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MapNameOriginalityMap Presentation/DesignTerrainTriggers/Efficiency/PerformanceObject DataGameplaySum
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MicroRunner TD1010820101775
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The core concept of running away
from creeps, luring them to your
towers is new and good, the
TD-elements themselves not.
All Information is in place, tooltips are
creative, there is an intro-cinematic,
quests with help, proper Hotkeys and
Icons.
The Terrain is basic but also fitting
to a TD with clear visual representation
of build-, nonbuild- and creep-areas.
There are some small Details added,
but overall nothing spectacular
Most of the systems are time-proven
and approved in the Script-Section.
The content-code is well structured, clean
and performant. Resources are preloaded.
No ingame lags or fps-drops.
Creeps and Towers are fitting and have
proper OE-Values. Even with imported
Sounds the map's size remains below
1 MB. Good use of color-codes
After a few rounds it gets monotonous
because the Runner-part has less
influence than the TD part.
The running doesn't offer much variety
due to the towers being fixed in main points,
the Creepwaves not offering enough
diversity or difficulty to make the running
interesting or challenging.
The Runner itself only has 4 Upgrades.
Having two active runners only makes
the game harder because the creeps
split up more.
Polished, entertaining map
but low replay value
4
Ancient Protector58101871159
5
In it's core the map is a basic survival.
The idea of an ent/ancient protecting
a forest is also one of the oldest in
the book.
The fresh aspect is the separation of
enemies into attackers and peons,
but the AI is not sophisticated enough
to make this new and interesting
Most information is good, Quests
exist as well as an intro-cinematic.
The tooltips and gamemessages
however are inconsistent and partly
confusing.
The main terrain is decent, but the
forest-design lacking. It is very flat and
the positioning and allignment of doodads
is rather random. There are no prominent
areas or spots. The color-scheme of
tiles and doodads doesn't for with the trees
Due to GUI the code can't be as performant,
but there are no ingame lags or fps-drops.
Leaks are cleaned.
Due to a tga loading screen instead
of blp the map is bloated to almost 4MB.
Some of the models aren't really needed.
Not much enemy variety, but the existing
units have proper Values.
The map didn't work for 2 players, as
the 2nd Player got control over the orcs.
The gameplay isn't really interesting
due to the weak AI. Spells do way less
damage than normal attacks.
All spells I tried invole the "Protector"
to destroy trees, this doesn't fit with the
main goal of saving the forest.
There is also no information about the
passive spells learned or the amount of
stones being carried

