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It's just a game being played on the map, what makes the game great is the players and how they are playing, not the map, mostly. It doesn't show that it was hard to make at all. All it shows is that a great game of melee can be played on it.
That isn't true. You make it seem like any map thrown together will have great games. That is 100% false. Maybe that's why you don't believe any of us; one half of making a map is making it enjoyable to play and observe. The other half is balance.
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The hypothetical map isn't the whole point, the point is that Melee is one thing and UMS is that one thing plus more. But even still, melee is unique and different from UMS so you still can't argue it is better
You said that the hypothetical map is "why UMS is harder", and that it "should be the end of the argument" (both real quotes from page 11 and 8 respectively). Don't deny it.
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that doesn't work because ninja's won't always attack you while you are bagging groceries.
And not all UMS maps (read: zero) are like your hypothetical map.
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It would work if say, I tried to make a UMS map fighting off ninjas. UMS alone has more possibilities than Melee mapmaking, but that doesn't show it is harder to make either, because you are doing two different things in UMS and Melee. Melee you are just making a map to support the actual game of Melee, UMS you are creating your own game and trying to do whatever you want for that. They don't relate much at all, and you can't say one is harder to make just because better games are played on it.
Yes, I can. It's much easier to create a simple game (and all UMS games, even the biggest RPGs, are simple, don't kid yourself) than it is to create an enjoyable-to-play-and-observe, balanced map confined by the complicated and seemingly conflicting rules you must abide by.