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[DTC+DTM/20v20] Dynamite

Open Edde opened this issue 11 months ago • 8 comments

Checklist

  • [x] I have pruned the map. (If you used OCC Mapmaker and downloaded your map, it has been pruned for you.)
  • [x] I have agreed with assigning the CC BY-SA license to this map, as mentioned in the README.
  • [x] I have read and understood the map submission guidelines.
  • [x] I have created an XML file.
  • [x] I have created a map image.
  • [x] I have uploaded the map zip file to a file sharing service.
  • [x] The map has been tested locally to make sure it works.

Map Name

Dynamite

Gamemode & Map Description

This is a DTC+DTM tnt map with a layout inspired by Fractal Descent, however, it's been rotate 45 degrees to create a diagonal map. The map has been designed to favor diagonal cannons, while still allowing straight cannons to remain viable. Furthermore, I've attempted to buff cannons by limiting arrows (since both cannons and bows are ranged weapons), rigging the diamond blocks with tnt and preventing players from placing tnt on the enemy's side. I also hope the map won't get rushed too easily due to this together with the diagonal layout, however to make attacking more fun/easier, the core has been made fairly big and being able to build underneath the bedrock floor is intentional. At last, the map has been a bit more accessible for new players by making the layout clean and simple and by providing a spawn kit that makes cannoning easier.

Team Sizes

20v20

Screenshots

https://imgur.com/a/moieI7n

XML

https://gist.github.com/Edde/064ee3309050acdc205d8f288581da7c

Map Image

Image

Map Download

https://www.mediafire.com/file/mzub1tc9dyj2zuk/%255BDTCM%255D_Dynamite_1.0.0.zip/file

Edde avatar Feb 13 '25 14:02 Edde

The design/aesthetic of this map feels fairly derivative. We're also concerned about the map quickly becoming an unnavigable mess pretty quickly.

calcastor avatar Feb 18 '25 03:02 calcastor

The design/aesthetic of this map feels fairly derivative.

Yeah I felt a bit uninspired when trying to come up with an aesthetic, as I wanted to limit the block palette in order to keep things simple. Could you provide more details?

We're also concerned about the map quickly becoming an unnavigable mess pretty quickly.

I don't see how this should be more unnavigable than any other tnt map. Tnt should clear things up and the map is "shallow" enough that it isn't too likely that big holes will show up. I guess I could lower the amount of building blocks you spawn with to only one stack of wood, do you think that should do the trick?

And as usual, there are elements that might need some tweaking but is simply too hard to speculate about before playtesting, such as player size which might need to be lowered a bit.

Edde avatar Feb 18 '25 10:02 Edde

With its current colour palette (difficult to read in chat) and differences in block hardness/blast resistance between team sides, this map is not suitable for any pool right now.

calcastor avatar Apr 22 '25 00:04 calcastor

With its current colour palette (difficult to read in chat) and differences in block hardness/blast resistance between team sides, this map is not suitable for any pool right now.

We'll work on fixing the issues mentioned here

technodono avatar Apr 22 '25 02:04 technodono

Are the updates for this map still planned? Thanks

eliminate123 avatar Jun 30 '25 19:06 eliminate123

The only planned update left is adding a bit more tnt to spawn kit and perhaps make it possible to place only tnt/ignitor at the highest Y level, since these changes haven't been super important I haven't gotten around to them yet, but can make a small pull request soon-ish with the spawn kit changes at least. See previous pull requests relating to this map.

Edde avatar Jun 30 '25 20:06 Edde

Image

This needs to be fixed

eliminate123 avatar Jul 10 '25 23:07 eliminate123

Image This needs to be fixed

My bad. I’ll get in that 2day

technodono avatar Jul 10 '25 23:07 technodono