[DTC+DTM/20v20] Dynamite
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
Map Download
https://www.mediafire.com/file/mzub1tc9dyj2zuk/%255BDTCM%255D_Dynamite_1.0.0.zip/file
The design/aesthetic of this map feels fairly derivative. We're also concerned about the map quickly becoming an unnavigable mess pretty quickly.
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.
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.
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
Are the updates for this map still planned? Thanks
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.
This needs to be fixed
This needs to be fixed
My bad. I’ll get in that 2day
This needs to be fixed