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Complete Map submission - Cyberspace

Discussion in 'Map Submissions' started by MichaelS01, Jan 21, 2018.

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  1. MichaelS01

    MichaelS01 Member

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    CTF Map Submission

    Map Name: Cyberspace
    Map ID: 371027
    Style: Virtual world - minor map manipulation from network access console near spawn
    Creator(s): MichaelS01
    Structure Restricted Areas: Structure placement will be restricted to the stained glass blocks within the floor. Structures are not to be placed right in front of the Cyberspace virtual network arrival zone. Structures are not to be placed within the designated corrupted area. Structures are not to be placed within Flag Rooms / Data Chambers.
    Configured (yes/no): Explain
    Number of Caps: 4
    Pictures: included
     

    Attached Files:

    • Creative Creative x 2
  2. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    bru i want to check it out in person, but the map is private ;o

    ur a legend, so ik ur map is too :smile:
     
  3. MichaelS01

    MichaelS01 Member

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    Noted.

    I have changed the map setting.
    It is now accessible.
     
  4. Eilyra

    Eilyra Member

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    Great map idea! My only true concerns are:

    1. how confusing the map is. I understand why it is more complex, but for people who don't regularly play CTF, they may get lost and frustrated.

    2. lag. Some folks can't handle redstone heavy maps, and knowing how some players are, they may spam the levers and cause a ton of problems for people who aren't on high-end gaming computers.

    Also, don't forget to replace the banners for the flags with skeleton skulls, I believe it's a requirement c:
     
    • Useful Useful x 1
    #4 Eilyra, Feb 9, 2018
    Last edited: Feb 9, 2018
  5. MichaelS01

    MichaelS01 Member

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    Acknowledged.
    • Banners replaced.
    • Lag warning placed.
    • Navigational aid added.
     
    • Funny Funny x 1
    • Optimistic Optimistic x 1
  6. pandanielxd

    pandanielxd its panda daniel

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    Wait so you didnt remove the lag makers but you made a warning for it?
     
    • Winner Winner x 1
  7. super_mii2

    super_mii2 Well-Known Member

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    Neat Idea for a map but the map itself looks very bland and makes it hard to navigate from within. The number of just long corridors also makes this map very pro-engi and pro-ninja and anti-soldier than it really should be. I think the central room looks fine but the tunnels have to be shortened and the paths made more distinct (Though I'd recommend forgoing exceedingly long tunnels altogether)

    An example for unintuitive map design:

    As you walk out of blue's cyberspace spawn, there are 3 roads. Let's say you're playing defense and look to the compass for the flag, so you take the left route. By doing so, you've accidentally went into the offense. In fact, going left or right brings you to the centre after two long tunnels. The way you actually get to defense is going front then turning right. This is extremely misleading.

    Even stranger, by going front, then front again, you hit the part where the two teams cross. Yet they cross in a tunnel. This makes the big room in the centre a waste because you have to pass through secondary tunnels to reach there. There are 2-4 tunnels there which is really redundant and just bigger tunnels would work better.

    Finally, it takes too long to get to anywhere going through any of the notable points. I feel like the big rooms could be retained, but the tunnels made shorter and larger, and the paths more intuitive
     
  8. MichaelS01

    MichaelS01 Member

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    It was the only thing I could think of without taking away the map's special features.

    Well I've been working on this map for over three years, I did what I could while also making it entirely unique. First off, I was trying a different approach than what I've seen.

    As for navigation, the map mostly does not rely on the compass.

    I'll work on the lower tunnels. The first guy who looked at my map said the tunnels were too narrow, I only slightly widened them afterwards.
     
    • Useful Useful x 1
  9. super_mii2

    super_mii2 Well-Known Member

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    Yes, shorter and narrower tunnels would be appreciated
     
  10. Eilyra

    Eilyra Member

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    i tried to help with lagging, but i feel like the firewalls and the ineffective antivirus hallway are too much for some players. I also meant to mention that the map is very archer friendly with the long halls, I didn't check, but I'm quite certain they are more than 30 blocks.

