No, they do not check every map and the directors award is given to the maps they think deserve it, there is no measuremeants for what it takes, I guess it's just the maps mods' favorite maps.
2) Basically, scoring high on VG's Dos and Donts of Map Making, and overall what we judge to be good maps. If a significant number of users (that have at least been here awhile, as to show that they're not just alts) are also praising it, then it will most likely get it.
3) There is no limit to maps that can be DC (as far as i know), so as soon as we review X map, if we judge it good enough, it will get it. You don't have to worry that we'll say "Sorry, this would've earned a DC, but the section's full" if we don't come to your map at first.
And those were VERY good questions, suprised basically noones asked them before
*You see a maps that has got really popular *You haven't checked/tested it at all *And you might see that just that map has got great comments and many downloads.
Do you check/test those maps??
And hey, don't worry my map isn't done yet, since it will take me another month to finnish. Often I'm not in the mood either to work with it... My real opinion, I hate World Editor.
But... Is there any posibillity to upload again soon?
(and yes, i'm really sorry if my english is bad)
Ps; perhaps I should not ask these questions in this time, reading your news looks like you got problem with the archive section... (just wish I thought of that before)
We don't award maps like DotA because there's nothing special about them. Yeah, lots of people play it, then what? It's just another popular AoS with no balance.
We award maps like Soulchess because of their unique gameplay, hard trigger work, N/A to the terrain, but it's still unique compared to DotA.
Oh and by the way, don't know about Purpy, but I view the Maps Section when I have time.
When I have time, which is rare these days (ugh... alot of schoolwork - I do 99% of my foruming in Programming class), I review a few maps.
About maps that get really popular in that sense, there is no way of noticing them except seeing them on battlenet, since with wc3search you get a picture ordered by last post (which is actually a really good thing, as it doesnt bias our reviews). Also, it is likely that a map we see popular on Bnet will NOT get reviewed soon, as the average popular map on Bnet tends to be popular because of no learning curve, meaning its easy to start but has no gameplay, or maps with major imbalances or no challenge whatsoever that people play because they like having their secret rigged hero and destroying the world.
About DotA, I wasnt gonna bring that up for fear of summoning VG for one post, to say that we are to have no bias, though he wouldnt award DotA anyways ^^ (not that I blame him or anything)
About uploading, we dont know either, you'll have to PM darky, and he may log on and answer you sometime in the next few months (he rarely logs on at all these days)
And *sidetopic*, I cant see how good terrain would make sense in soulchess
... Then I wont be sad if you don't answer on this review of my map since first it's not done yet, and second as said you got alot of busy work. But I'll tell you anyway
*The map is planned as to be a Tower Defense. Now I know there are lots of bad copies etc of Td-maps on b.net, but me myself think it has at least one uniq feature that none of the other Td:s has.
*It is shaped as a cicle with for different spawnpoint which is not made with vision on - making it reduce lag everytime something spawns.
*From the column before I use to call the map Silvermoon Circle Defense.
*Includes; Balanced Towers (worked out from the same formula) All towers got their uniq ability (this though can only be the option of calling my map unbalanced. but since it will show later I just make a new version adding better balance) *New loading screen *Tower Damages and Armor/Unit Types are remade (example of towerdamage with imported icons; cold/shadow/lightning) (example of armor types; mechanical/reptile/holy)
The gameplay; Since its a circle where to monsters go in but cant get out, the winning/loosing conditions are these; Win if you succes to not get the circle "overcrowded" by monsters. The map goes on for 30 waves of monsters for like 45min (this could be changed) You lose if the circle gets to overcrowded by a X amount of moonsters (i think like 500 but it could also be changed) The game is also suitable for 4 or 8 players but ill see what I can do to make it playable single (even if thats not funny though) And yea 2 players have their posititions on opposite side of the circle making them split all moneys whoever kills it by those two players.
Hope This Wasn't all messy, and yea perhaps I should post this in a new thread? *I'll uploaded a screenshot of a part of the map, making it easier to understand som of my desciptions; http://img182.imageshack.us/img182/747/picscdhb5.jpg
And yea forgot to tell it will work for RoC version even if I use TFT editor-features