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Mini-Mapping Contests: Farming (Results)

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The Fortuneteller has spoken: It's Game Over!

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Farming

Contestants have to create a game where the main goal must focus on gathering materials, resources, items, and anything the contestant can interpret as 'Farming'.
You may include other functions such as puzzles, bandits raiding your farm*, etc.
It's all up to your creativity&imagination!

*Doesn't necessarily mean the player needs to have a farm




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25 reputation for the winner & every contestant shall receive 5 reputation each!

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-Kobas-
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[Entry]

Originality - 15/30

- Your idea is based on campaign mission.
- There wasn't a single unique system.
- All units/abilities/items are common ones.
- No custom models or edited Blizzard ones (Whitesaber only).

Gameplay - 15/30

- Single Player.
- No game modes.
- No game difficulties.
- Single hero with unlevelable abilities.
- Items won't stack so you fill up inventory fast.
- Enemy units just keep comming, no heroes no special waves.
- No bonus quests or things you can do.
- No special and unique systems that will do things such as:
-- Damage/Ability display using floating texts.
-- Bounty/Exp display using floating texts.
-- Items and item abilities that are crafted or stacked etc.
-- Triggered abilities that works in synergy.

Terrain - 5/15

- Blight in ancient night elf forest.
- Plain terrain without leveled terrain (cliffs).
- Poor usage of water and water doodads.
- Terrain is invulnerable (trees can't be destroyed etc).
- No special effect doodads (Butterflies only).
- No lightning effect doodads.
- Rocks and shrubs are overused.
- Camp could look more orchish.
- Night elf locations are bad as well.

Object Data - 5/10

- Nothing special here worth mentioning.

Presentation/Design - 5/5

- Really nice, I can't find errors here.

Triggers - 3/10

- Memory leaks.
- Map initialization is split into 5 different triggers.
- Item spawn triggers are really bad, you should code this as system.


Total - 48/100
(Maps Section: 1/5 - Unacceptable)


[Entry]

Originality - 15/30

- There wasn't a single unique system.
- All units/abilities/items are common ones.
- No custom models or edited Blizzard ones that looks good enough.

Gameplay - 15/30

- Single Player.
- No game modes.
- No game difficulties.
- Single hero with common abilities.
That barricade ability has "A" hotkey.
- Items (2 rings) are there just so you can sell them and build farm or whatever.
- Enemy units just keep comming, no heroes no special waves.
Also number of spawned wovles makes game imposible.
- No bonus quests or things you can do.
- No special and unique systems that will do things such as:
Damage/Ability display using floating texts.
Bounty/Exp display using floating texts.
Items and item abilities that are crafted or stacked etc.
Triggered abilities that works in synergy.

Terrain - 5/15

- Tiles are really bad, seems random.
- No special effect doodads.
- No lightning effect doodads.
- Rocks, shrubs and other environment doodads are randomly placed as well .
- Night elf dock, fountain and whole camp is somehow bad.
- Night elf locations are bad as well.
- Fog cut playable map.

Object Data - 5/10

- Nothing special here worth mentioning.

Presentation/Design - 0/5

- I expected to see more from you.
Not a single screenshot, line of text explaining resources or tip how to play map.
That's why I asked you for presentation.

Triggers - 4/10

- Map initialization is split into many different triggers.
- Floating text trigger actions are really bad, you should code this as system.


Total - 43/100
(Maps Section: 1/5 - Unacceptable)


[Entry]

Originality - 25/30

- You sir impressed me really, awesome idea.

Gameplay - 10/30

- You managed to ruin your perfect idea with your more or less static and bad gameplay.
- No game modes.
- No game difficulties.
- There is no core unit or something crucial about whole gameplay.
Your controlled unit is more imaginable, that's fine, but wc3 offer you more ways to handle that.
Maybe hero like building or something else.
- You excluded items from gameplay, still you could use them as resources spawned or generated by plants or animals.
- Yeap, empty forest no animals, that could eat, reproduce, defend, live with forest in synergy.
- Key locations, like places where sun generate more biomaterial or such.