    I agree with Daniellll, fixing the lag would benefit you with getting your map in rotation, not adding warnings.
     
    • Agree Agree x 1
  11. MichaelS01

    MichaelS01 Member

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    Just from seeing all this stuff, I'm starting to feel like I've wasted almost three years working on something that just isn't gonna cut it.
     
    • Funny Funny x 1
  12. super_mii2

    super_mii2 Well-Known Member

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    Don't get me wrong, if you fixed the tunnel situation it would likely make a great map, just that it wouldn't really fit CTF all that well
     
  13. Spades_

    Spades_ Former CTF Mod

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    I like it, definitely not a waste of time. The only real concerns would be lag, and possibility for bow spamming down this long hallways. Every map has flaws, I'd like to get on and look at it more closely. Hopefully this map works out in rotation, good luck.
     
    • Agree Agree x 2
  14. super_mii2

    super_mii2 Well-Known Member

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    ^^^^
     
    • Agree Agree x 1
  15. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    After reattempting to join and check it out, I'm now stuck in a box.
    halp pl0x
     
    • Funny Funny x 1
  16. super_mii2

    super_mii2 Well-Known Member

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    Do /warp and select one of the spawns. After which go into the tunnel and press the button.
     
  17. MichaelS01

    MichaelS01 Member

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    That beginning box is the designated pre-spawn, where the players go before and after the match.

    The lag thing is something I can't do too much about without compromising the functional stability, effectively rendering them nonoperational, or causing a malfunction.

    I can add little data cubes in the tunnels that can be used as cover, maybe that'll help.
     
  18. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    #18 scapezar, Feb 14, 2018
    Last edited: Feb 14, 2018
  19. MichaelS01

    MichaelS01 Member

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    I can't figure out how to change my map's biome setting. Lava moves faster in the nether, but I can't find a way to change the biome to that.
    Is there a way?


    ✡□◆ ♌♏⧫⧫♏❒ ■□⧫ ●□♍& ❍⍓ ⬧◆♌❍♓⬧⬧♓□■ □❒ ♏●⬧♏ ✋ ⬥♓●● ♌♏ ◻♓⬧⬧♏♎
    ✋⧫ ♒♋⬧ ■□⧫ ♏❖♏■ ♌♏♏■ ♋ ♐◆●● ❍□■⧫♒ ⍓♏⧫ ⬧□ ♎□ ■□⧫ ♌□⧫♒♏❒ ⬥♓⧫♒ ⧫♒♋⧫
    ✋♐ ⍓□◆ ●□♍& ⧫♒♓⬧ ✋ ⬥♓●● ♒♋❖♏ ⧫□ ❒♏◻●♋♍♏ ⧫♒♏ ♏■⧫♓❒♏ ♏■⧫❒⍓ ♋■♎ ✋ ⬥♓●● ●♏♋❖♏ ⍓□◆ ♏⌧♍●◆♎♏♎
     
    • Informative Informative x 1
    #19 MichaelS01, Mar 4, 2018
    Last edited: Mar 4, 2018
  20. Xelasi

    Xelasi Well-Known Member

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    Just checked it, it's pretty massive for a tunnel map.

    My concern would be how much of a maze it is, and how difficult it is to navigate from one section to another.
    The tunnels are really long and it would take a long time for a player to get from one specific area of the map to another.
    if a player in one hallway had to reach a player in another hallway, the only area really connecting everything is midfield.
    [​IMG]

    This map is very cool in concept and i love the redstone trap hallway in it. But gameplay-wise this will be really difficult to have games without a lot of confusion and trouble navigating.

    Honestly not sure how to make tunnel maps work very well without also making them very open, but even the opened-up tunnel maps struggle a ton in ratings (see: airlock, large hall; other tunnel maps were pulled from rotation).
     
    • Agree Agree x 2
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