.62203
|
Hallowed Isles, by Remixer
|
3
|
12.33
|
81
|
78
|
66.06609
|
Neighborhood, by AlwaysAndForever
|
0
|
0.00
|
4
|
34
|
15.2
|
Shimmering Woods, by BLazeKraze
|
5
|
20.55
|
89
|
63
|
64.91015
|
Melting Pot, by Knecht
|
7
|
28.77
|
85
|
70
|
67.75421
|
Gloom Stalker, by SayuriTenshi
|
3
|
12.33
|
93
|
73
|
68.86609
|
Swamp of Sorrows, by Blood Raven
|
11
|
45.21
|
54
|
57
|
53.44233
|
Murloc Beach, by YesItsImba
|
3
|
12.33
|
66
|
68
|
56.06609
|
Withering Fields, by Arrr and SaveOrcas
|
5
|
20.55
|
72
|
73
|
62.11015
|
Graveblight, by Darkfang
|
6
|
24.66
|
40
|
68
|
48.13218
|
Note: colored fills are just for ease of visualisation and serve no additional purpose.
Public votes weighted = a hundred times the mapes votes divided by total votes submitted divided by the number of votes allowed per person
1. Circle Island
I. Expansions are super far away from bases and creeps there are really tuff. So no fast expo is possible which is bad, leads to only pushes in some match ups, for example humans are forced to play Rifle pushes. No Labs is also bad.
10/35
II. So few creeps on the map and as we know from previous point for 1 base play when all creeps are gone heroes will be like 3-2 levels. First creeps are far away from each other, long distances, seems like this map is only for brawls right from the start.
10/35
III. Terrain is fine.
8/10
IV. Map looks like micro challenge map, no fast expos not enough creeps, just straight dog fight : ) very limited.
5/20
2. Corin's Crossing
I. Overall looks okay but Labs are so far away from bases, kinda weird, will take lots of time to get shredder home.
Also its the first map i see where you can place elf tree right to the creeps at expo, which should not be the case, too easy to creep FE as NE. Just place AOW or main tree right close to creep and do the spot. Huge help for NE vs any race.
20/35
II. First couple of creep camps are so small located far away from each other, if u dont have initial boost like AOW or militia its gonna be super hard to creep properly and since map is very big its hard to harras either which gonna lead to big advantage right from the start for HU and NE. Overall lots of camps. Its good ; )
20/35
III. Terrain is fine.
8/10
IV. Map has 2 types of fountains which is interesting to see, you can find a way to use it to ur favour with any race basically, add some variability and i'd definitely watch and play this map to test it.
20/20
3. Drake Nostrum
I. Nice Layout, there are tons of expansions. map is HUGE and there is a marketplace, 2 fountains and you can even buy a boat ; ) Personally i love big maps, there are tons of opportunities there, i already see great macro games here.
35/35
II. Non standart creep, and A LOT OF creeps which is good for long macro games. Aggro is appropriate.
35/35
III. Terrain is fine.
8/10
IV. Its definitely not standart to make such a huge map for 1v1 and its definitely creative to make 5 expos for each player, market and fountains.
20/20
4. Gloom Stalker
I. At the first glance we see a nice interesting idea to make expos with no creeps but then we meet aggro problem, you cant make any expos on these spots without aggroing the creeps, dunno if its made this way or its a mistake. But looks like a mistake. Shops in the middle, lab is close, so its only about aggro. Everything else is fine. Also many expos which i like.
25/35
II. Many hard creeps, but locations of some of them are not comfortable, i think golems in the corners will be crept like 1/10 games tops. Big camps for expos (except the middle free), and uncomfortable creeps at merc camp, so u cant creep it early and its far away from all other small camps.
20/35
III. Terrain is fine.
8/10
IV. Having expos without creeps leads to interesting strategies, if u fix aggro for all another creep free expos it will be very cool to see some expo before hero strategies or going straight harras from the start and expo behind on free goldmine.
20/20
5. GraveBlight
I. Huge map with 2 very defended expos and no Lab. Dont like it from the start. The impact of mercs are decreasing on big maps so if merc camps would be changed to labs it would be much better for playing.
Shop locations are weird. Every time you need a TP or scroll you have to waste like 15-20 sec to just go there.
15/35
II. Lots of creeps, small ones and then big ones. Since creeps at expos are super tuff probably we will see many fights for the middle. Will be interesting to watch. Overall creeps are good.
