Mon Aug 02, 2010 5:15 am by C. Bob
Congratulations to all who competed.
I didn't do a good job of hiding which map was mine, this time (which, along with a lack of inspiration, is why I didn't do any reviews; I figured it would've just made it more obvious). I felt Overtime was misunderstood and underrated by the general population...sure, it might not've been perfect, but it wasn't as bad as all that, either, the way it got bashed. The "no clear base" complaint really confused me -- the way I figure, the place with the flag, and all the turrets and force fields? That's the base. The section outside, with the force field, the loadout zone, and the spawns, that's the secondary base. The section that's literally next to the other side's main base, that's the outpost.
But yeah: the "no timer" thing *was* stupid. I honestly didn't consider the negative effect it would have when it was left up on a place like the contest server. Near the end of the contest, it was getting to look so bad that I told _k he could take it down if he wanted to...when BF 013 comes out, the timer won't be a problem anymore, but for now it looks pretty pitiful.
I was trying to evoke the feeling that you get when you're in a CTF match, the game is tied up, and it'll take (basically) just one point to win it all, like in an ABFL match. I added in the "sudden death" element to expand on the atmosphere. It was something I wanted to do anyway; I once mentioned the idea of sudden death overtime in a topic on the old forums.
I didn't come here just to talk about my map, though. While I didn't feel it got an entirely fair rap, I also didn't feel it was necessarily the best map in this contest. I voted for my work, sure, but I also supported the map I felt was better -- which, as some of you already know, is Sneaky Six, this contest's winning entry.
Sneaky Six is just a clean, well-executed zone control. I know Zone Control's an easy gametype to make maps for, and that probably played a role in my decision -- I can't think of anything it did that was terribly different from a normal, stock ZC -- but sometimes, originality must take a backseat to gameplay. Remember that most of the maps that won previous contests because of their technical innovations were not particularly good maps; I think that execution can be worth as much as innovation, when it comes to considering a specific map.
I also voted for Restoration, because soccer maps are very hard to do, and I felt that it was as good as the other maps -- but that it would be underrated because of its gametype. I think the votes supported that theory.
I'm not very good at perceiving what the gameplay theme was in these maps; the only one where I really knew for sure was my own, so hopefully some of y'all will explain things in your own posts.
Thanks for your time.
BobBash: 2-0, W, 50%
BobBash II: 2-0, W, 71.4%
BobBash III: 2-0, W, 83.3%
Career: 68.4%