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Should this be added?


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Andyyy

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Dec 7, 2016
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Blockwars

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:
2019-12-12_22.13.52.png
This is my favourite shot from the map. It is exactly what you see from the other side when you walk out of the building; what I think is a pretty good angle.

2019-12-12_22.17.36.png

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.

2019-12-12_22.50.41.png

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.

2019-12-12_22.55.12.png

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.

2019-12-12_23.05.48.png

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.

2019-12-12_23.08.54.png

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.

2019-12-12_23.12.55.png

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.

2019-12-12_23.19.36.png

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.

2019-12-12_23.23.13.png
Here we have the final room. This does have many ways in and out but they are all directional meaning you can either leave that way or get in that way. The far left is a quick access from the spawnpoint out to the middle. The Middle left is a path from the staircase. Far right leads to the flag room. You cannot enter the room from there without jumper or building blocks so it entices use of the weaker kits.

2019-12-12_23.31.32.png
Jumping to the middle, this is the underground route across the maps. I've included this to give the maps more layers. It's a bit like the underground of retro99 but more accessible and dangerous. This would be good to sneak to the other side like a total ninja.

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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D

Deleted member 347571

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The map looks good in my opinion, the only point that I think could be improved is where the flag is. For the rest, you clearly notice that you have improved the map well.
 

Yamin

Forum Veteran
May 8, 2016
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the sushi bar
So I did see a lot of improvements, but I felt like it was missing some things so I asked some other designers and I got a summary of it.
At first I thought this criticism was kind of too harsh, but given that you and your friends have built amazing maps I think some criticism like this would work better than 'hey this looks a bit odd and that could be changed'.

It overall may look nice at first glance but it lacks gameplay.
There is no cover in the map. If it was a smaller map that wouldn't be a problem bit this map is quite big. There may be a couple of walls here and there but like I wouldn't be able to even go down the middle without being spotted.

This map has a lot of bare areas and it fees like it shouldn't be here. The structures are flat and there is almost no height in the map. Where can I shoot my bow? Where can I jump down? Where can I hide that isn't under the map. If I look at the map from far away it may work, but when I come up close all you see are bare walls and nothing else. The blocks used in the castles hurt my eyes and I can't really pay attention to anything else.

The area under the map could result in an instant win in some games and I wouldn't want to play under here as it is super cramped and I could hardly move with the mass of blocks that would be here.
Double tall grass and water are a literal no in any map. It prevents PVP and it is in a large area as well. The water fountains can impact gameplay when people are pvping in the corner. The double tall grass is legit evil as it just ruins the game and pvp.

OverallI conclusion, I wouldn't accept this map as it is just overall not at cubecraft standards.
 
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