by PACO » Thu Dec 04, 2014 3:48 pm
Map Elimination..............
We went in a drastically different direction than past seasons and I'm glad that we rolled the dice. Rolling the dice is a gamble and while we didn't hit the jackpot this season, we are fortunate to have won another play and another attempt at improving the system.
What did I like? Automation and kicking out the map results in advance. In the past, people would stall on map picks and it was extremely disorganized and games would be delayed. Having this all sorted before match time was a major plus. Automation could also work in straight selection or some other formats and it will indeed be the way to go moving forward.
In past seasons, we would also have predominantly Euro teams have Scandi picked vs them 5 weeks in a row. Some guys will probably slap high 5s and say, hyuk hyuk we sure showed them.. but in reality, it's not good for the game and it's not good for the community. An elimination system or another system would have probably kept a lot of people who drifted out of the scene more interested in staying up late and participating in UT leagues.
What did I not like? Elimination of Rune, Complex, DiamondSword. These maps didn't have all that many picks in the old system but they had even less in eliminations. Maps like PryXon, Grudge and Acrony fared decently and added a bit of variation. People will rely on picking safe maps.. this happens no matter what but with the current system, it made it a guarantee instead of something that was just extremely likely.
Problems: Most maps suck with the "new meta" and are burdensome to play and a chore to watch. The only map that has been fun to play/watch with all of the turtling has been Command and I don't think that we can run a 1 map league. Mesmerize needs to go, Duku needs to go and cut maps need to stay gone. At this point, I think it might be worth trying to tweak the gametype vs trying to make maps work.
Map Elimination Tweaks: There are several alternatives to our current form of map elimination/map selection.
Two-Phase-Selection: Both teams put their list from start to finish. They eliminate two maps each and then have the option to select a map from the remaining map pool. The tiebreaker if necessary will be the fairest map based off of the lists.
A system like this means that a captain can plan vs his opposing team and limit their strengths or take into account his current teams weakness and eliminate those maps. It's not straight elimination like we employed this season but it's a balance between the current and the old system.
Counter-Picks: Both teams submit lists and do elimination in advance. One map is selected as the "fairest" map. The losing team on the first map then gets to counter-pick. If they win their pick, they are no longer allowed to counter-pick this map in future weeks and the winner of the first map is forced to use a counter-pick of their own for the third map. If a team does not win their counter-pick, they are free to pick the same map again in a future match.
I like the depth in a system like this and could see it being a fun twist but there is slightly less structure than a system like the first alternative proposed. Teams can try to stall on their counter-pick and admins/opposing teams will need to keep track of whether a team won/lost/used that map as a counter-pick before.
Set Maps: Teams are given a combination of maps that will be played each week. The number of maps to choose from can vary.
I don't like this system. There are currently not enough "good" maps and a system like this could heavily skew/screw results and rankings. You need to play Serenity on Grudge one week and bbz on Diamondsword the next week.. I don't care how much your team practices, certain maps will put teams at a major disadvantage and really impact the strength of schedule and ultimately the rankings.
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This is a really good post and a really good starting point for discussing map selection. Good initial post Monk and many strong posts following it up. I'm hoping that we can build off of this moving forward.