Comments (17)
Thanks for the submission. I've not loaded this locally yet so this feedback is based on the images provided.
The layout and concept look interesting but I do not feel the aesthetics are up to the standard of existing maps on the server. The terrain lacks depth and variation in both height and blocks used. As the map doesn't have a theme and uses almost exclusively quartz and stained clay it looks like something generic that is still waiting for a skin.
If you want to have a go at making the map more stylised then here are some CTW maps with flat terrain and no real theme that you could draw inspiration from Wit's End
, Turf Wars
, Race for Victory
(series in general), Cyril
, Fourchette
. Or if you fancied trying to skin the map with a theme inspiration may come from Outback
, Cake Day
, Golden Drought
. Images for these (most of them) and many other maps can be found here.
The map name using the longer slash will not work as this goes against the naming conventions and would make it hard for players and staff to find and set the map via in game commands. Please see the docs for further info on naming conventions. It may be that the map is named using words rather than numeric values, i.e. Two Fourths.
from communitymaps.
I have just added this to the Community Maps repository @Pe241. Hopefully I will have a chance to test it and provide feedback in the coming week.
from communitymaps.
@Pe241 Just played! The match went pretty well though I think I need to test when more players are on to truly see how the game plays. Seems like a fun map though!
from communitymaps.
Oops
from communitymaps.
Thank you for your feedback, @Pugzy .
Updated to v1.1.0
Terrain
- Renewed. The main blocks are quartz, stained_clay, stained_glass, grass, and floating water.
Xml
-
Adjusted regions and messages. Details are in Gist.
-
Renamed map.
Others
-
Changed map.png.
-
Edited primary post.
Please check v1.1.0. Thanks.
from communitymaps.
Righty, loaded this locally so I could get a clearer look than the image album.
I would remove the middle mess, it's not integral to gameplay, doesn't quite fit the theme of the rest of the map and is stuck in the middle of the map like a sore thumb (so prevents you from viewing both quarters owned by your team). I would reduce the entire structure down to an observer spawn platform like on Ouroboros
.
This would require moving the wool monuments and team spawns that are currently placed in this area. A good location for these would be the big bedrock slabs (under the wool rooms). The team spawns could be under there (similar size room to the wool rooms but for their own team to spawn in). You would still need a portal to get to the other side but maybe replace the portal to the lane with an actual path. I'll try to get a screenshot of this as its a little hard to explain.
The leaves hanging from the quartz pillars on front line add detail but it doesn't fit with the map, leaves/nature vs all the quartz, clay and glass. I think the Palace
part of the map name could be played on a little more to influence additional structures and a rework of the wool rooms. Take a look at this map (in Minetest not Minecraft) but the design could be used to draw inspiration from.
I think the details on the floor could do with splitting up as its a bit repetitive across the whole map. An example of this would be adding borders and edging like so. The same applies for the quartz across the front of the map, one solid block looks a bit plain
Break up large amounts of blocks with patterns such as these quartz pillars to break up the wool room windows. The image also shows the alternative slab grid above the wool rooms removed, this doesn't look too nice and a better-looking pattern (or none at all) would be better imo.
I think a few more tweaks to the aesthetics of this map and the removal of the middle structure would bring it to a point where testing can begin. Interested in seeing how the split islands play out as this is a unique layout.
from communitymaps.
@Pugzy @Pe241 Any updates on the status of this map?
from communitymaps.
Thank you for feedback!
I'll change spawn point structures and designs. Changes are large scale, it may take half-week.
from communitymaps.
@Pe241 No rush! Feel free to create a pull request for this map so that the mapdevs can see it and get it implemented ASAP.
from communitymaps.
Updated to v1.1.1
Changed
-
Many Regions
-
Max Build Height (+2)
-
map.png
from communitymaps.
Every time I have seen this map play, the match has lasted only a few minutes; organizing a defense is incredibly difficult. The map divides each team up into two unrelated halves, which means that players from one island rarely go to their team's other island. It also doesn't help that the spawn areas and portals have an unintuitive layout, spawning players randomly at one of the islands instead of having two portals and the player chooses one.
I would very strongly suggest converting this into a 4 team map; that way the layout should be more manageable. You may also add islands to the void gap if you want to improve diagonal mobility.
from communitymaps.
What if it remained a two-team map but diagonally? Not seen a map that has gameplay like this before.
from communitymaps.
What if it remained a two-team map but diagonally? Not seen a map that has gameplay like this before.
That is also a valid option; it would remind me of Xion a bit.
from communitymaps.
If it change to 4 teams map, I think it will lost the characteristic.
Anyway, I'll narrow the way to the woolroom to one, making easier to defent.
from communitymaps.
- Players get too many blocks in the spawnkit, 32 logs and 32 stained glass would probably be enough.
- Lower the build height limit, it's way too high for such a small map.
- Currently the issue is that the players' sides are too close to each other... I suggest making the water gaps larger, and adding a mid island into each water gap that a team bridges to before completing the bridge to the enemy side.
from communitymaps.
As this map stands now, I think it's pretty close to being ready for rotation. I recommend that punch bows be removed as a wool room gear item; there are very little game modes or situations in which I think they are necessary especially in the current meta. This isn't a "must-do" but I'd highly suggest it, especially given that a couple older maps such as Cargo, where they were featured somewhat heavily in a similar manner (though more impactful gameplay wise), have been updated/redux-ed to have them removed.
One change I would like to see though is larger and more detailed midpoint islands in the void gaps. Compared to when I've seen this map play previously following its semi-recent big update, I think the larger void gaps were a needed improvement. I also think the islands in mid are necessary given the length of the void gaps. Right now though, they don't necessarily serve any other purpose other than a bridging break-point. I would suggest enlarging them and making them more detailed, with any structures, trees, etc. you see fit. They may also maybe benefit from something that encourages players going to them. Perhaps a spawner that gives golden apples or a potion effect such as speed would work well, but whatever you decide for that is up to you.
from communitymaps.
π³
from communitymaps.
Related Issues (20)
- [KoTH/5v5] Ilios HOT 3
- [DTM+Blitz/12v12v12v12] CannonQuad II HOT 1
- [Funky β (KoTH/CTP)?/24v24] Watch Your Head
- [Arcade/64] Cacti Mayhem Overdrive
- [Blitz/12v12v12v12] CannonQuest HOT 3
- [Update] Noble's District, Version 1.1.8
- [Update] Gloomwald
- [Update] Witch's Potions, v1.1.1 HOT 2
- [CTW/32v32] Blissful Transit HOT 4
- [KotH/18v18] Turnstile HOT 6
- [DTM/16v16] Scrapelli
- [ARCADE | Hide N Seek / 3v50] Escondite: EdiciΓ³n Latina HOT 1
- [Scorebox/16] Towers Fast
- Colosseum Koth (KOTH) HOT 3
- [CTW/28v28] Blissful Transit
- [CTW/40v40] Kingdom HOT 8
- [CTW/14v14] Constellation
- [Update] Kingdom, 1.0.1 HOT 4
- [Update] Blast Mining II, 1.0.3
- [CTW/16v16] 803 HOT 6
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
π Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. πππ
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google β€οΈ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from communitymaps.