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24hours Random Map Contest

  • Thread starter NetherlandsHenkdesupernerd
  • Start date Nov 1, 2018
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24hours Random Map Contest
Posted by NetherlandsHenkdesupernerd
Stage1: competitive map
Saturday, November 3, 2018 - 15:00 (GMT +01:00)
Until: Sunday, November 4, 2018 - 15:00 (GMT +01:00)
(Adjusted for timezone: Europe/Amsterdam)

Past dates ​

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Henkdesupernerd

NetherlandsHenkdesupernerd

Longswordman
Feb 5, 2017
558
1,649
108
29
Netherlands
  • Nov 1, 2018
  • #1
Spend up to 24hours on making a mapscript.
The theme of the map is revealed once the event starts (saturday 14GMT).

Submissions are accepted from saturday 14GMT until sunday 14GMT on this website:
https://aoe2map.net/contest/

After submission closes a team of judges will grade the maps. The selected winner will be rewarded with 50€, and will see his map featured in a showmatch between pro players.

Read more about the contest here:
https://www.aoezone.net/threads/24-hours-random-map-contest.148192/#post-595538
 
Henkdesupernerd

NetherlandsHenkdesupernerd

Longswordman
Feb 5, 2017
558
1,649
108
29
Netherlands
  • Nov 3, 2018
  • #2
Starting from this very moment you will have exactly 24hours to create one random map script, which generates a competitive map. (submit here: https://aoe2map.net/contest/)

Read below what exactly is asked from you. Also read the rules to make sure your submission is eligable.

If there are any questions regarding the challenge or regarding how to submit the map, comment below.

If you need any help with creating a map script, do not hesitate to ask in our discord: https://discord.gg/wPVmByM

Good luck!
challenge outline stage1.jpg

challenge outline rules.jpg


Stage 1: competitive map

Theme:
Ancient mysteries: (pre-)historic, wild tribes, jungle, ancient civilizations

Map Design:
-A semi-closed random land map: multiple areas to access the enemy, but less open compared to maps like Arabia.
-Rough terrains: hills, cliffs, scenery
-Multiple types of forests. Aim to create terrains that represent a wilderness
-Add at least some of these terrains: grassy road, shallows, beach, leaves, jungle.
-Try to prevent bugged resources (resources inaccessible)
-Map should feature each type of resources, in balanced proportions

Map Style:
-The map is designed for 1v1 and team games
-Design the map to be played on standard settings and to provide competitive games.
-Team players are preferably connected, or share the same land
-The map should be playable on all map sizes
-Configuration of player positions should be fair in all possible matchups (1v1, 2v2, …, and even in team games with odd numbers of players). Make sure each of these scenarios are defined if you use ‘direct_placement’
-Do not go crazy with adjustments to the starting situation, to prevent major imbalances (for example some civilizations benefit significantly when certain resources are overrepresented)
-The script must support the option to be played as Regicide
-Nomad games don’t start with a town center, but with extra resources.

Rules

General rules:
-Each participant can only submit one map-script per stage. This script may not be a map-pack (a collection of maps in one script)
-Make sure the submitted map works in all settings. If the script contains game-breaking bugs, we will not fix them in order to test the map.
-Since we grade maps anonymously you should hide your name from the script (don’t put your name in the title, or in comments in the script)
-Try to follow the challenge (not confirming to the challenge will result in a lower rating of your map)

File name:
-The submitted script should be a .rms file
-The name of the script should start with the RMC_ prefix, followed by the name of your map (for example "RMC_Himalaya_Heights.rms")
-Also: Participants may replace their previous submission during the submission period by submitting a new map with the exact same author name ("Who are you?")
-The filename does not contain the name (or abbreviation) of the author.
-The name of the file should be <18 characters (including the prefix, excluding the .rms extension)

Code quality:
-Not only do we judge the maps that are generated with your script, but we will also review the quality of the code of the map-script
-Good code is well-structured, well readable, does not contain duplicates, does not contain broken language, does not lack any if-, endif’s or curly brackets, and has /* comments */ for explanations (make sure not to forget the spaces here)
 
  • Like
Reactions: nimanoe, iViktorius and andae23
Henkdesupernerd

NetherlandsHenkdesupernerd

Longswordman
Feb 5, 2017
558
1,649
108
29
Netherlands
  • Nov 10, 2018
  • #3
The judges were very positively surprised by the entries of the Competitive map Contest. The winner has been selected, and for all maps you can find the results here: https://aoe2map.net/contest/competitive/ Notice we judged on these 5 categories:
1) Originality: How original the idea is. A good score is gained by baffling the jury: why did nobody ever think of this before!
2) Professionality: How solid the map script is. This includes using advanced scripting techniques, that benefit the other categories of the script (tricks to prevent bugs, to add unique visual appeal etc). Professionality also shows in the quality of the code (being fail-proof and well written)
3) Balance & Playability: We measured both the balance (the script generates fair maps all players have equal chances, and where one can expect the best player to win) and playability (how fun it is to play the map, and how entertaining the matches might be to watch for an audience)
4) Theme: How well the map fits the challenge, and how well the style of the map is coherent to this challenge. If some requirement that were specified in the challenge are not met, you can expect to score lower in this category.
5) Visual appeal: The general beauty of the map. Do the different terrains look good together, what objects are used as scenery? An excessive amount of ' eye-candy' object does not necessarily mean a better visual appeal. Also each judge had the opportunity to add commands to the maps. This constructive criticism aims to help you map scripters, and sometimes specifies how you can still improve your (future) map script


The winner of last weekends challenge will be featured in a show match between two pro players, and will receive the additional reward (we ask you to pm me so we can transfer these to you :smile: )

I'm also extremely happy with the runner-ups and I hope many people will try your maps out (we judges certainly enjoyed playing each of your entries!)
We are looking forward to the next challenge (tomorrow 14gmt) and we hope to see you all participate again!

Good luck from the admins and judges :smile:
 
  • Like
Reactions: Tarsiz, Cicero, scripter64 and 1 other person
Cicero

United KingdomCicero

Longswordman
Jul 9, 2017
180
506
108
  • Nov 10, 2018
  • #4
This was really well organized event, and I had a lot of fun participating - thanks to all involved :smile:

Please note that my map currently has a fairly critical (but easily fixable) bug, so don't go playing it just yet. (This is what happens when you are still working on your map at 10am the next morning...)
 
D

BelgiumDigital_Driver_

Member
May 25, 2009
169
16
23
37
  • Nov 17, 2018
  • #5
Can you show us some screenshots of the map?
 
  • Like
Reactions: OLADUSHEK
Cicero

United KingdomCicero

Longswordman
Jul 9, 2017
180
506
108
  • Nov 20, 2018
  • #6
Paititi
Here's my map. Inspired by maps like El Dorado which have a large amount of gold at the centre. Here, however, the gold is situated mainly to the player's flanks. For the 1v1 version, each player has two resource areas - one on each side. For 3+ players, there will be just one resource area per player, plus one in the middle of the map. The map is usually fairly wallable, but players will have to reach out to secure control of these locations. (The water is mainly aesthetic since there are no deep fish on this map.)
MAP000.jpg
MAP001.jpg
MAP002.jpg
MAP003.jpg
The @ZR version is for WK; the other is for HD.
 

Attachments

  • ZR@Paititi.zip
    824.6 KB · Views: 104
  • Paititi.zip
    1.8 KB · Views: 111
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