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 Post subject: UMA Map Contest - Winners!
 Post Posted: Sun Mar 11, 2018 11:08 pm 
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Ladies and gentlenauts, it is a pleasure to present in this post the winners of the UMA Map Contest.

This contest, while similar to the previous Map Contest done by Ronimo, gave the map makers the possibility to use the AI Editor at its fullest for better functionality and more interesting mechanics, while also having the Animation and Particle Editor to make visually appealing enviorements, so we were guaranteed the best usage of the editor.

We had people make a map in 2 months and asked them to create the best map they could, while a jury of 6 (Joost, Tolkki, Kida, Paraakie, Marukyu, Blatoy) would rate them in different categories. We've had a pretty nice quantity of maps coming in that also delivered on quality, and in this post we will publicaly announce the nominees, runner-ups and winners of the different categories.

The first place winners of each category will get 4 skins or a DLC, on top of an exclusive UMA Medal.

We really want to thank all the participants, since they submitted incredibly good maps. We also want to thank Conorbebe for the logos he's been providing us, and all of the Jury for being present and playing Awesomenauts and debating for hours, as well as the people present in the UMA Festival featuring these maps and those that voted for their favourite.

Without further ado, lets get into the awards:

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This award will go to those people that went to design a map with the best overall layout and gameplay, basically the most thought put into it from a game design standpoint.

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Escort the Payload takes the prize thanks to its unique gamemode concept about escorting a large payload to the enemy base while the other team tries to defend, well executed, just a great overall design. Great implementation of a gamemode often seen in other games.
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This award will go to those people that designed their map with the best visuals and art style, giving it an unique theme and personality.

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With some shoutouts to Payload's very good use of ingame graphics and animations (very close contender), the ultimate winner is Omicron City, with its great use of parallax and overall purple thematic, standing out over others.
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Awarded to the map the jury had the most fun playing on.

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While having such a simple concept, Bouncy Castle ended up being the one the jury enjoyed the most, giving the players bouncepads to fly across the map, initiating high-speed chases across it. A great example that even the simplest things can be fun.
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Thanks to Ronimo, we've been given the tools. Now we just have to push them to the limit. This award will go to that map that makes the best use of the engine and modding tools provided.

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No one would have expected to be able to play Poker in Nauts, not even Joost could believe it. Incredible AI work makes this card game possible to be played in-game.
We want to also clarify that one of the other contenders for this award, Bombernauts, at the time of judging, was broken and we could not experience it, but it's another great example of what can be done with AI.
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The community took part of this Contest as well in the UMA Festival organized on March 3, by playing the maps and voting for their 3 favourites after the event was over.

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Jungle features a new gamemode where multiple Smiles try to knockback the enemy into death pits. The map also contains an egg right in the middle of it, that transforms the player into a creep, and they can turn back to normal after going through a portal. The jury had a lot of fun playing in this map and we're glad everybody did too.

If you're one of the winners, please await for your prizes as Ronimo and us finish the final details.
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Here's the award ceremony in video form, complete with an in-game map with a lot of interactivity.
https://www.youtube.com/watch?v=bo1BBLMMxy8

It was a pleasure hosting this event and I do hope everyone had fun making, playing and judging maps. We can only hope we will be able to do this again in the future. Until then, keep modding.

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 Post subject: Re: UMA Map Contest - Winners!
 Post Posted: Sun Mar 11, 2018 11:21 pm 
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I'm still a bit sad Bombernauts wasn't working properly at the time we tested all the map because it's an amazing one and I recommend everyone to try it!

http://steamcommunity.com/sharedfiles/f ... 1286162410

Thanks again to everyone who participated!

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 Post subject: Re: UMA Map Contest - Winners!
 Post Posted: Fri Mar 30, 2018 11:04 am 
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so like... are we gonna see some new maps in matchmaking or.. what was the point of this contest?

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 Post subject: Re: UMA Map Contest - Winners!
 Post Posted: Fri Mar 30, 2018 11:47 am 
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While a lot of work, it'd be nice to have the winning map implemented with shiny art assets.

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 Post subject: Re: UMA Map Contest - Winners!
 Post Posted: Sat Mar 31, 2018 10:37 am 
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Brightside wrote:
what was the point of this contest?
you got to win a medal with text swapped from the tournament one ...

Brightside wrote:
are we gonna see some new maps in matchmaking or..
normally i'd reply with how easy it would be to implement considering brawls are basically hosted through the workshop. but brawls don't even work at this point.

The Lord Protector wrote:
implemented with shiny art assets.
do you mean fresh ronimo-drawn...? or what?

---

i'd be happy with either a mod rotation in brawls, or a custom lobby list on the main lobby (im srs). you can't even browse the lobbies when you're queued... very anti-user


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 Post subject: Re: UMA Map Contest - Winners!
 Post Posted: Sat Mar 31, 2018 11:06 am 
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stev wrote:
i'd be happy with either a mod rotation in brawls, or a custom lobby list on the main lobby (im srs). you can't even browse the lobbies when you're queued... very anti-user



This gotta be my biggest disappointment with the game, brawls were THE opportunity to showcase mods.

I can see why they wouldn't do it because:
- Mods may not be balanced the way they want
- Mods may be buggy
- Match may last too long / too short
- I don't know if there's anything related to copyright (but I'm pretty sure it's written somewhere they are allowed to use our mods)
- Some people could really dislike a mod
- Choosing mods in the workshop would take time

That's why I couldn't be more happy if Ronimo asked the community to choose like 2-3 mods to put in one brawl (so you don't always play the same mod) and since it would be the community choice they wouldn't have to worry about what I said above

I obviously don't know exactly how they handle brawls but I wouldn't be surprised if it wasn't more complicated than just giving a workshop id as they just created an RonimoBrawl account for that. (Which could give away that they originally wanted to put mods in brawls)

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