Terrain - 5/15

- Empty, really bad, expected to see rocks, cliffs or such like doodads.
- No special effect doodads.
- No lightning effect doodads.
- Water is randomly placed over whole map, you could handle this better.

Object Data - 6/10

- Models and everything else looks ok.
- Maybe you could include some special effects and night elf ancients.

Presentation/Design - 2/5

- Just because we have cases with no description at all I give you 2 points here.

Triggers - 7/10

- Well could not expect more because of GUI, but huge trigger actions that run offten are really bad.
- Use single native to display msg to players, I can see you use custom script, why then you use force for such simple problem.


Total - 55/100
(Maps Section: 2/5 - Lacking)


[Entry]

Originality - 25/30

- You sir impressed me really, awesome idea.

Gameplay - 20/30

- Single Player.
- No game modes.
- No game difficulties.
- Single hero.
- You excluded items from gameplay, maybe add some power ups that could be permanent and/or temporarily.
- Enemy units just keep coming, no heroes no special waves, souls that give you 2 or more after kill and so on.
- No bonus quests or things you can do.
- No special and unique systems that will do things such as:
Damage/Ability display using floating texts.
Bounty/Exp display using floating texts.
Triggered abilities that works in synergy.
- Quest log is empty.

Terrain - 15/15

- Terrain is really nice, could not ask more.

Object Data - 8/10

- Add some colors and improve tooltips.

Presentation/Design - 4/5

- You could add some colors, text size etc to enchance presentation.

Triggers - 5/10

- Frames per seconds in game are around 11, this is really low, player can actually experience spikes and lag.
This is most likely due to animated terrain, reduce number of special effects.
- Use loops to reduce code size, for example in trigger Hells Stomp.
- Some trigger actions repeat almost same code in 5 or so cases, for example in trigger Next Level.
- You should merge same events into 1 trigger, instead of making few of them, for example RequiemAddXXX triggers.


Total - 77/100
(Maps Section: 4/5 - Recommended)


[Entry]

Originality - 25/30

- You sir impressed me, really awesome idea.

Gameplay - 20/30

- No game modes
- No game difficulties
- Hero pick is somehow empty and you have no idea what hero to pick.
- Hero unit has no abilities or active used items to do something that effect gameplay.
- Enemy units are more or less stronger than you.
- Dummy units and interface is really bad, often you see hp bars colide.
- No info or hints how to play game.
- Systems are somehow unique, but laggy and hard to use.

Terrain - 5/15

- Terrain is bad really, doodads all over place, even tiles could use some variations.

Object Data - 7/10

- Models and textures are ok, more or less (Saber Cat and Ghoul make no sense).
- Add some colors and improve tooltips.

Presentation/Design - 0/5

- Not a single screenshot, line of text explaining resources or tip how to play map.

Triggers - 5/10

- Well could not expect more because of GUI, but huge trigger actions that run often are really bad.
- Merge "Use item" or "Acquires item" events into single trigger and then just run event-less trigger or do such like actions
instead of running like 50 triggers at same time.
- Floating text actions are presented in like 20% of your triggers, you could just fire trigger with them or use jass native
to handle this as well in form of a jass function.


Total - 62/100
(Maps Section: 3/5 - Acceptable)


[Entry]

Originality - 5/30

- I won't comment this entry, it's unfinished.

Gameplay - 5/30

- Poor.

Terrain - 0/15

- Poor.

Object Data - 2/10

- Poor.

Presentation/Design - 0/5

- Not a single screenshot, line of text explaining resources or tip how to play map.

Triggers - 1/10

- Disable timer once you fulfill the requirements (Check Victory trigger)
- Triggers like "Shield of Deathlord Item" should fire only once.
- Instead of Unit is attacked you should use unit is damaged.
- You made group variable here to clean leaks "Graveyard Done", but never did that...


Total - 13/100
(Maps Section: 1/5 - Unacceptable)


[Entry]

Originality - 5/30

- We expected to see some farming, mostly resource gathering type of map, not some, RPG style look like, dungeon.

