What name do you want your map to be called if accepted? kazuland
What name is your map called currently on Map Build? xenerty_12
What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)? 6m
What category is your map in on the current map list? prorun / open map
What makes your map stand out from other maps? The gigantic mountains is a great aesthetic addition that makes the decor looks extremely big and impressive looking, and we went for a castle kindom kind-of estate.
What build permission do you want your map to be (nobody or normal)? If normal, do you want to allow pillaring? nobody
Does your map have custom physics? no
Does your map have custom MOTDs? no
Does your map have custom bot AIs? no
Who are the authors of your map? Xen, Darky64 and opapinguin
I think the building design is done amazingly, definitely gives the vibe of an old-school castle in the mountains. That being said, there's a few issues I have. Firstly, there's a few jumps that are makeable where the user can escape the map and climb all the way up the mountains; an easy fix. There are also seemingly random holes in the mountain/castle that go nowhere. There is also a small inside to the castle, but no real entrance to get in. That could be expanded on further, as opposed to only running around and on top of the castle. Large swaths of cobblestone roof look empty and sad, could add some medieval weaponry, cannons, etc. there? Also, there is nice shadows being cast by one section of mountain, but the rest is all the same shade of sunlight; some more shadow contrast would help the mountains pop more. Spawn is in the sky, not sure if that's on purpose or not but I'm noting it regardless. Lastly, I think the map desperately needs a texturepack. The standard textures make it feel empty to me, and not as regal as a mountainy castle should feel.
That being said, I think it has great potential but it's not firmly there yet.
When the lights shut off And it's my turn to settle down My main concern Promise that you will sing about me.
Post by futzilutzkutz300 on Feb 2, 2022 20:50:43 GMT
First off: Great aesthetics, amazing job on the mountains especially. Gonna try to review this from a gameplay perspective:
The overall map structure works out. It looks bigger than it'ds going to play out, which is good, and most of the spots on the map are open, quickly accessible and easy to call out, which should help out. I also like that you included a variety of fun elements in the valley area to maneuver around.
There are a few things I think could be improved: First off, while the valley area does have prorun elements, they do not really offer much help to defend against smart crowds, as the escape routes can be cut off easily and there is only one general direction to leave the valley. I think these prorun elements could be done a bit niftier, and there should be more than one direction to leave the valley, which could be done by making the rocks climbable up to the wall, for example.
Also, some parts of the map still look a bit empty from the distance and there are a few small ways that just suddenly have a dead end. I can't imagine that was done on purpose, it feels unfinished anyway. Also I feel like there is still more that could be done within the map layout, but maybe it's best not to overdo it to avoid making it too complex.
Overall, I'd say with a few improvements such as fixing dead ends and overthinking the valley gameplay a bit more, this map deserves a trial and would make a nice addition to the current rotation, which is lacking playable large open maps in my opinion.
This map looks absolutely wonderful. The mountains really add so much to the aesthetics. Unfortunately, I notice a few issues with the gameplay, but they can be fixed.
The biggest one is the fact you can escape the mountain at /tp 88 60 154 by jumping from the castle wall onto the mountain and you will eventually find a way to jump outside of the map. It might also be worth the time to check if there are more spots like this around the map.
There are also some unexpected dead ends at /tp 144 61 175 and /tp 140 62 176 for example. There are probably many more areas like this. I think the gameplay needs to be fleshed out a bit more so it flows better. It would be a shame to declined this map because I do really like how this map looks and think it has great potential to be a very good large open map. Therefore I will put this on hold for now to give you more time to fix the issues.
Bruceja, thanks for the feedback, i have fixed the rope deadend inside the castle, but the other one is not a dead end at all, in fact you can wiggle your way through zombies in many different ways, i'd like to disagree on that. I'd like also for you to specify on what i should fix, gameplay wise, to make flow better, would be appreciated.
There are a few areas that I think should get improvements:
- /tp 149 55 166. Perhaps open the door so players can go inside the castle here. In that case, the interior would need some improvements as well not only to make it more aesthetically pleasing, but also open up more routes to run through.
It's currently pretty narrow and the hallway on the left (/tp 162 54 175) is currently just a dead end. There are so many opportunities to open up more routes, which would be a shame if they were left in their current state. For instance, there could be a staircase to the top or extend the hallway to a different area of the map. Anything along those lines. Some more interconnectivity would be cool.
/tp 140 58 170. Like I mentioned earlier, this is just a dead end. The staircase doesn't lead anywhere and this room is too narrow to manouveur around zombies. The staircase could just be extended to the top of the building. Could even change the room entirely to use the space to build a big spiral staircase running from /tp 138 55 169 all the way to the top (at /tp 139 65 172), for example.
I hope you get the idea. My examples are just an idea and you don't have to do them exactly as I said at all if you don't want to. This map looks very promising and it's definitely a breath of fresh air from the usual submissions.
Bruceja, i think opening the castle would be a bigger issue in my opinion, quite useless to go in there, i did include a secret however. and you need to be careful of your typing, i fixed the random dead end inside the upper castle room but you put different cords last time, you made me look onto the catwalk that is near the actual area you wanted me to fix. Overall i hope this get trial'd
I checked the coördinates I provided again, and they do teleport you to the places I mentioned. Glad to see the dead ends have been fixed. I totally disagree with it being useless to go inside the castle, but the map is already pretty big so you don't have to.