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[TDM/20v20] The Killing Floor

Open arcadeboss opened this issue 2 years ago • 3 comments

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

Map Download

https://www.mediafire.com/file/rxkkhochl2jh2oi/the-killing-floor-zip.zip/file

arcadeboss avatar Jun 07 '23 01:06 arcadeboss

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.

EpicPuppy613 avatar Aug 02 '23 01:08 EpicPuppy613

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.

arcadeboss avatar Aug 02 '23 04:08 arcadeboss

@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

arcadeboss avatar Sep 04 '23 05:09 arcadeboss