30/35
III. Terrain is fine.
8/10
IV. Nice undead creeps all over the map and shops/markets without creeps at all is smth i've never seen, dunno if its good or not but definitetly unique ;- )
15/20
6. Hallowed Isles
I. Big map, many expos and creeps, lab is nearby. Everything looks okay but nothing outstanding.
30/35
II. Looks good and balanced.
30/35
III. Terrain is fine.
8/10
IV. Nothing really unique or creative, just normal solid map.
10/20
7. Melting Pot
I. Big map, expos are too far away and creep these too tuff.
20/35
II. Many creeps and big creeps in the corners, looks fine.
30/35
III. Terrain is very interesting, looks like the world after a massive earthshake ; ) Lava everywhere
10/10
IV. Unique terrain, very interesting. Everything else is kinda standart
10/20
8. Neighborhood
I. Haha super funny map. Its the one you make when u first time open wc3 redactor. Only big camps, no paths just open fields. Impossible to play for humans and orcs since u cant close ur base etc. More like FFA map ; )
3/35
II. Its nice to have big creeps, but its also nice to have small ones to level up from the start. Here there are none small creeps so you have to wait or harras from starts. With such a camps you cant make an expo till you have huge army, so you have to play 1v1 without creeping at all or wait a big army sitting at 1 base cuz u cant creep

3/35
III. Terrain is fine.
8/10
IV. Its definitely Creative and Unique, i would maybe play this map for luls.
20/20
9. Redcliff Lake
I. Everything seems normal, not perfect but fine, nothing to say much.
25/35
II. Creeps are fine too, on lab creeps a bit stronger than supposed to be but okay. Not too many creeps tho.
25/35
III. Terrain is fine.
8/10
IV. Nothing really creative.
5/20
10. Shimmering woods
I. Everything seems normal, only creeps at closest expo has bad aggro you can make aow / main tree right to the creeps.
25/35
II. Creeps are fine too, on lab creeps a bit stronger than supposed to be but okay. Not too many creeps tho.
25/35
III. Terrain is fine.
8/10
IV. Nothing really creative.
5/20
11. Swamp of sorrow
I. You cant make an AOW close to creeps, no expo no nothing, its disaster for NE. Odd number of expos is good to fight for it.
15/35
II. Lots of creeps, its good.
25/35
III. Terrain is sux

3/10
IV. Creative

14/20
12. The Elysium
I. Very interesting map, i dont understand the fountain idea, its just for fun? Are these heroes attack or just a statues?

The idea to harras expos using boats is great. You can use ground but its so far away. Love it.
30/35
II. Creep camps are fine. Lots of it and good balaned.
30/35
III. Terrain is fine
8/10
IV. Creative, very interesting to test it.
20/20
13. Warren's Way
I. Everything looks normal.
25/35
II. Creeps are fine, looks good.
25/35
III. Terrain is harder for eyes than normal ones.
4/10
IV. Nothing unique
5/20
14. EK3 aka Murloc Beach
I. Everything looks normal. Big map, many ways to bases for harrasing etc.
Hard to prevent hu expo since creeps are super easy and its super far away to come harrasing.
Everything else is fine.
25/35
II. Only first expo creeps are too weak but every other camps are okay.
25/35
III. Terrain is fine.
8/10
IV. Fountains are good idea, but dont know who is getting advantage of it.
10/20
15. Witch Ruins
I. 4 player map, so its many weak goldmines. Leads to macro games which is always good. Hard to scout if spots are totally random. If there is a patternt like bot top always its fine.
25/35
II. Creeps are interesting, many of it and everything looks fine.
25/35
III. Terrain is fine.
8/10
IV. Nothing really unique.
5/20
16. Withering Fields
I. Nice 4 player big map. Goldmines are not that easy. Love the markets. Everything located very nice.
30/35
II. So many strong creeps, heroes will be high its cool.
25/35
III. Terrain is fine.
8/10
IV. Nothing to say.
10/20
17. Dragonblight
I, Everything looks fine, fountain without a guard help at early creeping stage for sure.
25/35
II. So many dragons, which may force people to play rifles / mass archers / fast gargs / mass HH. Which is okay, interesting to see how it plays out with different races.
25/35
III. Terrain is fine
8/10
IV: So many dragons is definitely something interesting, will be fun to try it.
