This is the Thread to Vote for Mene in Venezuela, a map submitted under the Historical Theme for the Winter 2008 Mapmaking Competition. Read the discussion below by our judges and then post your score for the map and leave comments in the thread below. Score once for each map, 1-10 points. Voting Closes at the end of March.
Part of the judges discussion is below... the full text will be made available before the judging ends.
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Enginerd:Map: Mene in Venezuela by Slipkyes
Enginerd:Very detailed description in the map about the history (obviously the historical setting). Any comments on that piece?
Enginerd:I thought it was neat, I learned something from the read.
Pawel:that's one of the things that I wanted to ask him: is it about a historical event, or a hypothetical situation?
Disenchanted:I actually wrote that the story was very thin in my notes. 1. The story is vague, doesn't refer to specific historical events. 2. The story doesn't tie everything together - it almost seems irrelevant to the events of the game
Enginerd:I do think it is historical but I don't know how real it is.
Enginerd:I'll make sure I ask Slipkyes about that piece.
Pawel:I think it is related to real events to some extent
Disenchanted:I was just saying that I would have preferred if the story was concrete enough that we would KNOW it was talking about real events
Enginerd:got it
Enginerd:Any other thoughts on the historical piece?
Disenchanted:not really...just that it was an interesting idea but I thought it should have been more fleshed out
Pawel:I agree with the Disenchanted’s criticism about the story, it looks like a normal map with some added ideology
Enginerd:OK, Looks like it is a 1v1 with 2 other AI controlled players. Humans vs Azracs
Pawel: yes, I think it should be 1vs1, as the 2 human players are initially at war
Disenchanted: that's how I played it
Pawel: so you were fighting against yourself?
Disenchanted: yes
Disenchanted: lol
Pawel: some people like to play chess this way
Enginerd: I don't
Enginerd: But it is a good way to playtest a map
Enginerd:What did you notice when you did play it? Anything special jump out at you?
Disenchanted:for Enginerd's second question, I thought it bears a striking resemblance to Thinreed Lake
Enginerd:shakes off dust in brain to remember thinreed.... got it
Disenchanted:I mean, not like he copied Thinreed Lake, just the concept
Pawel:it's a real lake in Venezuela
Enginerd:I think that's what he was going for.
Pawel:lots of death nodes - I guess they are the oil deposits
Enginerd:That was my take on it too, especially the ones scattered in the waters.
Disenchanted:was going to ask him if the overall design was inspired by Thinreed Lake, but it sounds like it might reflect the actual geography if Pawel is right
Disenchanted:that did not occur to me
Pawel: [ulr=http://en.wikipedia.org/wiki/Lake_maracaibo]http://en.wikipedia.org/wiki/lake Maracaibo
Pawel:but he wrote in the description that there is no time to use magic, so they are pretty useless
Disenchanted:yeah that was one of the strangest things...it's supposed to be about fighting over oil
Disenchanted:but the death nodes are unimportant if you have no use for mana
Enginerd:Death nodes = oil?
Pawel:I think you should rather get gold income from oil
Enginerd:They do it call it black gold
Disenchanted:maybe the mines are supposed to represent oil as well, it's not really clear
Pawel:maybe they look better as death nodes than mines, but gameplay is more important than looks
Enginerd:Well... how does the map play?
Disenchanted:I am going to dump another part of my notes here
Disenchanted:There is not much to do on this map. The lake isolates players from each other and allows only 2 routes of attack. If there were more stuff to explore on each side this wouldn't be such a problem.
Disenchanted:Humans have nearby Goblin lvl 2 4H; Azracs have Frostling 4H. Both races are fixed. This isn't exactly fair, since Dragons will pwn Karaghs. (Players should have lots of money, so they can go right for lvl 4 units.) Of course Humans can make wyverns and try to harass Azracs, but Azracs also can make glows, so basically all their options are better. (glows >> wyverns)
Disenchanted:There are many nearby undefended mines, nodes, etc. Players get too much income too fast, and there are not enough cities. Also makes it not worthwhile (for a long time at least) to take the few mines and nodes that are defended.
