What name do you want your map to be called if accepted?
i want to name it "heaven_ropes"
What name is your map called currently on Map Build?
toeu1
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)?
4 minutes
What category is your map in on the current map list?
small open maps
What makes your map stand out from other maps?
this map has some unique aspects:
- atmosphere. i am never see a map, where the floor and cailing have switched places, and my map has this feature.
- ropes. they perfectly complement the very atmosphere where the floor and cailing have switched places.
- platforms. one rope can contain sever platfroms at the same time, and this gives a variety of movement.
- 2 looks of map. the map has a miniature parkour area which you can enter the second guise of the map, where parkour is also present to protect yourself from zombies.
What build permission do you want your map to be (nomodify, modifyonly, normal)? If normal, do you want to allow pillaring?
This needs an overhaul. The white and gray are overbearing. The flat ceiling and excessive fog insult my eyes. The fog really takes away from the clouds, which could look cooler with a better backdrop. You should try experimenting with skyboxes to make the clouds stand out while still making the map look like it's in the sky. You mentioned the floor and ceiling are flipped but that isn't apparent from the point of view of the player until they go to map build and fly below the spawn area. You could make a landscape surrounding the playable area and a pool of water to reflect the build, much like ritz. Otherwise the premise is lost on players who don't have /spectate. As far as the layout of the spawn area goes I think it's too restricted. You've made it exceedingly difficult to navigate the platforms without ropes while making them difficult to access, especially if zombies are involved. As a rule of thumb: it's a bad idea to climb ropes if a zombie is nearby unless you can juke them, and even then it's super risky. This risk is increased when the paths to the ropes are too narrow to facilitate the movement required. Truthfully some of the paths are just wide enough but you're pushin' your luck. That's not even mentioning that there aren't enough alternative platforms or paths on the way up, making climbing super committal. As it currently is you either climb the ropes or you don't. Either the map needs a more linear path to the top as a parkour map or you could commit to the idea of upsidedown architecture without relying on the ropes so much as a prorun map. Personally I think you should forgo the prorun area at the top and focus on making a visually appealing prorun area below the giant ceiling. Nitpick: It's too difficult to read the font with the white backdrop but this is something you could fix with a more visually appealing skybox and less fog. I shouldn't have to look up every time I wanna read chat.
Thanks for the critique, but I have some objections to it:
in 1 - the clouds are already well done, so in the revision is not necessary on my part. I noticed no problems when building as it does not affect the gameplay.
in 2 - yes, there is not enough space on the map to make body movements, which is why I suggested a short time for this map, to increase the chances of embroidery.
in 3 - I do not have any problems with the chat when playing, it is well visible in a good font (font from mojang not the best, believe me)
well if for you it seems very small, I can make it bigger, but it will not be so atmospheric
Hey toeu, thanks for taking the time to write a submission! Although this map does need some work like bandsag said (be sure to make those changes!), this is pretty promising. The spawn of the map makes it look like a one-route map, perhaps change that? Since ZS allows 30 seconds for people to spread before a person is infected, you may need to revamp the spawn area of the map to enable no mass to infections. When I looked at the map and timed myself, it took 30 seconds just to get to the 3rd platform.
The rest of the map does feature a few options and routes for which zombies and humans can play on; but the spawn... not so much. I am also concerned about the neo at (72, 96, 59). This could serve as a false route which many players may fall. To solve this, I would recommend removing a few blocks to allow a person to go through. If you do not wish to do this, adding a block on the side will do.
At (54, 92, 46), there actually isn't a way to get to the other sections, as the staircase is blocked off, and the ropes do not appear to lead anywhere. Try adding a few blocks.
The section on the top does seem a bit too 'extreme' and does not suit the map's duration (4m). As bandsag said, focusing on the bottom section might be your best bet. If you still want to incorporate this into the map, try making the bottom section a bit smaller.
There also are no killer blocks at the bottom of the map. Please add some killer blocks, and make the fall height less time-consuming. Humans can easily avoid zombies by 1. Waiting for a zombie to come, 2. Jumping into the void, and 3. Repeat. I like the spawn height though, as a keen zombie can stay at spawn, camping the respawn zone. It isn't detrimental to the gameplay by keeping the spawn height there, as falling into the void seems to be not probable and easy to avoid.
Overall, this map needs a bit of work, although I like some aspects such as simplicity and the environment. Keep at it, and the map will be ready for ZS!
Post by Subelectronite on Apr 23, 2023 17:45:25 GMT
Hi toeu, great first map submission here! I think this is going in a very promising direction. The "upside-down" theme is creative and the heavenly theme is a bit different to in, say, heaven_course, and the style of gameplay is also unique - the way that the ropes are integral to pro-running between islands isn't something I see often. The side parkour course is a nice touch, however I wonder if it's too long or extensive for a map of this side. It may detract from the pro-running aspect of the map, although maybe we ought to see it in practice first.
There are a few things I'd like to touch on upon before accepting this map. As others have mentioned, I see aesthetics as being a major source of improvement. I'd like to see a stronger "heavenly" vibe; one way this could be done with decorative clouds around the exterior. I also find that the pillars take away from the upside-down theme, and if the floor is the top then the crates could go on the top? What if the map name was also flipped too? In terms of building, try to aim for a more diverse block palette too. Of course you don't want to use too many blocks so that the theme is still intact. Lastly, fog or the right skybox would really round off the aesthetic, making you feel that you are really in a different dimension, since of now I can see far down to the bottom.
I hope you consider these modifications, after which you're free to resubmit! Excellent first submission though.