Post by futzilutzkutz300 on Mar 24, 2023 14:14:15 GMT
What name do you want your map to be called if accepted?
futz_course_pro
What name is your map called currently on Map Build?
/g futzilutzkutz3006
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)?
7 minutes
What category is your map in on the current map list?
Closed Course
What makes your map stand out from other maps?
The sequel of futz_course. Intention is to have a course map that's playable for regulars, but challenging even for parkour experts. Over time, a lot of people have become used to futz_course. The map has become very doable for regular players by now. This map is a new challenge. Like futz course, it focuses on making players learn different jumps consistently. All of the jumps are doable with the required accuracy BUT, except for the 2nd to last section, they do not require accuracy on a level that makes it turn into luck, which I think is important for the playability.
The main difference to futz course is that this map is not meant to be finished. What does that mean? Of course the difficulty is increased a good bit compared to futz course. To make up for that, after half of the course, the map offers an optional checkpoint + a room that lets the player switch colours. This makes it so zombies (unlike in futz_course) do not have to finish the whole map before being able to navigate the whole map freely in order to kill humans. This balances out the difficulty of the map and lets players that wouldn't be able to finish the map still win as zombies by killing off all the humans anywhere on the map before the checkpoint, without losing the position they already worked for.
After the checkpoint, the really "hard" jumps begin. The 2nd to last section is meant to be a gatekeeper, any human who makes it past that position in time is extremely likely to just win. But even this section is quite doable with a trick that players just have to figure out on their own. You could call it a parkouring "secret".
I was asked to resubmit this map by a couple of players who grew bored with futz_course, so I came back to this map and added the new mid-map checkpoint, which I think is a key part of this map "sequel". Now I can submit this map again in good faith.
What build permission do you want your map to be (nomodify, modifyonly, normal)? If normal, do you want to allow pillaring?
Nomodify
Does your map have custom physics?
No.
Does your map have custom MOTDs?
No.
Does your map have custom bot AIs?
No.
Does your map have secrets?
No.
Who are the authors of your map?
futzilutzkutz300
futz_course_pro
What name is your map called currently on Map Build?
/g futzilutzkutz3006
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)?
7 minutes
What category is your map in on the current map list?
Closed Course
What makes your map stand out from other maps?
The sequel of futz_course. Intention is to have a course map that's playable for regulars, but challenging even for parkour experts. Over time, a lot of people have become used to futz_course. The map has become very doable for regular players by now. This map is a new challenge. Like futz course, it focuses on making players learn different jumps consistently. All of the jumps are doable with the required accuracy BUT, except for the 2nd to last section, they do not require accuracy on a level that makes it turn into luck, which I think is important for the playability.
The main difference to futz course is that this map is not meant to be finished. What does that mean? Of course the difficulty is increased a good bit compared to futz course. To make up for that, after half of the course, the map offers an optional checkpoint + a room that lets the player switch colours. This makes it so zombies (unlike in futz_course) do not have to finish the whole map before being able to navigate the whole map freely in order to kill humans. This balances out the difficulty of the map and lets players that wouldn't be able to finish the map still win as zombies by killing off all the humans anywhere on the map before the checkpoint, without losing the position they already worked for.
After the checkpoint, the really "hard" jumps begin. The 2nd to last section is meant to be a gatekeeper, any human who makes it past that position in time is extremely likely to just win. But even this section is quite doable with a trick that players just have to figure out on their own. You could call it a parkouring "secret".
I was asked to resubmit this map by a couple of players who grew bored with futz_course, so I came back to this map and added the new mid-map checkpoint, which I think is a key part of this map "sequel". Now I can submit this map again in good faith.
What build permission do you want your map to be (nomodify, modifyonly, normal)? If normal, do you want to allow pillaring?
Nomodify
Does your map have custom physics?
No.
Does your map have custom MOTDs?
No.
Does your map have custom bot AIs?
No.
Does your map have secrets?
No.
Who are the authors of your map?
futzilutzkutz300