Post by 6456922519 on Mar 27, 2022 4:01:31 GMT
Kyle's Map Building Guide
Hello, I've been noticing that lately that a lot of newer builders have been struggling and I thought I could give a few pointers from my experience building maps. I had an old map guide that the staff team can't seem to find anymore, so I'll make a revised one to post. This is by no means the only way to build a map, and I encourage all builders to explore beyond this.
Pro-run Maps:
Prorun maps are becoming a very overflowed category since that has been the more modern way of playing zs. With the overflow, the standards for submitting new prorun maps are quite high and deservedly so. Prorun maps may look simple, but they actually take a fair amount of technique to perfect. Let me show you what I mean.
Space:
The way spaced is utilized on a prorun map is very important. The general standard for prorun maps is about 64x64 however that varies a lot. The amount of flat running space determines how pro-human your map is. One thing when it comes to space is that you do not want to create any dead ends or any overpowered zombie traps. With pathways, it's best to create them atleast 3 blocks wide with 5-9 being optimal depending on the level of competitiveness you are going for. When it comes to doorways, I like to have those be about 3-5 blocks wide too to avoid unfair hotboxing and allow some room for a player to juke and get around zombies. There are also a lot of more open maps where the players are given a lot more freedom. These types of open maps you want to regulate carefully, as the more space you have the more pro-human it gets and the longer the map timer will have to be. Large open maps that are too pro-human with long map timers (7 minutes and above) are generally not all that well liked.
Koook (6 minutes):
Look at the hallways and doorways in the map koook. The hallways are 7 blocks wide and the doorways are 5 blocks wide. This allows a fair amount of room for a human to maneuver or for zombies to cut them off. You always want to keep your gameplay balanced for both humans and zombies.
Nothing (5 minutes):
Look how the this type of prorun map is much different and more open, however the total area is still fairly small. This allows a human to have more freedom while the size keeps it in a fair constraint. Maps like these are basic but effective. Anything bigger than this would be too pro-human and anything smaller would be too pro-zombie.
Hello, I've been noticing that lately that a lot of newer builders have been struggling and I thought I could give a few pointers from my experience building maps. I had an old map guide that the staff team can't seem to find anymore, so I'll make a revised one to post. This is by no means the only way to build a map, and I encourage all builders to explore beyond this.
Pro-run Maps:
Prorun maps are becoming a very overflowed category since that has been the more modern way of playing zs. With the overflow, the standards for submitting new prorun maps are quite high and deservedly so. Prorun maps may look simple, but they actually take a fair amount of technique to perfect. Let me show you what I mean.
Space:
The way spaced is utilized on a prorun map is very important. The general standard for prorun maps is about 64x64 however that varies a lot. The amount of flat running space determines how pro-human your map is. One thing when it comes to space is that you do not want to create any dead ends or any overpowered zombie traps. With pathways, it's best to create them atleast 3 blocks wide with 5-9 being optimal depending on the level of competitiveness you are going for. When it comes to doorways, I like to have those be about 3-5 blocks wide too to avoid unfair hotboxing and allow some room for a player to juke and get around zombies. There are also a lot of more open maps where the players are given a lot more freedom. These types of open maps you want to regulate carefully, as the more space you have the more pro-human it gets and the longer the map timer will have to be. Large open maps that are too pro-human with long map timers (7 minutes and above) are generally not all that well liked.
Koook (6 minutes):
Look at the hallways and doorways in the map koook. The hallways are 7 blocks wide and the doorways are 5 blocks wide. This allows a fair amount of room for a human to maneuver or for zombies to cut them off. You always want to keep your gameplay balanced for both humans and zombies.
Nothing (5 minutes):
Look how the this type of prorun map is much different and more open, however the total area is still fairly small. This allows a human to have more freedom while the size keeps it in a fair constraint. Maps like these are basic but effective. Anything bigger than this would be too pro-human and anything smaller would be too pro-zombie.