15/20
Circle Island
I. Layout
Expand is too far from the base, quite hard or even impossible to play FE as Human. No mercs or market, just small map without anything, like Arena for 10 min games
10\35
II. Creeps
Creeps on the gold mine are too strong, no red camps, just too few creeps to kill at all
5\35
III. Terrain
I just don’t like this biom, nothing personal

5\20
IV. Creativity & Uniqueness
This map is just a small arena without anything for short 8-10 min games. Even Amazonia as Arena-type map is much more creative
1\20
Drake Nostrum
I. Layout
I love shipyard and water everywhere! Map maybe is too big, the amount of mines make it feels like a sc2 macro map. But it is okay to have maps like this in some amounts. Gold expands maybe are too far from the main base - workers don’t have much militia time left after they come. But creeps are not that strong, so its fine.
Overall map design is nice, but i think it is just TOO big. Fountains of health can be dropped i suppose. But water everywhere and ships are cool

25\35
II. Creeps
Creeps are okay
25\35
III. Terrain
There are so many creeps from all biomes, maybe there would be a good idea to make trees from everywhere, like 50\50 i dunno
Overall it is fine, a lot of objects, sometimes are even too many, feels messy in some places
15\20
IV. Creativity & Uniqueness
Water types of map with ships are unique and not common. But map is just way too big
17\20
Hallowed Isles
I. Layout
This is macro map with interesting position of expands, but there is no “neutral” gold mine in the middle, so there is a big chance of AFK-mining in macro games, as it was on old Echo Isles. Just thoughts
I don’t like that Mercs are far from players, it should be placed where laboratory is standing.
Overall i love narrow corridors - it will make unique fights, like Concealed Hill, which is not bad
28\35
II. Creeps
i love that high level creeps block the corridors, that is unique
30\35
III. Terrain
Looks cool
15\20
IV. Creativity & Uniqueness
Nice map overall, narrow corridors and high level creeps who block corridors are cool
15\20
Melting Pot
I. Layout
Nice compact macro map
I love the layout of main base, i mean that you can go from behind
3d expand is on the hill and in the same time is quite near to the enemy - nice
30\35
II. Creeps
Unique creeps are cool (fire summon of FL)
30\35
III. Terrain
Absolutely badass, lava is cool af
20\20
IV. Creativity & Uniqueness
Fire summons as creeps are cool, i love how main and 3d expand are placed, 2d expand is okay
15\20
Redcliff lake
I. Layout
I love the road to 3d expand through forest, can make unique situations. Would be much cooler if it would be on the 2d expand.
30\35
II. Creeps
Queen of pain creep is uncommon, cool
Don’t like the idea that goblin lab is red camp, but it is not “bad”, just don’t like it
20\35
III. Terrain
Orc barack as prop is funny idea, nice. I love that there are not much grass, strong Kalimdor vibe
18\20
IV. Creativity & Uniqueness
Map is okay, i loved the forest near 3d base, red camp on lab is strange and imho even cringe, but it can be okay
13\20
Shimmering Woods
I. Layout
The idea of long corridor is funny
Love not standart mecrs, but they are so far that players will creep them in late game and never hire actually in most of the time, maybe ogre mage sometimes
If i got it right, there are random creeps all the time?
