They are the cages that the people drop down from when the game beginsCool map! Just one thing, what are these floating glass objects above the islands?
The objective of Blockwars is to get the enemy’s team flag and come back to yours, does that mean people do it? No, they get iron, make stupid defenses, build random things, my point is each player plays the way he thinks it’s right and if the map give options of exploration there will be people who will do itThe idea of Block Wars is to play the game not find secrets or explore. It's cool to have a random easter egg but not like what you are doing. Well "opinions" or not I don't see this being added. Good luck and I might change my vote if improvements are made.
The objective of Blockwars is to get the enemy’s team flag and come back to yours, does that mean people do it? No, they get iron, make stupid defenses, build random things, my point is each player plays the way he thinks it’s right and if the map give options of exploration there will be people who will do it
Hi! I voted no for your map. In my opinion it isn't that great in terms of aesthetics or gameplay. I know it can be frustrating to receive no's without any justification, or just undetailed feedback that doesn't really lead anywhere. So I tried my best to point specific issues, and provide recommendations that you may find useful!
First off, the main paths that connect both bases are too narrow, which makes getting thrown into the void extremely easy, if there aren't proper ways to get to the enemy base, the game will most likely take longer than it should and it might even end up in a tie. For BlockWars maps, it's important that you make sure players have more than just one alternative to travel, the more paths, the more interesting gameplay will be.
Apart from that, the main appeal of your map seems to be the slimeblock jumps, and although it's a great and very creative idea, it wouldn't be too great for players using devices that don't allow that much mobility. Specifically mobile devices and maybe even console. For bedrock it's important that maps are easy to navigate through, while still having their risks and terrain variation. (this also ties up to why your main paths shouldn't be so narrow)
Now about the looks of the map, I really don't think that the theme you chose is being represented that well. Which isn't a big deal, you can just change the name. But... are you able to think of anything else? Because how the map looks currently, it looks like every other blockwars map, but simplified. I think you need to reconsider what makes your map unique, and make sure that it looks like what you're trying to represent. As said in one of the previous replies, I don't think your build is up to the quality standards of cubecraft maps, and you can see that yourself by comparing your map to other already existing ones.
The slime jumps idea is honestly really cool and I think you could put together a really nice map if you take into account all of the feedback you've gotten, and the Do's and Dont's recommendations for BlockWars maps. Nice job
Hi! I voted no for your map. In my opinion it isn't that great in terms of aesthetics or gameplay. I know it can be frustrating to receive no's without any justification, or just undetailed feedback that doesn't really lead anywhere. So I tried my best to point specific issues, and provide recommendations that you may find useful!
First off, the main paths that connect both bases are too narrow, which makes getting thrown into the void extremely easy, if there aren't proper ways to get to the enemy base, the game will most likely take longer than it should and it might even end up in a tie. For BlockWars maps, it's important that you make sure players have more than just one alternative to travel, the more paths, the more interesting gameplay will be.
Apart from that, the main appeal of your map seems to be the slimeblock jumps, and although it's a great and very creative idea, it wouldn't be too great for players using devices that don't allow that much mobility. Specifically mobile devices and maybe even console. For bedrock it's important that maps are easy to navigate through, while still having their risks and terrain variation. (this also ties up to why your main paths shouldn't be so narrow)
Now about the looks of the map, I really don't think that the theme you chose is being represented that well. Which isn't a big deal, you can just change the name. But... are you able to think of anything else? Because how the map looks currently, it looks like every other blockwars map, but simplified. I think you need to reconsider what makes your map unique, and make sure that it looks like what you're trying to represent. As said in one of the previous replies, I don't think your build is up to the quality standards of cubecraft maps, and you can see that yourself by comparing your map to other already existing ones.
The slime jumps idea is honestly really cool and I think you could put together a really nice map if you take into account all of the feedback you've gotten, and the Do's and Dont's recommendations for BlockWars maps. Nice job
the name may not fit quite right, but i feel like you're taking a very close minded view on this map. To the casual player, the first glance and read through the description make it look like just an average if not subpar map. The entire approach on the detail has a minimalist appeal and if anything just improves upon the positive map. There's not enough variety in maps nowadays, this would add some much needed variety in having short, close gameplay where building would be much more important. The limited space to PvP means players have to play better and smarter, meaning more interesting games and rewarding more experienced or just better players. And the secrets being a bad thing is a strange idea to me, again finding them gives regular CTF players something to do.I very much disagree with most peoples responses, I'll be very honest. It's very basic and not up to Cube level standards. There is very little detail, and it's very small. The theme does not fit at all, I don't see anything that represents gravity. Along with being a little messy. It will need a lot of work before it can get accepted. -1
the name may not fit quite right, but i feel like you're taking a very close minded view on this map. To the casual player, the first glance and read through the description make it look like just an average if not subpar map. The entire approach on the detail has a minimalist appeal and if anything just improves upon the positive map. There's not enough variety in maps nowadays, this would add some much needed variety in having short, close gameplay where building would be much more important. The limited space to PvP means players have to play better and smarter, meaning more interesting games and rewarding more experienced or just better players. And the secrets being a bad thing is a strange idea to me, again finding them gives regular CTF players something to do.