Gameplay - 15/30

- Balanced
- Single Player
- Only 1 hero to play with.
- Some basic hero abilities (some are edited).
- Basic items.

Terrain - 5/15

- Something seen over and over again.
- Tiles are somehow useless here.
- No special effect doodads.
- No lightning effect doodads.
- Somehow whole maps look empty.

Object Data - 4/10

- Models are ok, all units fit theme, more or less and that's fine, if we exclude giant flying Sapphirion.
- Abilities could use different colors and a little more polished tooltips.

Presentation/Design - 5/5

- Presentation is good enough.
- Credits are properly given.

Triggers - 5/10

- I don't like how some triggers are organized.
Cage triggers could be merged into single one with multiple events.
Difficulty pick could be in same trigger with if the else function.
...


Total - 39/100
(Maps Section: 1/5 - Unacceptable)


[Entry]

Originality - 25/30

- You sir impressed me, really awesome idea.

Gameplay - 25/30

- Single player.
- Very unique and I like it.
- Just 1 hero, maybe some different game stiles with different characters could work.

Terrain - 10/15

- Unique but a little simple.
- Somehow empty, I expected to see more boxes on board and more stuff (cargo for example).

Object Data - 8/10

- Models and textures are nice.
- Everything is fitting theme perfectly.

Presentation/Design - 5/5

- Perfect example how map presentation should look like.
- Good job sir.

Triggers - 8/10

- Some triggers are really huge and I must suggest some way around, maybe some system like coding, because right now
adding just 1 more combination require a hell of a work.
- Other than that everything is well looking.


Total - 81/100
(Maps Section: 5/5 - Highly Recommended)

Ranking:

(#1) Tickles[81/100]
(#2) DSanhueza[77/100]
(#3) Dat-C3[62/100]
(#4) rulerofiron99[55/100]
(#5) Zenonoth[48/100]
(#6) eubz[43/100]
(#7) Hell_Master[39/100]
(#8) Daffa the Mage[13/100]

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Well, guess we're finally done with this contest.
I'd like to apologize for the slightly /long/ wait until the results could be posted, it was badly organized and I ended up having only one judge to review your wonderful entries. It was all badly done on my half, so I apologize.
Anywho, thank you -Kobas- for sticking around and reviewing the entries and congratulations to Tickles and everyone else.

-Vengeancekael

Contest
 
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Level 24
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Messages
1,783
This is why you need to give clear judging criteria in contest threads.
Seriously, how was anyone supposed to know they were going to be judged 5 marks based on their screenshots.

Also, contestants marked down for lack of imports.
What the fuck.
 
This is why you need to give clear judging criteria in contest threads.
It was said that we don't have one, there were like 5 different judges constantly
coming and leaving, each one with his own judging criteria, and finally when
they all left, contest was over like 3 months ago.
Seriously, how was anyone supposed to know they were going to be judged 5 marks based on their screenshots.
It's not about screenshots, some entries had none and still got 5/5 in presentation,
such example is Hell_Master entry.
Also, contestants marked down for lack of imports.
Again you didn't see whole picture. It's not about imports at all, and to make things
worse usually entries with a lot of imports got lower score because their models
didn't fit their theme.
What the fuck.
Please, behave yourself, if you don't know something, ask.
 
Level 24
Joined
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Messages
1,783
It was said that we don't have one, there were like 5 different judges constantly
coming and leaving, each one with his own judging criteria, and finally when
they all left, contest was over like 3 months ago.

Which is why I say, you must have at least some guidelines. If users do not know they will judged on their presentation, you can be sure a portion of people will lose marks for no reason.

Ill quote directly from the reviews

- No custom models or edited Blizzard ones (Whitesaber only).

- No custom models or edited Blizzard ones that looks good enough

Doesn't say unfitting aesthetic theme, it says lack of imported models.

It's not about screenshots, some entries had none and still got 5/5 in presentation,
such example is Hell_Master entry.