25\35
II. Creeps
Random creeps on some spot is astonishing idea
Love unique creeps like rogue king
35\35
III. Terrain
Love orange-green trees combination ngl
17\20
IV. Creativity & Uniqueness
If there is random creeps on mercs as world editor says it is 10\10
Long corridors on top and bottom are nice
20\20 (13\20 is no random creeps)
Swamp of Sorrows
I. Layout
Do not like the expand, it is hard to make fe as human - lizards have purge, no medium armor, a lot of damage = rip vs undead, cauze it is hard to play 1 base vs them + map is too big for 1 base playstile i think
Fountain is too far to be used even once during the game
15\35
II. Creeps
Creeps are too strong in many places
15\35
III. Terrain
Looks interesting, temple is cool
18\20
IV. Creativity & Uniqueness
The idea of Shrine is cool, but map is quite common
15\20
Warrens Way
I. Layout
I love that it is both a micro and macro map at the same time, small but a lot of mines. And first expand is easy to creep and defend
Shop which can be used and creep from 2 places is cool
I would love to see mercs somewhere though
25\35
II. Creeps
Infernal as creep with unique items is interesting, many barrens creeps who i love
25\35
III. Terrain
Just love Kalimdor + Outland combination
20\20
IV. Creativity & Uniqueness
I just love this map, it is like Amazonia but potentially more interesting
15\20
Witch Ruins
I. Layout
Feels classic in every way. 2 Taverns, each closer to every player\team would be great. Non standart mercs are cool
25\35
II. Creeps
Creator just love succubus huh. Well everything is fine and a lot of non common creeps
25\35
III. Terrain
13\20
IV. Creativity & Uniqueness
Feels common in every way, only creeps and mercs save the situation
8\20
Withering Fields
I. Layout
Funny idea to make all 3 mines near, increase the chances of full macro games and encourages defensive playstyle. But for a macro game there must be some mercs i think. I also think that labs and shops should be swapped in places
20\35
II. Creeps
Kel’thuzad as creeps is best thing ever. Mamy unique creeps also, nice
30\35
III. Terrain
Love autumn
15\20
IV. Creativity & Uniqueness
3 base near are interesting
14\20
Corins Crosing
I. Layout
Absolutely unique, both fountains of mana and health, “island” with gold mine - so many cool things, which we don’t see often
35 \35
II. Creeps
No unique creeps, everything is common but boring
25\35
III. Terrain
Don’t love the biom, just too common, but little details on many spots are cool
12\20
IV. Creativity & Uniqueness
20\20
Dragonblight
I. Layout
I love that every player have a fountain near their base - combined with mass air creeps idea it makes map unique
30\35
II. Creeps
The idea of mass air creeps is unique, I love it.
30\35
III. Terrain
So many bioms, but looks fine
14\20
IV. Creativity & Uniqueness
Mass air idea + fountains are interesting and unique
20\20
Gloom Stalker
I. Layout
9 mines on a comparable small map waaaaat. May be interesting, including pocket lab for every play. Also i love that the are mercs around expands + tavern.
35\35
II. Creeps
The positions of creeps are interesting, like there is no one near mines but actually are. Infernal as creep is cool.
30\35
III. Terrain
16\20
IV. Creativity & Uniqueness
20\20
Graveblight
I. Layout
The idea of shop, market and tavern places together without any defence is just too strange. It makes the map too empty, there are just creeps and creeps and free space
No gold mine for fast expand
5\35
II. Creeps
Too many creeps which just stay and defend nothing. Too strong creeps on expand.
10\35
III. Terrain
Looks great, the mine as the undead which you should destroy is interesting
20\20
IV. Creativity & Uniqueness
The ideas are actually good, but overall map is terrible. The author should remake it from the beginning, using the fundamental ideas which he used here
15\20
Murloc Beach
I. Layout
Fountains are cool, unique mercs are cool
25\35
II. Creeps
I think creeps on mercs should be less stronger
30\35
III. Terrain
Just okay
5\20
IV. Creativity & Uniqueness
Map feels classic in almost every way, but it is fine.
8\20
Neighborhood
Just no
Elysium
I. Layout
shipyards are always interesting. I would love to see the map with shipyard but without labs to encourage ship usage.
I understand the idea of fountain with neutral heroes like Space, HoT and others, but gameplay wise it is almost useless to go there. If there would be some gold mine it would be better
20\35
II. Creeps
Creeps near fountain are so unique, cool. Satyrs and naga are interesting too
25\35
III. Terrain
NE fans would be glad to play here
12\20
IV. Creativity & Uniqueness
It has potential. Narrow land way between the players to encourage ship usage is cool idea, but is some way map is not cooked right
18\20
Nightmare2077's NOTE: Wanderbraun's terrain scores were later halvened rounding upwards due to him giving them out of 20 instead of out of 10.
The final results therefore are:
- Drake Nostrum by btp|Lancer
- Dragonblight by Adney
- Gloom Stalker by SayuriTenshi
- Corin's Crossing by Gorin
- Melting Pot by Knecht
- Hallowed Isles by Remixer
- Shimmering Woods by BLazeKraze
- The Elysium by Yagelon
- Withering Fields by Arrr and SaveOrcas
- Witch Ruins by nees
- Murloc Beach by YesItsImba
- Warren's Way by Zucth
- Redcliff Lake by WolfFarkas
- Swamp of Sorrows by Blood Raven
- Graveblight by Darkfang
- Circle Island by AGKRegal102
- Neighborhood by AlwaysAndForever