- Map name: Stone
- Creator: @Andyyy
Intro:
Stone was one of my older Blockwars maps where since then, I hope I've learnt some of the important things about map making. I feel that this map had potential with a unique layout but It lacked colour, detail and was too big so I've taken around 10h to improve it aesthetically and gameplay wise. I'm at a point where I don't think there's much else I can do with it so I'm bringing it here.
Rundown:
Here's the link to the original map: https://www.cubecraft.net/threads/blockwars-stone.220145/
You will notice a striking difference in colour to before so it "feels" much more like a Blockwars map. I've also shortened the map by about 20 blocks so that awkward flat area at the front of the building is gone. The parkour has been replaced because it looked a bit odd before so now it fits better with the rest. Detail has been added everywhere and the roof is now accessible. So here is what it looks like now! It takes 29 seconds to travel flag to flag (less from spawn) with a distance of 157 blocks between them. This is around the length of maps like Village / Western.
Pictures:
Here we have the overhead shot. What is unique about this is that it and Western currently are the only two Blockwars maps that are rotated rather than flipped. I've emphasised this with the directional middle design.
Like last time, it may take a lot of screenshots to show all the different areas but I'll just put the most important ones in full size.
Starting with the spawnpoint, which is on the chiselled stone, the different routes around the map are shown by the snaky blue path. This should eliminate most confusion for where to go. The dark colour is to defence and the light to attack. Nice and simple. The flag is about a 5 second walk from this so defending is a medium difficulty. The way there has a small entrance shown in the next image. This means that an attacking team can try and block it instead of using only offensive based kits. This won't block all defending of course as it will only slow them down by a few seconds.
The next important part is the flag room. In the image, you can see the three main paths to travel to the middle. On the left, the path leads immediately outside to an area alike to a courtyard. The middle route behind the blue wall is the most direct route so will probably get the most foot traffic and leads to the front entrance of the building. The third way with the snaky path is what brings players form the spawnpoint to the flag. The path from the top is included primarily to make the game more interesting as multiple layers at the flag always adds more strategy.
The flag room is very large because indoor flags normally suffer form a massive lack of space so this one won't be cramped like maps like the old IcyPeaks.
Here is a good shot of the entrance to the flag room. You can see how the areas are connected and with a spiral staircase to the jump-off point. In the tower there is also a newly added ladder for access the roof.
On the opposing side of the building, we have the courtyard. While this could be considered the safest route because it has a wide path with a protecting wall, it is the slowest route out of the three by a few seconds so it would be the low risk capturing route.
Leading from the courtyard, we have the parkour. This is the furthest you can get the defending teams spawnpoint on route to the flag but the parkour can be risk against archers/runners who can easily knock you off.
The middle final path is a small S shape. It's like this rather than a direct straight line to equalize it more with the other routes and just make it more challenging to use the environment to PvP. The ladder there is to a small spot for archer which leads to the final room. It is a good sniping spot to tag down some enemies without too much risk of melee fights.
Have a look at the thumbnail images too but there we go with new version of stone. I think it would be extremely fun to play on with it's numerous routes and unique design. I've put so much work on it because I think it's totally worthy now and I think it would become a favourite for slow pace preferring players without becoming too arduous to attack on.
The white concrete blocks on one the attached files shows the powerup spots.
The name of the map isn't particularly inspiring but obviously that can be changed. I haven't done that because it isn't directly inspired by any type of structure so I can't name it after that.
Like always, if you have any criticism for the map please leave it down below!
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