| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | MapName | Originality | Map Presentation/Design | Terrain | Triggers/Efficiency/Performance | Object Data | Gameplay | Sum | ||||||||||||||||||
2 | MicroRunner TD | 10 | 10 | 8 | 20 | 10 | 17 | 75 | ||||||||||||||||||
3 | 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 Protector | 5 | 8 | 10 | 18 | 7 | 11 | 59 | ||||||||||||||||||
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 | |||||||||||||||||||
6 | Marine Blood | 0 | 0 | 1 | 4 | 0 | 0 | 5 | ||||||||||||||||||
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 III | Random 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 War | 2 | 6 | 4 | 12 | 5 | 7 | 36 | ||||||||||||||||||
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 Wars | 4 | 7 | 4 | 14 | 4 | 4 | 37 | ||||||||||||||||||
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 Hard | 2 | 7 | 3 | 6 | 2 | 3 | 23 | ||||||||||||||||||
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. | |||||||||||||||||||
14 | Pandaren Tavern | 13 | 8 | 5 | 5 | 7 | 5 | 43 | ||||||||||||||||||
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 ORB | 12 | 7 | 4 | 20 | 7 | 8 | 58 | ||||||||||||||||||
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 | |||||||||||||||||||
18 | Ring Out | 10 | 10 | 5 | 20 | 8 | 7 | 60 | ||||||||||||||||||
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 | |||||||||||||||||||
20 | The Arena | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||||||||||||||||
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