Adaptive Cherry Blossom Valley
thanks for the read me on how to see the props.
Aesthetics: 3.5
This is the first map of the couple in this tournament that have the new world machine outputs on the map. Which look great - as only the enhanced resolution of a decal (as opposed to painting on the map normally) can provide.
The problem you'll find with it however, is that it's very easy to be swept up in the outputs, and neglect the fact that this is still a game map, to be "lost in the sauce" perhaps. This is what I think has happened here.
The major issue with this map is that the huge river through the middle looks like a complete afterthought. It doesn't even look like the middle of the river even had the WM maps applied to it (edit: it does, just not as much), which tell me you didn't have it until very late in the process and then added it due to either a lack of confidence or poor gameplay planning. It also completely breaks the natural nature of your map and how the elements combine, and is also poorly communicated. (I didn't know it was water until I opened the map.) The river goes so far as to "ruin" this map. The textures used around that area are also overscaled, which is something I didn't expect from you in particular. These needs fixing in my opinion.
Changes in elevation - and the clarity of which are considered an Aesthetics element - Are often given high priority in mapping endeavors due to their impact on gameplay. They're probably the number one most cried about thing in all of author mapping, which is hilarious that it's being ignored for mapgen. The Wm outputs are again cool, but the process which has been used to decorate the mountains, has bled out into the ramps next to them. This is less of a problem where the ramps display just black, but in certain places it almost looks impassable. Talking about the top right here. I would either trim down, or fade out (make less transparent) these parts on the ramps entirely. You don't need to rely entirely on technical artistry when making maps and can edit your outputs when you need to. Gameplay should come first.
There are multiple areas on what should just be flat ground where terrain is sporadic. This will likely make the map entirely unplayable if it impacts the ability to shoot other tanks - especially if players are playing on weak PC's and cannot see the decals. Now that you applied the WM outputs to this map, flatten the entire thing down to be smooth and playable again.
There is a light map decal, which for uninitiated is a decal that replicates cast shadows like you see on the ground next to tanks, or your own body if you went outside on a sunny day. I would suggest if you used one and wanted to show it off, make your lighting more stylized instead.
These cast shadows don't cast onto props underneath the shadow, so you've compensated for that by making a second prop which is a darker version of the regular custom prop. I'll give you points for that.
I don't think having these custom decals on your map is much of an excuse to avoid using other decals entirely, which is what you've done here. I know you’re someone who can decal maps, so I don't know why you decided to go all in on this.
A quick example, my version is on the LEFT
Hand placed decals will always serve a unique purpose and seek to prove the level of love and soul an author pours into this map, and can push your maps further when backed up with the WM outputs.
The props look good here but lack detail in their application. They look smudged over the map with a thick brush and mishaps can be seen when rocks sit on impassable mountains etc. The FAF editor is inferior to the GPG editor in applying props, use that instead.
The temple stuff looks fine here but I would consider tying them into the map more then just a single, isolated application. Maybe in the middle instead?
The custom texture normal is subpar. I also would have perhaps taken a grass texture and then laid that pink element into that using photoshop, rather than having the pink be a linear application.
Overall good, hard carried by World machine though. You need to fix what I've spoken about here for the map to be playable.
Gameplay: 2
First; im taking points away for the erratic elevation changes. These need fixing as I've said.
Second, I would not have bothered adding a third player here at all, it's cramped and fails to enhance the purely 2v2 gameplay that this tourney judges you on. I wouldn't even bother making your maps adaptive if you're going to submit here, as I said.
The river, that I mentioned before ruins the map, forces the game into 2 different 1v1s. The start of the game will be almost a setons style rush to suicide your ACU to the custom prop village, which is worth 10k!!! Mass each due to the walls there. Normal walls are worth 2 mass, these are worth 50/100.
Whoever wins that exchange also claims the three mass expansion next to the village, while the beta male who lost takes the expansion next to the river instead. From there not much is set out to happen. Whoever takes the river expansion needs to pull an all in, into one the bases to win with such a mass deficit.
Luckily the map is kind of set out that way. I would have cut the river and added something in the middle for players to contest, this would also raise the variance of the map as players have choices on where to go.
There is also a stupidly large amount of mass reclaim here. The only issue with that is that the nature of it will probably take a long time to claim. You may consider this either a negative of a positive, please tone it down anyway.
Variance: 3.2
The things with maps that require all in plays, like Isis for example, is that the meta of the map can be played in your favor. If players lose mid mass they'll probably commit to some walk-into-base hilarity if they cannot be bothered playing, which could be cool.
You'll probably also see something relating to navy happening in the river at least once. If it isn't completely destroyed by spamming hover untis every game. The longer the game goes on the longer the variance will lower overall.
Theme: 5
Pink cherry blossom trees are a classic mark of the arrival of spring. You've added the custom props so you get full marks here.
To close, as far as I know this is your first WM map, at least for the use of Flow maps etc here. A lot of issues need ironing out here, so we'll see how it looks after a round or two of feedback.