Understood.
 
Level 30
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Messages
6,637
Congrats to the Top 3 and of course the Top 1 still, Tickles the Great of course! Im much satisfied with the score though not with how I rushed the map seriously...lol. I'll do better next time.

Daffa, dont be disappointed. Everyone improves in time and I can say you are better at this right now, just a cheer up and good luck with the next you and I will join :)
 
Daffa, dont be disappointed. Everyone improves in time and I can say you are better at this right now, just a cheer up and good luck with the next you and I will join :)
Yep, everyone improves as time passes.
Don't worry, I'm just not satisfied with my work, I would rate less for my entry if I were Kobas, as I deemed it sucks like shit.
Thanks for the cheer up!

Tickles
Upload your map to Map Section so we all can review it!
 
I disagree GREATLY with the judge, however thank you for judging/using your time to finish this contest. ((EDIT: Please don't trash GUI while judging.))

I will comment no further then that. Good contest it was fun. As well good job on winning Tickles and good job on second DSanhueza.

*note to self: Make Epic single-player Game if possible for next contest.*

Second EDIT: Sorry, but I have to comment a bit further into the bad judging of my entry. I admit it was horrible code, but I bet he skimmed over it. Comments will follow shortly.
 
I disagree GREATLY with the judge, however thank you for judging/using your time to finish this contest. ((EDIT: Please don't trash GUI while judging.))

I will comment no further then that. Good contest it was fun. As well good job on winning Tickles and good job on second DSanhueza.

*note to self: Make Epic single-player Game if possible for next contest.*

Second EDIT: Sorry, but I have to comment a bit further into the bad judging of my entry. I admit it was horrible code, but I bet he skimmed over it. Comments will follow shortly.
Actually your 5/10 is average rating. I didn't reduced number down to 0 because of some errors you made, at the other hand I didn't increase it because there was noting to impress me.
 
Wow fast reply... well the big part is coming shortly, hope you care to read.

My map definitely wasn't average >.> What a insult. I worked hard and failed to realize I could of coded better... yet wow. Thanks for giving me third place I suppose.

Actually your 5/10 is average rating. I didn't reduced number down to 0 because of some errors you made, at the other hand I didn't increase it because there was noting to impress me.

(I thought Alt Symbol Passwords were pretty interesting) Nothing to impress you eh...? It would of helped your other categories out if you actually did look tho thanks for the 5/10 sadly if it was lower then that would mean your view of beginners would be quite harsh.


Originality - 25/30

- You sir impressed me, really awesome idea.
^ - I accept that
--------------------------------------------------------------------------
Gameplay - 20/30

- No game modes
- No game difficulties
- Hero pick is somehow empty and you have no idea what hero to pick.
- Hero unit has no abilities or active used items to do something that effect gameplay.
- Enemy units are more or less stronger than you.
- Dummy units and interface is really bad, often you see hp bars colide.
- No info or hints how to play game.
- Systems are somehow unique, but laggy and hard to use.
^ - I refuse to accept this
;
There were *three* game difficulties that your missing in that review.
Hero pick didn't look empty to me at all even though I should of placed the panel buttons better. You had no idea if you wanted to be furry/half-naked or clothed or a woman? That's sure interesting =P

Hero units as you say... are more like survival units that are farming. They had some abilities that helped in farming. .
.
Some spears were active/throwables which also leads me to believe you dislike me.

Enemy units are fully balanced except the two dinosaurs. It's called use common sense and your thinking skills before attacking the first thing you see.

Eh..... I didn't really see what you meant by dummy units since there were barely any in the actual gameplay. The interface is really bad eh? Please judge better, and don't use first impressions to judge maps because this is just sad. If you would of changed your race you would of noticed you can get a different interface each time as well random gives you one of the four interfaces which if test from world editor with fixed random seed on you wouldn't even see it. Hp bars colliding eh? The info is in quests as well at the start which apparently you *missed* as well. Indeed one thing correct thank you about the unique systems. Laggy and difficult to use eh? I'd like to know a bit more on that if you have the time to care to explain.

