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[DTC/26v26] Twilight Citadel

Open Javggg opened this issue 7 months ago • 4 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

Twilight Citadel

Gamemode & Map Description

Twilight Citadel is a Destroy the Core map set in a mysterious twilight realm where two ancient kingdoms clash. Each team defends two cores—one to the north and one to the south of their stronghold. The battlefield features houses, a prison, a peaceful lake, hidden secrets, and strategic use of TNT for both offense and defense.

Team Sizes

18v18

Screenshots

https://imgur.com/a/8bfrfcW

XML

https://gist.github.com/Javggg/043387c31630c500d06cb37d54052f4d

Map Image

Image

Map Download

Download Here

Javggg avatar Jun 25 '25 07:06 Javggg

Thank you for your map submission. I think players will like this map, but there are a few things that need to be tweaked before it can be loaded/put into pool. These issues aren't anything major, so they should be easy to fix

  1. You can easily teamgrief by placing a boat at the bottom of the spawn chute and kill teammates. This can be prevented by creating a region around the chute that removes boats from player's inventory.
  2. Blocks in spawn kit are weird (ex: two slots of 16 planks). This is my recommendation for a better kit Image
  3. Remove hunger from the map. Notice I removed food in spawn kit. At the bottom of your XML right above </map> put this:
<hunger>
    <depletion>off</depletion>
</hunger>
  1. The supply chests in spawn are redundant/don't work for this map. Example: stacks of golden apples, stacks of arrows (the bow has infinity), TNT (to my knowledge, this isn't a TNT map). Also, 2 floors of supply chest is overkill. I suggest adding a few chests of blocks (like planks, stonebricks, glass etc.), and remove all the old supply chests.

  2. The spawn could use a few more indicators that iron is upstairs. Most players will just run by the signs at the front. You could add an item frame with an iron ingot and a sign with an arrow up next to the ladders. (This is just an idea, but this is a QOL feature for new players)

  3. These towers on the front corners of the spawn rooms are breakable and need a region. Right now you can completely break the tower and bow into spawn. Image

The entire spawn should have its region expanded. Right now you can place blocks immediately outside of the spawn door, which isn't ideal. It's easy to team grief and blockspam the spawn door, or camp the entrance and spawn kill in full diamond armor.

  1. Right now you can build under the maps bedrock. My suggestion is to move the map to Y=0 to prevent this and make it so it takes less time to fall into the void.

  2. The build regions extend from the side of the map, which isn't ideal. It just encourages people to bridge on the very edges of the map. The build region shouldn't be extended on the edges.

  3. The chests golden apples in buildings like this will be very op since people can craft full diamond armor and diamond swords.

Image

  1. Your XML has this code but to my knowledge, there's no redstone on the map, so its useless. I would remove tnt entirely from this map, I don't see it enhancing the gameplay here. <tnt> <dispenser-tnt-limit>0</dispenser-tnt-limit> <dispenser-tnt-multiplier>0</dispenser-tnt-multiplier> </tnt>

These changes are nothing major and should be easy to fix.

eliminate123 avatar Jun 30 '25 17:06 eliminate123

Thank you for reviewing the map and giving us the necessary feedback! Most of the proposed changes were understandable and have now been addressed. Here are the specific changes we've made:

  1. To prevent team griefing with boats in the tunnel, we've added a filter that removes boats from your inventory if you're in any spawn region. Boats can still be used normally in the rest of the map.

  2. The kits were already fixed in an update we made, but I forgot to upload it (oops). That’s now corrected, and the kit we originally designed has been restored:

Image
  1. Hunger was an intentional design choice by the map’s creator, but we understand it can be frustrating since most maps don’t have it. We've removed it for a more familiar gameplay experience.

  2. The chests at spawn were originally intended to give that old-school OCN aesthetic, reminiscent of maps like Blocks DTC, aiming for a bit of nostalgia. However, we understand that, much like the hunger mechanic, this can be confusing for players unfamiliar with that style of gameplay. So, they’ve been replaced with more thematically appropriate items—some for defending, and others for attacking with TNT (yes, this is a TNT-oriented map):

Image Image
  1. To make it clearer that iron is located on the upper floor, we’ve added an item frame as suggested, and also moved the stairs to the sides rather than the back of the bases:

Image

  1. The corner towers at spawn were designed to be destructible, so to prevent easy spawn-killing from those spots, we created regions covering only the tower walls adjacent to spawn. This allows them to still be broken while preventing unfair shooting angles:

Image

Additionally, a region has been added at each spawn entrance where enemy players can still enter but cannot place blocks. This keeps the intended mechanic of enemies being able to climb on top of the castle intact.

  1. The entire map has been shifted down to align with Y=0.

  2. The playable area has been adjusted to fit exactly within the visible bounds of the map.

  3. The chests containing golden apples have been tweaked to include only a moderate amount of them.

  4. Since redstone has now been added to the map, I’ve decided to keep the XML tags that improve the experience with dispensers and TNT.

Apart from that, we decided to change the amount of player from 36 to 52.

We hope you’ll be able to review these changes soon and let us know what you think. Thank you!

Javggg avatar Jul 01 '25 05:07 Javggg

Oh, and I adjusted the XML indentation to 4 spaces, since that's the convention here 🤓

Javggg avatar Jul 01 '25 05:07 Javggg

Thank you for your map submission. I've gone ahead and added the normal variant to the pool. I'll keep this submission open for a little longer incase any issues arise.

I don't think I've had a chance to see the TNT version play yet, so I cant speak on that atm.

Just wanted to say thank you for the hard work you guys put into this. I really really really appreciate that you guys addressed the feedback I left. I think players will learn to love this map. Sorry for the long wait.

eliminate123 avatar Sep 26 '25 21:09 eliminate123