Here are the results.
K_A's Tank Attack- General Consensus-Demonstrating a clear focus and intent in design, the map seems to follow through with a well-thought out idea. Justifiably short, it relies on its intuitive game play with some clever controls and ingenuity to deliver a satisfying experience.
Aesthetics (30): 16.5
-Design (20): 17
-Function (30): 24.5
-Theme (5): 4.5
-Professionalism (15): 11
-Total: 70.5
70.5%, γ-tierPr0nogo's Raw scores for Tank Attack by K_A
Aesthetics (30)
The looks and appeal: terrain and spell-effects are an integral part of this score.
+ Map makes extensive use of terrain subtiles.
+ Aesthetics provide a fitting terrain direction (arrow pointing up, most of the subtiles provide an upwards motion, etc.).
- Most of the subtiles result in blocks.
- Only a fraction (around one fifth) of the map is used. The map's width could easily be shrunken without sacrifising functionality.
Total: 18/30
Design (20)
The planning and conception; this score reflects thought and creativity.
+ The design reflects a large amount of thought and creativity.
+ The concept, while it has been done on other platforms, was fairly unique and required a lot of work to implement properly in a limited engine like StarCraft.
+ A wide variety of enemies and obstructions made an appearance.
- Only three gameplay functions made an appearance - movement, life, and shooting.
Neutral comment: The map is short, but justifiably so.
Total: 16/20
Function (30)
How well systems perform, their level of quality, and ease-of-use. This is the map's implementation and "practical" score.
+ All gameplay functions (movement, life, shooting) work as they are supposed to.
+ Enemies have a universal, colour-coded life function that is intuitive enough to be understood without explanation.
+ The map is fully functional; nothing game-breaking is present and the map is complete.
- The hit detection on the neutral Machine Shops that play the roll of walls is off. Sometimes, you are able to pass them without a problem, but occasionally you will lose a life without cause.
Total: 26/30
Theme (5)
The map must adhere to the theme. Get too low in this category and your map may be dropped from the contest.
+ The map adheres to the theme by revolving around a single tank.
- Only one tank makes a lasting appearance.
Total: 4/5
Professionalism (15)
Grammar and consistency. This category evaluates not only if the map is complete, but also if it is well-structured.
+ All text is grammatically correct.
+ Directions are clear and short.
+ Tips provide good instruction when necessary.
- A general lack of formatting makes it difficult to focus on the text and operate the tank's controls simultaneously.
Total: 12/15
GRAND TOTAL: 76/100 - C
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Jack[RCDF's Custom Hero Naruto DBZ Tank Defence- General Consensus-The map seems to be based on a mediocre idea implemented in a haphazard way. It has no exemplary qualities and struggles to give even a modestly adequate experience.
Aesthetics (30): 7.5
-Design (20): 10.5
-Function (30): 12
-Theme (5): 2.5
-Professionalism (15): 4.5
-Total: 37
37%, ε-tierPr0nogo's Raw Scores for Custom Hero Naruto DBZ Tank Defence by Jack
Aesthetics (30)
The looks and appeal: terrain and spell-effects are an integral part of this score.
+ Map's aesthetics give a fully functional terrain direction and gameplay guideline.
- Map is mostly bare, with a lacking variety of terrain types.
- Map has literally no doodads.
- Not all of the map's space is used.
Total: 8/30
Design (20)
The planning and conception; this score reflects thought and creativity.
+ The design plan is solid and reflects a proper understanding needed to make the map functional and work as it was conceived.
+ Map makes use of spells and upgrades to add strategy to the gameplay.
- Only two spells and three upgrades have been implemented.
- The Mutalisk spell feels less powerful and useful than the Reaver one, but costs more gas.
- The map does not reflect an extensive amount of time or effort put into it; the gameplay feels unfinished, and the terrain especially does not reflect an extensive amount of time.
Total: 11/20
Function (30)
How well systems perform, their level of quality, and ease-of-use. This is the map's implementation and "practical" score.
+ All gameplay functions (spells, upgrades, spawns) work as they are supposed to.
+ The map is fully functional; nothing game-breaking is present and the map is complete.
- The spawns are difficult to counter at times because, due to the low amount of time between them, they will stack on top of each other.
- It is unreasonably difficult (borderline impossible) to complete the map without three or four players. There should have been some warning in the force names about the number of players required to win.
Total: 14/30
Theme (5)
The map must adhere to the theme. Get too low in this category and your map may be dropped from the contest.
+ The map adheres to the theme by revolving around tanks defending a location.
+ More than one tank makes a lasting appearance.
- The tanks could have been replaced by any unit and there would have been no tangible gameplay difference. There is nothing that sets the tank used in the game apart from any other unit in the game because Siege Mode is disallowed and no trigger-related functions that would have amplified the tank's power (e.g. a powerful shot that clears all units ahead of the tank) are present. The existing spells are not explained to be powerful tank abilities, nor do they feel like them.
Total: 4/5
Professionalism (15)
Grammar and consistency. This category evaluates not only if the map is complete, but also if it is well-structured.
+ Directions are clear and short.
- Not all text is grammatically correct (e.g. "sux" instead of "sucks").
- The text flies by and is unable to be read the first time around, with the possible exception of the spell directions.
- A general lack of formatting makes it difficult to read the text.
- We are never told that we can upgrade our tanks. I only found out on my second attempt to play.
Total: 4/15
GRAND TOTAL: 41/100 - F
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The clear winner, of course, is K_A. Congrats on making gamma tier.
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Post has been edited 2 time(s), last time on Oct 17 2011, 4:43 am by Sacrieur.
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