Grading
No matter what expertise, all grading is subjective and highly depends on those who are grading. I hope these sections allow you to understand what it is that we're looking for. And I also hope that it helps you understand how one can look at a map.
AI (up to 6 points)
A significant chunk of the total number of games played involve one or more AIs. The support for AIs therefore matters; the existence of this section signifies that importance. On average the AI has more trouble dealing with unintuitive situations.
You can use the following lists as a rough example to what we use to deduct points for this section. If you'd like to read more about AIs and what they may find difficult then you can read up about it on the wiki with thanks to @maudlin27
Navigational mesh
Navigational mesh generates in more than 4 seconds
Navigational mesh is larger than 30 megabytes
- Unable to generate expansion markers
- Unable to generate large expansion markers
Legacy support
- No legacy pathing markers
- No legacy AI utility markers
Heightmap
- Map has narrow paths
- Map has tall cliffs
- Map has extractors with no room for all storages
- Map has reclaim on unpathable terrain
- Map has extractors too close to the map border
- Map has small plateau's
Spawn locations
- Spawn locations have civilians nearby
- Spawn locations are too small for a large base
- Spawn locations rely on cliff building
Theme (up to 8 points)
The map should give the user the impression it is on a planet that belongs to the UEF faction. How you achieve this is up to you. You can take inspiration from campaign maps that involve UEF bases and settlements.
note: if I'm not mistaken then Earth got blown up by the Seraphim and would therefore not belong to the UEF faction anymore
Aesthetics (up to 10 points)
Great maps not only have great gameplay; they also look and feel great. The atmosphere of a map matters. This section represents the general aesthetics related to a map.
You can use the following lists as a rough example to what we use to deduct points for this section. If you'd like to read more about creating high quality map content then you can read up about it on the wiki with thanks to @IndexLibrorum . In particular, the topics about Gaea can be meaningful even when you only have the free edition.
Decals
- Decals do not accentuate terrain
- Decals do not accentuate ramps
- Decals do not accentuate props
- Fewer than 10 decals
- More than 2000 decals
- Decals do not have proper LODCutoffs
Props
- Props appear to be random
- Less than 10 props
- More than 10000 props
- Excessive floating props
Heightmap
- Terrain appears to be artificial
- Terrain that is unpathable is not recognizable
- Terrain is excessively noisy
Stratum textures or masks
- Used five or fewer stratum layers
- Two or more duplicated stratum textures
- Stratum texture repetition
- Stratum texture stretching
- Stratum mask visually look like noise
- Stratum masks do not blend properly
- Stratum texture too blurry
Water
- Water ramp bleeding
- Lack of waves
Lighting
- Incorrect use of map-wide shadow
- Incorrect use of map-wide normals
- Over-saturated colors
- Excessive normals
- Map is too bright
- Map is too dark
Terrain types
- No terrain types applied
- Incorrect use of terrain types
Disksize
- Map is more than 200 megabytes in disk size when compressed
General impression
- Map feels incoherent
- Map feels unfinished
Strategy (up to 16 points)
This is where it all comes together. This section is all about the heightmap, the placement of markers (such as resources, spawn locations) and where we can find the initial reclaim. This section is difficult to quantify. We encourage you to discuss your designs with high rated players and/or members of the matchmaker team as you see fit.
You can use the following lists as a rough example to what we use to deduct points for this section. Note that this particular list is likely incomplete as it was written for the Princess Burke Tournament that has a different map format.
Resources
- No safe resources for each player (< 3)
- No raidable resources for each player (< 2)
- No contestable resources for each player (< 2)
- Too many contestable resources for each player ( > 4)
- No clear expansions for each player
- No hydrocarbon plants for each player
Reclaim
- Very little or no reclaim (< 500 mass per player)
- Excessive reclaim (> 5000 per player)
- Excessive concentrated reclaim
Gameplay
- Map has volatile plateau's
- Map has volatile islands
- Map has volatile reclaim
- Map has volatile resources
Water
- Map doesn't utilize water
- Map favors faction with early hover
Heightmap
- Map has spotty pathing
- Map has narrow land pathing (doesn't fit a Fatboy side to side)
- Map has narrow naval pathing (doesn't fit a CZAR side to side)
- Map has clear choke points
- Map has spotty build locations (a lot of difficult to see slopes)
- Map has spotty build locations at a spawn (a lot of difficult to see slopes)
- Map has excessive cliffs that cause bombers to miss
- Map has hard to see hills that block projectiles
- Map has a lot of resources near the edge of the map
The lists of examples are just examples of what we could be looking for to deduct points. They exist for you to take inspiration from as what to look out for. They may not be used at all or it may include more or less observations