Pusha
Inkling Cadet
- Joined
- Oct 31, 2014
- Messages
- 155
So for tournaments, the way i see it, there are really 2 main ways of selecting maps/gametypes within a match. The first is using the stage striking method. Since a lot of you guys come from smash, you probably are familiar with stage striking so I'll keep the explanation very brief: Team alternate striking stages they do not want to play until only 1 is left. The reason stage striking works so well in smash bros is because in smash bros the stage you want to play on will change depending on the matchup you're facing. Against certain characters some stages are better then others. Some stages put certain characters at an advantage and some put characters at a disadvantage. So stage striking helps balance that a little by allowing players to eliminate stages that would put them at a larger disadvantage.
The other method is a rotation of map-gametype sets. The way this works is that for a best of 5 set (just for an example) there is a pre-determined order of maps/gametypes for each game in the set. These often change a bit between rounds. An example would be something like: Splat Zones on Saltspray game 1, Turf War on Walleye game 2, Tower control on Blackbelly game 3, Splat Zones on Urchin Underpass game 4 and Turf War on Port Mackerel game 5. So each team would play these gametypes in their first round set, and then there would be a similar rotation for each subsequent round. This system is more common in shooters. The up-side to this type of system is that each team has to learn all the maps/gametypes that would be used because there isn't the option of avoiding it with a strike. Also, it keeps things interesting for viewers of the tournament because it doesn't allow things to get stale (seeing the same map multiple times in a row, or just too frequently). It also allows teams to plan ahead a bit more, to decide what team composition they would go for and what strategies to use etc.
In my opinion the later option is more suited to shooters, like splatoon, but that's not to say stage striking is a bad system.
What do you guys think?
The other method is a rotation of map-gametype sets. The way this works is that for a best of 5 set (just for an example) there is a pre-determined order of maps/gametypes for each game in the set. These often change a bit between rounds. An example would be something like: Splat Zones on Saltspray game 1, Turf War on Walleye game 2, Tower control on Blackbelly game 3, Splat Zones on Urchin Underpass game 4 and Turf War on Port Mackerel game 5. So each team would play these gametypes in their first round set, and then there would be a similar rotation for each subsequent round. This system is more common in shooters. The up-side to this type of system is that each team has to learn all the maps/gametypes that would be used because there isn't the option of avoiding it with a strike. Also, it keeps things interesting for viewers of the tournament because it doesn't allow things to get stale (seeing the same map multiple times in a row, or just too frequently). It also allows teams to plan ahead a bit more, to decide what team composition they would go for and what strategies to use etc.
In my opinion the later option is more suited to shooters, like splatoon, but that's not to say stage striking is a bad system.
What do you guys think?