- Joined
- Oct 2, 2011
- Messages
- 2,490






trebla ratilla
DD_legionTN
ZiBitheWand3r3r
Old results don't matter anymore, as Svetli has been disqualified.
First Place Svetli | Second Place trebla ratilla | Third Place DD_legionTN |
Scores
Contestant - Entry | Judge Score + Poll Score= Total Score | Placing |
trebla ratilla - Jeffreys Misssion | 520 + 101.2 = 621.2 | 2 |
Cokemonkey11 - Windwalked | 422.5 + 9.1 = 431.6 | 5 |
Svetli - Underground Volcano | 455 + 267.1 = 723.1 | 1 |
ZiBitheWand3r3r - Alien Invasion | 487.5 + 27.7 = 515.2 | 4 |
DD_legionTN - Silent Intruder | 474.5 + 64.4 = 538.9 | 3 |
Judging by @deepstrasz
Theme It's all dependent on hiding. 20/20% Gameplay You are forced to use the first ability (to hide) many times since somehow the security personnel know if you're in the next room and come to you. And that until you run out of mana and have to wait for a refill. Do achievements give anything as reward or is it just dopamine? They might follow you and if you're lucky circling around they will leave you alone getting back to their waypoints. It's almost better to just run and use Shadow instead of wasting mana on the dog which lasts for few seconds and can get killed in one shot by the security. You can't really use the dog for distraction. It doesn't last enough for you to memorize the security guards' pathways either. The radar seems to be pretty much useless, the detection of the guards on the minimap as pings lasting for a mere second, depleting 20 mana.
Basically you run through the same rooms until you get all the items to reach 200$. There's no real replayability value. Achievements are made by taking the items you need to anyway. It doesn't really have a plot going on.25/40% Aesthetics The terrain is mostly flat although nicely adorned with doodads and tile variation. 25/30% Triggers There are no game breaking bugs. 10/10% Total 80%
Theme There is some stealth involved in this game, however, optional, not required. 10/20% Gameplay It's quite a fundamental (generic) AoS with no special touch, pretty much avoiding the theme. Could have been interesting to have at least some items based on the topic at hand. The southern team has an advantage, the Moon Wells (alright, so the orcs have the pigs which seem to replenish faster). Moreover, their buildings deal melee damage (not a problem in late game and that's kind of the only time you get close to them). Nothing to do with gold on later levels (after 6 to be more accurate). I think Starshoot should reset only on killing heroes. After Nightgarde winning, the orcs still spawned and attacked the paused elves. The southern team seems much stronger (ranged heroes vs melee) and it's kind of why the orcs have to abuse attacking the Ancient Protectors when the enemy heroes aren't nearby. If enough units are at one time on the map, they might stutter and not move continuously. I think timers only show for the first players of each team when their specific hero dies. For some reason Peons are gathering in front of the orc base (remnants of catapults, I don't know).
The fact that there is AI (however it's not programmed to take the items on the ground or buy any), that it's a multiplayer map and the spells system are to be appreciated.
It sure has replay value.30/40% Aesthetics The terrain is pretty much unrefined, basic at best with very few doodads and least tile variation, also flat. There's not even a scoreboard or any information in the quest log. 15/30% Triggers Everything seems to be working fine. 10/10% Total 65%
Theme It mixes usual Warcraft III with little of the topic. 10/20% Gameplay There's a certain variety although mostly you rely on your hero and his abilities to get your foes sleeping with the fishes albeit not in a covert manner. A bit of a treasure hunt, a wee of don't get your boat sunk, a tad more of fighting. There are parts like the last boss which make you wish more work had been done because that battle felt like killing a usual but stronger unit.
The general feel is: linearity. There's more or less replayability due to the three difficulties and allegedly the rewards/things you might get on each. It also tries to immerse you into a thing going on.
I've left point by point comments on the map's thread.20/40% Aesthetics The visuals are, well, sucking you in with diverse decorations in what both terrain and doodads are cocerned. 30/30% Triggers I don't remember any bugs really. 10/10% Total 70%
Theme Stealth here is more covert-ops partially behind enemy lines. 15/20% Gameplay Should make the workers have the idle icon when they don't harvest. It would be nice for resources (especially crystals) to slowly replenish. Mentioning how many citizens are infected from time to time/when you infect another could be useful if you're time pressed.
There is some replay value: two difficulties, somewhat different strategies (choosing a different start zone, mutating more of the flyer or the ground strand) but in the long run it all comes to the same thing. This would have worked best with resources and things placed randomly every game, more optional stuff like the Guardian mini-quest.30/40% Aesthetics The terrain is mostly flat and has few tiles but has doodad variation. 20/30% Triggers It's working rather well. 10/10% Total 75%
Theme Stealth is the base of this game. 20/20% Gameplay Can you not return to the previous depth(s)?
There's trial and error involved, however with some quick thinking and vigilance towards sound and text as hints. It doesn't seem too long really and the story is just something to be there. Would replay it if there were some sort of achievements/secrets therein. Now, the alert system is basically the challenge you'd want to try on future occasions.28/40% Aesthetics The detection system is good however, the monotony of the flat gray in a labyrinthic manner is evident. What gives it a little spice is the lightening. 20/30% Triggers Sometimes loading crashes the game which can become a major annoyance later on in the game. 5/10% Total 73%
Congratulations and well done!
Awards will be granted soon.
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