Survival with some
new aspects but
rough around the edges
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Marine Blood0014005
7
Units spawn (seemingly random) and
you send them to fight.
This might get the closet to a
Footmen wars, but comparing it to
that genre would be too much of a grasp
Encore une carte Warcraft IIIRandom Terraingeneration not working,
1 point for tile-variety
Despite most of it not properly working,
leaks are cleaned.
Units are scaled to 10% size for a
not obvious reason, making them hardly
visible.
Effects attached to them stay some
time ater death.
There isn't much of a gameplay at all.
The circles in the middle don't seem to
have any effect.
There is no feedback for the player at all.
The game ends after 3 Minutes, the
player with the highest score wins and
the rest stays ingame.
Unfinished and bugged
8
Shockwave War264125736
9
A simple Hero-Arena with the goal
to defeat the enemie's headquarter.
Neither the Spells nor the items
are original in any way.
Custom Leading Screen and Preview,
quests however only contain Credits
and Modes explanation.
The goal isn't even mentioned ingame.
The imported Resources aren't used well.
The trees have no random rotation nor
color-variations.
Custom tiles are mixed with normal,
non-fitting ones.
Poor overall map layout.
Noticed no ingame lags, leaks are removed,
however there isn't much code overall,
which additionally has bug (Win/Lose) and
misses things like selection.
Tooltips are good, however the
skip requirements not, causing for
spare skillpoints during lvls.
Imported Resources bloat the
(very simple) map to over 2 MB and
aren't used well.
War-type of games often don't offer
much variation, but focus around one
cool (custom)- skill-(set).
Here it is a bland standard-spell.
The tauren that scores first usually ends
up very strong because he can upgrade his
shockwave to 1-hit-kill.
Spawncamping is making the game
unplayable.
Because of cast animation and slow
movespeed there isn't any tactic or
evading possible.
Flawed in gameplay
and mechanics.
10
Mortar Wars474144437
11
The idea of a shooting arena is not new,
but the mortar-shooting and items
add a fresh touch.
Map Information in place, quests
contain good amount of help.
The multiboard
is too big/excessive for the information
it displays.
The Terrain is randomly generated!
However the generation is rather bad.
There seems to be no structure at all,
Terrain Deformations, tiles and trees
are placed with no order, making the
terrain random, but in this case not
adding anything to the replay- or
entertaintment-value. (also leaks)
Map leaks in a few triggers and uses waits.
The GUI is okay in general.
Tooltips are partially wrong (unchanged)
and completely uncolored.
The "Explode" Icon doesn't fit the effect.
The mortar units has a smaller scale
than the items it picks up and you can
lose sight below trees.
The fog of war makes this game heavily
luck-based because you can only
guess where to shoot.
Buildings however are visible on the
minimap and reveal your position.
After a few minutes the whole map is
spammed with more items you could
pick up and use.
Kills happen randomly and can hardly be evaded,
The defense Flak doesn't serve much purpose
when it doesn't fire automatically.
"Skillshot"-Minimap that
doesn't involve skill.
12
Play Hard27362323
13
A simple single-player survival with
bland bosses.
Spells and items are very common
as well.
Due to the simplistic design the
information providedis okay.
The Terrain is very small, contains only
one tile and 4 Pillars that only
block your vision.
You can see the edges of the tiles,
behind the walls and can walk through
the closed gate.
The terrain doesn't offer anything.
Leaks and waits all over the place.
Special Effects are not destroyed and
cause the fps to slowly decrease.
Special Effects are spammed, units
are scaled poorly.
Tooltips are inconsistent in style,
contain false information and are
colored in a way which makes them blend
with the background, ergo hard to read.
Button Positions don't match with
hotkeys.
The map is really big (12mb) and doesn't
live up to it's size.
Most of it is used by 3 .mp3 tracks
(4,3 and 2 MB)
The gameplay mostly consists of
keeping your hp up by drinking tons
of potions and spamming all spells.
Since the spells don't cost any mana,
you can and have to spam them
constantly.
Already the first spell is flawed,
making the units bounce all over the room.
Units just straight up attack you, leaving
you surrounded in the very small area
of terrain.
The Bosses don't offer much variation either,
they have no clear pattern or special
abilities that could be avoided.
The first boss silences you often,
taking away your main source of
damage.
Very ill-designed gameplay with
leaks.
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Pandaren Tavern138557543
15
The most original map in the contest.
I know a few similar games, but
none had a gameplay like this.
Taking orders and preparing meals
is new to wc3 as far as I know.
Though it is obiously copied from
one of the very similar games.
Intro-sequence, loading screen and
quests are all provided and proper.
However a simple and intuitive
explanation of the gameplay is missing.
The Terrain is very basic, but doing
something like a tavern with standard
models isn't too easy.
There is some elementary doodad abuse.
This map is basically powered by waits.
The GUI is rather weak, leaking, not
destroying special effects, using multiple
triggers instead of loops, etc.
Tooltips are mostly good, units fit well
and have proper values.
The mapsize of 1Mb is also okay.
However a few imported Icons would
have made the map much more
easy to pick up
Next to being one of the most original
maps in the contest, it is also one of
the least intuitive.
Without having played the map it's
very hard to get started with it.
The Quest-Information is incomplete,
e.g. doesn't tell you where to get
ingredients.
After you got the hang of it a little bit
most of your work is to search for the
correct items, constantly switching
between the cookbook and the dozen
shelves.
Even then I couldn't figure out how to
the first recipe.
There is no instruction on how to
convert the items to what you need.
In another example I couldn't even
find the required item for my first order
for a few minutes, because the
Trout's icon is a barrel.

Even tho Orders seem to be randomized,
the customers are not.
Also there is no way to find out an order
once you took it.
All in all this map
is hardly playable alone,
but also hardly playable
with public players,
because they have no idea
what is going on and what
they have to do.
I believe this would only be fun
after having played it a few
times and when being with
a communicative team.
16
Project ORB1274207858
17
The gameplay is pretty original
(for a wc3 map).
The fullscreen UI and smart-casting
is an interesting addition, but not
really an improvement.
Most information is in place, however
the starting screen is purely confusing.
Additionally the color choice makes
everything hard to read. (especially
tooltips)
There isn't much of a wc3 terrain since
it's created from destructables.
That itself would be fine, but I don't
understand why everything else is
painstakingly white.
GUI as good as it gets, no ingame lags,
leaks are cleared.
The tooltips are hardly readable, there
isn't much other object-data.
The 3mb size is granted.
Abilities fit to the game mostly, but
are hard to deceipher visually
The "impressive" systems don't make
the map fun to play.
The movement is so awkward that you
end up flying everywhere you don't
wanna go and hitting a wall frequently.
Because of the fixed camera and
questionable model-choice the own
orb is hard to identify, ending in loss of
control.

It gets monotonous very fast and with
4 players it's mostly luck to hit
someone before getting hit by missiles
flying everywhere.
The fullscrean menu is simply confusing
and it isn't explained anywhere.
A minigame that's
entertaining for a few minutes
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Ring Out10105208760
19
Fairly original on a wc3-basis, but
also very similar to all kinds of
knockback-arenas.
All information is in place, custom
skins and models used properly.
Most of the terrain is one model, the
rest around it is empty.
No lags nor leaks, however the code
could be enhanced with structs.
Big .wav sound files, overall >4mb,
units are never selected.
Similar to Project ORB, nothing is
explained ingame or
learnable-by-doing. Players have to
look through 10 different quests first
to understand all the elements of the
game, meanwhile they already
get knocked off the ice.
Again the movement is very weird,
especially if you don't know how to
slow down. Even the AI bounces into
death on it's own several times.
Because you are in constant letterbox-
mode, you have no spell-tooltips
to get information while playing.

The actual ring-out action is not tactical
at all and basically ends up as a button
masher, spamming missiles as soon
as you revive, hoping that the enemy
somehow flies off.
Minigame that takes
too much effort to learn
and ends up in a spam-fest
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The Arena0000000
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Protected Final entry
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