[TDM/20v20] The Killing Floor
Checklist
- [X] I have pruned the map.
- [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
The Killing Floor
Gamemode & Map Description
Summary
- TNT gains a risky new use-case: a block used to pillar up and over into a scorebox.
- Team Death Match with Scoreboxes in a nightmarish industrial setting.
- Chaos
Overview
-
2 TEAMS (Black Hearts and White Diamonds) [Symmetrical teams]
- 50 Points for scorebox, 1 point for kill. Most points at end of 8 minutes wins.
- The "floor" is redstone checkerboard surrounded by lava and attackers, and each team has one killing floor they defend.
- 42 portals for movement of classes between spawn, gallery (left/right/up/down), floor, sky areas, and scoreboxes.
- Portals labeled with both armor stand tags, and most with "head" icons and "head" arrows.
- Spawn floor is color-coded with respect to defensive/offensive portals, so players can memorize instead of reading every time.
- Probably not critical, but for fairness: the heart-shaped scorebox has black wool barriers at the top to simulate entry shape like the diamond-shaped scorebox.
- Scorebox has End Portal layer at bottom.
-
3 CLASSES (Runners, Archers and Bombers)
- Runners attempt to cross the killing floor and make it into the score box while attacked by archers and bombers.
- Runners must use TNT blocks to get to scorebox, but a 50% redstone floor, bomber's TNT and archer's fireballs can make that tricky.
- Archers have bows and a fireball with 15 second cooldown to explode TNT.
- Bombers have TNT, redstone and wood. Bombers break the pink glass with axe, and place TNT, pressure plates, etc.
- Classes change by returning to spawn (after death, or returning via a portal) and a new portal/class can be picked.
Design story:
- Initial concept was redstone checkerboard floor for tricky TNT pillaring
- Testing revealed only black and white provided good redstone contrast and style, so teams were black and white
- Color theme of black, white and red is like TNT, which fits, nice!
- Color theme also matches playing cards, so had idea to use suit symbols.
- Wanted symbols that were simple and looked similar (at least on the bottom half) for scoreboxes.
- Luckily, Diamonds and Hearts fit that bill perfectly.
- And luckily, the symbols/colors worked out to decent team names: Black Hearts and White Diamonds.
Team Sizes
20v20
Screenshots
https://imgur.com/a/KlfnvxC
XML
https://gist.github.com/arcadeboss/7139fbdff739835b9f4d216eb8487b30
Map Image
Map Download
https://www.mediafire.com/file/rxkkhochl2jh2oi/the-killing-floor-zip.zip/file
After playing this map, I noticed that defense is way too overpowered, you can just have a line of defenders dropping tnt and preventing any runners from getting past and not much they can do about it.
You're correct. Have a few changes planned like more health for runners, and less TNT/redstone inventory for bombers. Jump mutation seemed to improve things, but need to see what options I have.
@TheRealPear - An update from previous testing
https://github.com/OvercastCommunity/CommunityMaps/pull/805/
In testing the Bombers were soon too strong for Runners to survive. The double-jump mutation was added at that time, and it was helpful, but not quite enough.
XML:
Runners get 20 seconds of Regen to help them survive the floor
Runners get Jump Boost to deal with TNT wall-effect
Fireball gets name "TNT Exploder" to explain purpose, and fix scuffed countdown display
Bombers get less TNT (requiring spawn trip and back to refresh) and less redstone as a nerf
Runners get 1 stack instead of 3 stack of TNT
Pressure plates are stone for visibility purposes
Map:
Bombers lose 4 blocks of bombing space at the score box end
Scorebox is raised 1 block to slightly counter jump boost assist