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Terrain - 5/15

- Terrain is bad really, doodads all over place, even tiles could use some variations.

^ - Not too much of a worry... Did you fail to test it in-game to notice the tiles have variation? At least I tried to terrain, it is way better then being flat... isn't it? I'd like to see you make a better prehistoric one.(You prolly could easily make a better one within the time you likely spend on terraining so it'd be nice to see how it could of been done.)


Though it wasn't my best I think it could of been a 7 at best. I am acceptable with a 5 because I don't waste my time on making my games pretty just so they're a one-time look... I would rather have some enjoyment in the games I make then just pretty scenery. That is why im more focused in the trigger editor.

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Object Data - 7/10

- Models and textures are ok, more or less (Saber Cat and Ghoul make no sense).
- Add some colors and improve tooltips.
^ - Saber cat fits, where do you see a ghoul? All I saw was a lurking little beastie/jungle creature. The tooltips all looked acceptable to me(If you get confused on them then something sure is odd...), did you know some colors upset people? I did add some colors fyi.

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Presentation/Design - 0/5

- Not a single screenshot, line of text explaining resources or tip how to play map.

^ - Is this seriously happening? This is what is wrong with viewing a map only once.... =(
Only one thing left to do. Link Time!
http://www.hiveworkshop.com/forums/2325817-post73.html - 3 pictures
http://www.hiveworkshop.com/forums/2352057-post346.html - 2 pictures

Okay now I am going to go inside my own map and link you to stuff in there as well.
"Quest - Create a Optional quest titled Info/Help with the description -main = selects your character
-b = selects your backpack

Player 1 Red can choose different difficulties as well.
=easy
=normal
=hard"

"Game - Display to (Player group((Picked player))) the text: ((Name of (Picked player)) + you will need to know the goal of this game which is to obtain 450 points which shows in the top-right corner of your screen.)



Game - Display to (Player group((Picked player))) the text: You obtain points through many different methods... you can get them by killing, crafting, and more.



Game - Display to (Player group((Picked player))) the text: ((Name of (Picked player)) + beware.... farming is different in this as where you fight to survive as well try to farm.)



Game - Display to (Player group((Picked player))) the text: Please keep in mind that common sense is still applied at some spots."

"Game - Display to (All players) the text: Please take the time to scroll through quests for extra info,

Quest - Create a Required quest titled What you might of missed with the description - you will need to know the goal of this game which is to obtain 450 points which shows in the top-right corner of your screen.
You obtain points through many different methods... you can get them by killing, crafting, and more.
beware.... farming is different in this as where you fight to survive as well try to farm.
Please keep in mind that common sense is still applied at some spots.
"
So ya.... this "- Not a single screenshot, line of text explaining resources or tip how to play map." does not compute very well.

--------------------------------------------------------------------------

Triggers - 5/10

- Well could not expect more because of GUI, but huge trigger actions that run often are really bad.
- Merge "Use item" or "Acquires item" events into single trigger and then just run event-less trigger or do such like actions
instead of running like 50 triggers at same time.
- Floating text actions are presented in like 20% of your triggers, you could just fire trigger with them or use jass native
to handle this as well in form of a jass function.

^ - Your being rude, Huge trigger actions was bad on my part because I was tired and forgot to fix that so you got me there.
I agree as well on that second point.
Eh..... They all kinda went with the different triggers so really no change if I changed it then I should of changed the entire thing which I should of. The floating text was there to make it seem hm.. better. Stop being a jassomaniac.


I won't even bother explaining how you were wrong on other entires either..... Fishing game's are unique apparently tho the keyboard combo was cool.

Alright I feel better now, and you won't see me complain about this anymore at all. I will not reply to any questions you ask either about this because it is done and over with. I really do appreciate you helping finish this contest up even if I am complaining so thank you very much. I hope you will forgive me if you have been offended.

By the way I do recall saying Tickles would win... =P
http://www.hiveworkshop.com/forums/2353421-post389.html
 
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