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View Full Version : Mapping Contest - 8p



chavez
17th Mar 05, 6:58 PM
Tomorrow, the big announcement!

Fort Atlantis (8)
kap
http://forums.relicnews.com/showthread.php?t=55148
Very nice map. It could probably use a bit more structure to it. Its nice how the players start so close together yet retain room to maneuver.

Arx Haustrum (8)
gravehead
http://forums.relicnews.com/showthread.php?t=55374
This map transitions from a 4v4 to a 2v2 quite nicely, something that usually difficult to accomplish. Its quite pleasing to the eye as well!

Abandoned City (8)
Star Wars Kid
http://forums.relicnews.com/showthread.php?t=55345
This is a good solid 8 player map, with a good use of the art assets and visual style. Unfortunately most of the strategic points are largely uncontested, with everything focusing around the critical objectives.

Epsilon Base (8)
Aralez
http://forums.relicnews.com/showthread.php?t=52525
Good effort, though doesn’t stand out as being terribly unique. The largest downside to the map is that the coloring is a little too dark, which makes it difficult to discern on the minimap what is in FOW and what isn’t.

Maraschino’s Kasyr Lucien (8)
Maraschino
http://forums.relicnews.com/showthread.php?t=51965
The upside to this map is that its visually very appealing, and presents a new take on an existing concept. Unfortunately it leverages so much of the strengths of the existing map that its difficult to discern a new play experience.


Spinal Madness (8)
Rsebasti
http://forums.relicnews.com/showthread.php?t=53037
With its very open layout I expected to be able to bring more vehicles to bear on the enemy base which is unfortunately made impossible due to the spines. Although an interesting approach, the spines make it very hard to see where combat is occurring, and makes unit maneuvering very difficult and unpredictable.

Claustrophobia (8)
PBRain
http://forums.relicnews.com/showthread.php?t=54978
As the name suggest, this is an incredibly tight and closed map, which doesn’t really lend itself well to the hectic and visceral combat of Dawn of War. The high number of strategic points also make it a no brainer on what and when to capture.

City of Ruins (8)
Mekis
http://forums.relicnews.com/showthread.php?t=55162
The decision to preplace turrets on the bases is quite cool, but the clear imbalance in the layout of strategic points make it a very one sided map.

Brainboyz Hill (8)
Titler
http://forums.relicnews.com/showthread.php?t=55097
The scale of this map is such that it causes the game to run very slowly. Nice idea, but needs to be scaled back so as it can run better on every machine.

Waterworks Siege (8)
Rsebasti
http://forums.relicnews.com/showthread.php?t=53019

The starting positions on this map really need to be given more room to maneuver, as it is players begin so cramped that its hard to establish a decent base. Some attention could be given to the visual appeal as well.

Violent Desire (8)
Argonought
http://forums.relicnews.com/showthread.php?t=53075
The large terrain jumps on this map lead to a great deal of confusion. Perhaps establishing clearer pathways and points of interest could turn this into an enjoyable experience.

Stilgar
18th Mar 05, 6:38 PM
The decision to preplace turrets on the bases is quite cool

Chaves: You said the above about City of Ruins (8), but I don't think CoR has prepalced turrets. However, Arx Haustrum (8) does.

LoPing
22nd Mar 05, 2:07 PM
Was this supposed to be a list of all the 8p maps? Didn't see my map 'dZi' in there.

If it's a pruned list and it was intentionally excluded, nevermind.

Lo Ping

monoRAIL
22nd Mar 05, 4:11 PM
The feedback only included selected maps it seems.