Disenchanted:dine
Disenchanted:done
Enginerd:give me a sec
Enginerd:OK... got through it all, well thought out. Your thoughts Pawel?
Pawel:nice comment Dis, I don't have such interesting things to say
Pawel:for me it just played like a typical AoW map
Disenchanted:as you can probably tell from my second comment in that list, I felt the balance was a bit off
Pawel:it's important which races you will get in the random cities
Enginerd:I'm wondering if this was part of the whole historical thing going on with the indians rising up against their oppressors?
Enginerd:I agree the balance needs some tweaking.
Pawel:if you get neutral races, you can buy the units, and capture the 4-hex city fast
Disenchanted:good point
Pawel:also the Azracs can buy the 4-hex city, while the Humans can't
Enginerd:In any of your playtesting were the lizards or elves a factor or did they stay stuck out in the waters doing nothing?
Disenchanted:They attacked the Azracs only I think
Disenchanted:not sure if that is random, they were definitely a factor
Pawel:I didn't playtest to the end, while I played they didn't attack
Enginerd:Did the undead 4-hex in the underground come into play or was it too isolated and hard to get to?
Disenchanted:no...seems like a lot of the stuff underground is not worth it
Pawel:I went there, built a ship and captured it, but I was playing SP, in 1vs1 it's probably not worth it
Enginerd:I think we've covered balance and the historical theme? Any other thoughts on the playability? What did you like about the map? What about the custom items/heroes?
Enginerd:Any positive things about the map?
Pawel:I don't see anything really stunning in this map
Disenchanted:my opinion there is similar to the story...there are very few heroes and items and they don't add much to the theme
Enginerd:So that's a no
Disenchanted:well I liked the terrain
Enginerd:lol
Disenchanted:in an aesthetic sense
Disenchanted:but I'm not sure it helped the gameplay
Pawel:for me the aesthetics is average
Enginerd:I actually thought there could have been more, there is lots of openness to it so I'd recommend going back and filling in some of those open spots.
Enginerd:What else could be done to improve it? (I don't want to discourage our young mapmakers )
Pawel:it could use some more thing like flowers and stones, it's too much plain grass for me
Disenchanted:as I mentioned, the main issue for me is balance and gameplay
Pawel: also there are some things that don't make much sense, like a fire next to some poison plants and evil woods
Disenchanted: 1. Balance problems. 2. Not much interaction between the 2 players, since the 2 sides are only connected at 2 points. 3. Given #3, there should be more for each player to explore on their own side.
Pawel: for me it's not a bad thing that there are only 2 connections, I don't like maps with too much open space
Disenchanted: so basically "either more open, or more to explore" would be the simplest take home message
Disenchanted: it's OK, but the small area each player has is explored so quickly...
Pawel: Yes
Disenchanted: then you're left with nothing to do
Enginerd: I think there should be more to explore as well (and tweak the balance thing). More to explore would create a natural way to introduce more natural barriers and fill in that open space.
Pawel: you can go to the underground, but then the other player will eat you (if he is a human)
Enginerd: Lots of opportunities for our mapmaker....
Enginerd: So... do we give it a score?
Disenchanted: ok, do you want individual scores for the different areas or just overall score?
Enginerd: Basic idea was 1-10 and I'd prefer just the one number.
---------(come back for the judges scores next week)----
Disenchanted: 5
Pawel: I wanted to give it a 6, but after seeing the issues that Disenchanted pointed out, I'll give it a 5 too
Disenchanted: is this his first map? I thought it was a good first effort
Enginerd: I've always found it interesting judging maps... the judges are rarely united in everything. Sometimes (like with this map) there are obvious things that need work but I'm sure we'll get to some maps that one will love and the other will hate.
Disenchanted: and could be good if some gameplay issues are fixed
Enginerd: An overall score of 5 for Slipkyes, great effort from him, really appreciate the effort and thanks to our judges for their comments and scores.
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Part of the judges discussion is below... the full text will be made available before the judging ends.
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---------(come back for the judges scores next week)----
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[This message has been edited by Enginerd (edited 03-23-2009 @ 07:07 PM).]