Jeff Hazuka Dedicated Voter Season 8, Marathon Voter Season 9 aka Jayson MF Kip |
So, inspired by fellow alternate Jensen Toperzer, I present the map that I had submitted as an Top 32 alternate. (I already know a few hings that I should have done, but in the spirit of fair criticism, am submitting it as-is.)
So, thanks in advance, and thanks for making my first-ever competition like this a fun experience that, most importantly, I can learn from.
frank gori RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Champion Voter Season 8, Marathon Voter Season 9 aka GM_Solspiral |
While I am not fond of buildings as a choice since they are relatively straightforward this is actually somewhat difficult to execute and the quake/rift definitely adds to degree of difficulty. It would have been on te bubble for me as a voter and I would have considered it for vote 7 or 8 a certain yes for top 16 if I had 16 votes.
Jacob W. Michaels RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor |
On one hand, I like that you do a good job not using basic rectangular shapes. You've got the rooms nicely populated (I like the bear-skin rug) and it looks like there are some decent spaces for combat.
That said, I'm not sure 100 percent what the rooms were originally intended to be and I think that detracts a little from the story here. I like the rift, but think you missed a little opportunity by not having B1 especially have some elevation difference.
Still, I think I agree with Frank that I would likely have considered this among the top 16, though I'm not sure if it would have made Top 8 for me.
Jaragil Marathon Voter Season 8 |
Very nice details, though I'm not too fond of the rift.
First of all, I love the long and narrow corridor leading to the inner courtyard. I can already imagine the combat possibilities and I'd like the run a scenario where the players are defending this place against an assault. I also like that you shied away from typical square room designs and as a whole the place has a nice flow to it.
Aside from that rift, which I just don't get. Is the left side of the map meant to be substantially higher or lower than the right side, or is the whole place just shifted horizontally. Why is the shift so large on the first floor rooms when compared to the basement rooms? I guess the additional text would give us answers, but the map needs to be able to speak for itself as well.
I also would have liked to see a map key and numbers explaining the rooms. Now I have no idea what half of them even are. It's also somewhat of a tradition to not include them, but the so called non-combat functional rooms can add a level of detail and realism to your map. Things like bedrooms, storerooms or even a privy.
All in all this is a good map, definitely better than almost half of the actual Top 32. Had it had a good map key, I wouldn't have been surprised if it had advanced, had it been included. As it is, I'd give it a weak maybe.