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Considering a map pick phase for competitive GOIO

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Solidusbucket:

--- Quote from: Guagadu on January 01, 2017, 05:40:03 pm ---(Maybe Santa Muse could adapt Battle for the Ball to Graveyeard DM, or one of the alliance maps?)

--- End quote ---

Muse should release DLC map packs for money.

Dementio:

--- Quote from: Solidusbucket on January 01, 2017, 09:24:14 pm ---Muse should release DLC map packs for money.

--- End quote ---

It's called Alliance mode.

Urz:

--- Quote from: Guagadu on January 01, 2017, 05:40:03 pm ---Map picking is an important part of every esport I have watched that has different map options
--- End quote ---

--- Quote from: Guagadu on January 01, 2017, 05:40:03 pm ---What I do not understand at all, however, is the need to classify the maps on a scale of openness to closedness. To me, teams should be able to pick from the entire list of maps, without any restrictions. It should be up to the teams to choose which maps are played, not from a list restricting anything.
--- End quote ---

Another important aspect of esports with "different map options" is determining which maps are suitable for competitive play, and creating a balanced map pool. I cite as examples Smash Bros and StarCraft II.

* You determine which maps favor which styles of play and try to balance them. If you have 4 maps that favor long-range defensive play and 2 maps that favor aggressive close-range play, then certain teams and play styles will be disadvantaged.
* Maps that create repetitive gameplay scenarios by only allowing a small number of viable strategies and positions (Dunes, for example) are a negative for the community.
* Expanding on what Daniel said earlier: the larger the map pool, the less time teams are going to have to practice on or develop new strategies for specific maps.
* We've already restricted the competitive map pool by excluding all non-deathmatch maps.A more curated map pool will foster a higher level of competition and less boring matches.

Solidusbucket:

This is my favorite map pool.

http://imgur.com/PGnc3er

Lysanya:
I think the idea of classifying maps is unnecessary.  Instead, group maps into pods.  Maybe pod A has Duel at Dawn, Water Hazard, and Northern Fjords.  Or maybe it has five maps.  Or whatever.  Place certain maps in more pods than others.  Cycle through map pods over the period of 4 to 8 weeks.

Option 1:
- Pre-tournament, announcement thread: One map pod is selected.  These are the only maps that may be selected in that specific SCS tournament.
- Tournament, pre-lobby: Referee contacts the PoC and asks for their map ban.  Red has first map ban.  Blue has second map ban.  If 5 maps are in the pool, then it should red-blue-red-blue.
- Tournament, lobby: Referee forms the lobby and announces the map to both teams' PoC prior to inviting both teams in.  Match plays out as normal.

+ More dynamic picks/bans based on opponent
- Increased amount of organization required from refs



Option 2:
- Pre-tournament, announcement thread: One map pod is selected.  These are the only maps that may be selected in that specific SCS tournament.
- Pre-tournament, signups: Teams announce maps in order of what they want versus what they don't want.  If five maps are available, bottom two are always banned.  If three maps are available, bottom map is always banned.  Top map is never banned if available.
- Pre-tournament, day of the tournament: Brackets announced.  Maps announced based on map bans.  Tournament plays out as it normally would.

+ Minimum organization added
- Teams can't pick/ban based on opponent, only their own preferences

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