[CTW/16v16] 803
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
803
Gamemode & Map Description
It's a simple CTW map. In the inventory is a splash potion of harming 1, which should be a small game changer, if it turns out to be too strong, we can remove it.
Team Sizes
16v16
Screenshots
https://imgur.com/a/mzSUyCv
XML
https://gist.github.com/minuyo/0ade7f885edb1c22350c51fa9980da7a
Map Image
Map Download
Besides the wool lane Is the map Just a straight line? I can't tell cause there's no overhead preview but my concern with that is with the map essentially becoming a "brick wall" style of gameplay where players are just battling it at mid to try break through the hold.
This is just my initial assumptions though, you don't have to follow through with this feedback.
Besides the wool lane Is the map Just a straight line? I can't tell cause there's no overhead preview but my concern with that is with the map essentially becoming a "brick wall" style of gameplay where players are just battling it at mid to try break through the hold.
This is just my initial assumptions though, you don't have to follow through with this feedback.
Besides the wool lane Is the map Just a straight line? I can't tell cause there's no overhead preview but my concern with that is with the map essentially becoming a "brick wall" style of gameplay where players are just battling it at mid to try break through the hold. This is just my initial assumptions though, you don't have to follow through with this feedback.
Yeah, my concern still stands. There's no flanks or other routes for players to use to help them get into/past enemy lines or pathing. so the whole map would essentially end up either being who has the better ground or sky push.
They can go underground it also wasn't shown in the screenshots
I am assuming that goes directly to the woolroom correct? Don't get me wrong it definitely helps but the long map length compounded with the mostly predominant single lane will lead to unfun matches. The same general linear design has been seen in similar rejected submission such as the one below. https://github.com/OvercastCommunity/CommunityMaps/issues/506#issue-1393647494
My suggestions for improvements (not sure if other mapdevs have anything to add) would be to move the islands between mid to shortest and add some sort of secondary route to the side of the road which would enable some dual lane pressure alongside the existing pipe flank route
okay i have an idea what I can change at the map, I will do it when I have the time
Changed some things at the map, basically I just added another island at the side leading to the wool room
Map: 803.zip
XML: map.xml.zip
In its current state this map is significantly too long and narrow to be appropriate for the map pool. The wool room is also much too close to spawn.
Actually the idea of the map is that it is narrow, so you need to carry the wool for a long distance, its inspired by the one race for victory map where you need to get over the lava pool in the middle.
Should I cut it smaller??
Since you compared your map to race for victory, let's run some numbers:
803:
- From where you spawn (150,25) to the enemy woolroom (-110,-67), about 260,92, or 352 blocks in taxicab distance
- Of that distance, 52 blocks need to be bridged over (4 gaps of 13 )
- The lane gets as narrow as 16 blocks
- Has weird turns that make it harder to bridge/skybridge on as its easier to get knocked off
RFV:
- From where you spawn (0,110) to the enemy woolroom (-26,-95), about 26,205, or 230 blocks in taxicab distance
- Of that distance, only 14 need to be bridged (can be as little as 6 blocks if you go down to the lava, or, a single water bucket and no bridging at all)
- The lane is a constant 24 blocks wide
- A skybridge that goes straight across is possible
The answer is yes, this map is absolutely too long for how wide it is.
Either A, it is made significantly wider, and upped to play with significantly more players, or B, it is made significantly shorter and keeps the playersize
Thank you for your submission. Im confident in this map, and I've put it in the pool.
This is reopened until feedback is addressed tangibly.
