1 - What name do you want your map to be called if accepted? -> foresttown
2 - What name is your map called currently on Map Build? -> ninjazz3
3 - What round time do you want your map to have (minimum is 3 minutes and maximum is 10 minutes)? -> 7-8 minutes
4 - What category is your map in on the current map list? -> -----
5 - What makes your map stand out from other maps? -> It's simple town map filled with greenary and nature related stuff, and the env preset "watery" Makes it look even better. I put my creativity into this map and ihope people would like it.
6- What build permission do you want your map to be (nomodify, modifyonly, normal)? If normal, do you want to allow pillaring? -> Nomodify
I like the vibe of this map but the map may be too big. Also, there are a few quality issues.
A small error at /tp 86 64 88 where there is a missing block
/tp 98 65 74 out of bounds exploit
also via the secret you get to the top but then you can jump down onto the roofs and walk to the outer edges of the map.
Make sure you playtest your entire map to find other undiscovered exploits.
I find the secret itself unnecessary because it a) seems a bit uncharacteristic for this map and b) puts the nail in the coffin for the zombies (pun not intended) on lower playercounts.
With some adjustments I think this map has great potential. I particularly love the trees around the map and the rest of the terrain is cool to run around.
1) I fixed the rooftop which no longer allow players to reach outer boundaries of the map. ... 2) I added few more things. (Added - doors in house, stuff in few house) ... 3) Now player can enter and exit from the same place in secret. ... 4) Let me know if I get make the better in any way ...
I concur with Bruce that the secret seems unnecessary, and would recommend that it be removed. This map is already a fairly large one with plenty of hiding potential, which makes the secret itself quite redundant but at the same time potentially overpowered.
It's possible to jump out of the map and onto the edges via the fire pillar at /tp 15 65 77 It's also possible to reach the edges by jumping on the leaf block at /tp 121 65 60 Furthermore, one can reach the edges by swimming up the waterfall at /tp 50 64 18 The area around /tp 43 64 22 is rife with access points to the edge thanks to the leaf slabs and stone slabs
Other than the secret, which is my only real issue with the map, and the out-of-bounds access points, which are more of a technical point than a problem with the map design itself, I like foresttown and think it would be a good addition to the ZS roster. It makes good use of the vanilla palette accentuated by a handful of levelblocks to create an aesthetic that is both appealing and familiar, and through its construction is beautifully natural. Gameplay-wise, it offers players of all playstyles a chance to do what they want, with opportunities for prorunning, parkouring, and hiding available.
Thanks username for finding these major bugs which were pretty hard to find and I fixed them all. I am sure their are no other bugs which allows player to reach outer boundaries of the map .
Changes are good, still think the secret is a bit redundant but this map looks better than a lot of maps currently in rotation so I'd be surprised if they didn't trial this.
As username1274 and bruceja suggested the same thing that secret was not necessary so I decided to remove as I know they both have many years of experience about how maps should work in zs. Thanks for the help ... Removed Secret
Post by Subelectronite on May 12, 2024 2:57:57 GMT
Hi Ninjazz, thanks for your submission. As others have said, this map is a wonderful build, and I recognise the effort in shaping the terrain, carving tunnels and fleshing out the environment with bodies of water to make the map more interesting. I particularly like the two tunnels that lead to each other through the portal.
I saw the map before you made the modifications, and I think the secret was fine, in contrast to previous responses. An underground area fits well into the idea of a natural environment, and as long as the secret isn't overpowered (i.e. someone can come across it if they look carefully), then it's reasonable. For future reference, you don't need to disclose the coordinates of the secret, only whether there are any. Managers will approach you directly if they can't find the secret (to check it's not overpowered).
I'm also glad you fixed the paths that take you outside of the map. The only point I want to make here is to avoid using invisible barriers (at 36 66 31) and instead build it in a way where it's clear that you can't jump onto it.
I've come across a behaviour that might not be what you intended. If you enter cold water, you respawn, but then if you enter one of the tunnel portals, you also respawn (whereas previously you should exit at the other tunnel). Interestingly, if you enter the other portal, you'll exit at the first portal without respawning. I'm not exactly sure what's happening here, but perhaps you wanted the portals to lead to each other consistently? I would consider using the portal block (/portal) instead.
Lastly, I have some general comments about the layout. If you were looking further improvements, I personally would like to see the rooftop made accessible. This would open up many more interesting running paths. I would also like to see the inside of the houses opened up for more hiding spots (and that's okay, because those spots are dead ends so they're weak hiding spots). Because the map area increases this way, you would need to shrink the map border to compensate. I won't request these changes in order for the map to be trialled, but I think they would boost the gameplay quality of the map.
For now, the only changes I request are to modify the invisible barriers and the tunnel portals, so I'll put this submission on hold.
All done! ######### I fixed the cave portal and updated the fences to look more like you can't reach on top of them (the jump would be possible if their were no barrier, so it would confuse players) as Subelectronite suggested. ######### I added/updated few more things like - ### 1- Two Exits in houses, Main exit and entry point is of course the door but I added an emergency exit route too.(One sided) 2- Few minor details inside houses and outside buildings. ### I just want to deliver the best I could so the players can enjoy their play... Thanks to everyone who is supporting me and helping me.