What name do you want your map to be called if accepted? Starry_Night
What name is your map called currently on Map Build? opapinguin19
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)? 5m
What category is your map in on the current map list? Open
What makes your map stand out from other maps? The gameplay involves a platform that shrinks over time. This means that the round gets more and more intense with time passing.
The aesthetics uses a lot of pixelart and gradients, as well as some new trick to make the stars glisten when you walk around.
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? opapinguin, pascalos, ReaperNazgul7
Firstly, the aesthetics are great! Really enjoy the red color gradient for the floor, and the starry sky looks fantastic. My response is some questions and some comments. Firstly, what is the timer used for the reduction in flooring as the time elapses; how many seconds/minutes does it take for a level of floor to dissipate? How long does it take for the stage to reach it's final form? A clearer breakdown of how the floor, well, breaks down would be extremely helpful in deterring confusion on the map's logistics. I also have a few recommendations. Considering there is no border that stops users from falling off the edge and respawning, I would push you to remove the "nothing"-esque starting box for spawn. If a human falls off, they are almost certainly dead upon respawning. If you want to maintain the spawn box, perhaps open the top of it and let humans respawn from the air so they have a slightly better chance of not instantly dying. Also, if you can bring the skybox of stars lower, I think it would look much better; it's one of the maps key attractions for how good it looks, and it's sparkle is a bit diminished without looking directly above you. Overall, I think this map has the potential to be a very fun staple in the prorun category!
Best of luck.
When the lights shut off And it's my turn to settle down My main concern Promise that you will sing about me.
This map is super similar to 'nothing'. I also feel like the shrinking mechanic becomes obsolete when the map is already so small. Lastly, the red blocks not having any texture as well as being fullbright makes it difficult to sense depth while moving around. This really negatively impacts gameplay.
The background is really awesome, though. I would probably end up staring at the sky the entire round lol.
Hi opapinguin, I love the concept! I'm excited by the idea of a map that gets smaller over time, and it's certainly unique. The skybox is gorgeous - did you make it yourself? A great homage to a renowned painting.
Shad and Bruceja have gone over the points that I wanted to dig into, so I'll simply reiterate them here:
- I'm interested to know when each outer layer of the floor disappears. Is it one layer per minute? Or is the rate faster than I'm expecting?
- I agree with Shad that the spawn box should be removed. It's more a remnant of old map aesthetics that a spawn box exists, but nowadays I think it detracts from a map unless you're explicitly going for a nostalgic feel (in which case you'd use bedrock).
- I agree with Bruce that the fullbright red is a little too bright. If you wanted to use red, textured red blocks (such as red wool) would work better, although I'd suggest a more diverse range of hues, for instance blue, yellow and black to match the colour palette of the painting.
I'd also like to add a point of my own, which is that the parkour structures don't add much to the gameplay of the map. If you wanted to focus on the disappearing aspect, you could remove the structures. But something better would be to build a more extensive platform system that also disappears over time in line with the floor. This definitely makes the effect of the disappearing blocks more prominent.
Finally, building upon Bruce's comment about the shrinking mechanic - have you also considered an expanding mechanic? I feel it could also work as well (maybe even better on a flat map) since it's often difficult for first zombie to get an infection, so the map can be small to begin with. As more zombies become infected, the map expands to compensate for the increasing number of zombies, meaning that the round doesn't snowball as easily. This is largely a remark I'm making to spark ideas for future maps, however.
As there are a number of changes I'd like to see, I'll decline this submission, but I'm really hoping for a re-submission that has taken into consideration all of the points made above!