What makes a good MCSG map?

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chockadlad

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What exactly defines a map as "cool"?
cool
kuːl/
adjective
  1. 1.
    of or at a fairly low temperature.
    "it'll be a cool afternoon"
    synonyms:chilly, cold; More





  2. 2.
    showing no friendliness towards a person or enthusiasm for an idea or project.
    "he gave a cool reception to the suggestion for a research centre"
    synonyms:unenthusiastic, lukewarm, tepid, indifferent, apathetic, half-hearted,negative; More









noun
  1. 1.
    a fairly low temperature.
    "the cool of the night air"
    synonyms:chill, chilliness, coldness; More


  2. 2.
    calmness; composure.
    "he recovered his cool and then started laughing at us"

verb
  1. 1.
    become or make less hot.
    "we dived into the river to cool off"
    synonyms:chill, refrigerate, make cold/colder More
 

BitoBain

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I just thought I'd ask if you got the idea for a map quality test because of my honor test thread?
I also see a few flaws with this test...
On the first question, you point out that rugged area is a good thing, but isn't open flat area just as important? People flock to those areas to get decent fights, like the football field in Valleyside. I also don't think spawn needs to have tall grass, snow, or anything like that, it is really more necessary to have tall objects for bow fights and hiding. Spawn also should not have areas that players can camp on to wait out the deathmatch, such as the big stub on top of the Rugged Lands corn. I also don't think it's horrible if there are more chests gathered in one area, because there is strategy to that. If you are feeling confident, you can go for the popular route, or take a more low-key one. Along with that, a map should have a favorable tier two/tier one ratio, which is around 10-20% for most maps we enjoy. (Breeze and Boombeard have low ratios, SG 4 had a really high ratio at one point.) That is what makes people feel like the map has good gameplay. I also think "cool map" is way too vague of a term. Maybe what you mean is good builds, distinct objects, distinct corn, interesting overall layout?
 
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RC_4777

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I wouldn't agree with grass at corn or even small size making a good map.
 

arsenal

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I just thought I'd ask if you got the idea for a map quality test because of my honor test thread?
I also see a few flaws with this test...
On the first question, you point out that rugged area is a good thing, but isn't open flat area just as important? People flock to those areas to get decent fights, like the football field in Valleyside. I also don't think spawn needs to have tall grass, snow, or anything like that, it is really more necessary to have tall objects for bow fights and hiding. Spawn also should not have areas that players can camp on to wait out the deathmatch, such as the big stub on top of the Rugged Lands corn. I also don't think it's horrible if there are more chests gathered in one area, because there is strategy to that. If you are feeling confident, you can go for the popular route, or take a more low-key one. Along with that, a map should have a favorable tier two/tier one ratio, which is around 10-20% for most maps we enjoy. (Breeze and Boombeard have low ratios, SG 4 had a really high ratio at one point.) That is what makes people feel like the map has good gameplay. I also think "cool map" is way too vague of a term. Maybe what you mean is good builds, distinct objects, distinct corn, interesting overall layout?
Thanks for pointing out that cool is not needed to be defined, because it is obvious what I mean by it. Even yourself apparently thought what I meant was exactly what I meant. And, as for the rest that is your opinion. Oh, and no it had no influence from your test thread. It originally had no score system, but I decided to add it, because I thought it would make it more interesting.
 

ImProsaur

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What makes a good map? Well in my opinion the things that make a good map are mostly if it is a good map for PvP. Having many different varieties of PvP styles on a map is very good. Also the building needs to be top notch (lol see what I did there). Finally I believe a map without any terraforming is not fun to play.
 

Goldenpig101

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I have no idea why Valleyside takes forever to play but I would have to say that Valleyside University would be one of my most favorite maps of all time so thanks CraftyKratonite for a wonderful map.
 

Goldenpig101

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I like maps where alot of people can get good stuff so there is a challenge and when you win, you feel like a beast that slays innocents out of people.

Also what I said before I would like to thank all the people who made ValleySide university.
 

KorStonesword

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Personally I have to disagree with a few of these, so I decided to make my own list.

  • Well Built
  • Tier Twos not out in the open, but somewhat hidden
  • Map either not to big or easy to find corn and people.
  • Crafting Table at corn
  • Unique gameplay
  • Grass and slabs to stop F&S in certain places
  • Not too many chests, but not so hidden that you couldn't win without a route.
  • Rugged terrain, etc. Parkour masters will be rewarded.
  • No OP areas (HiveMC's Fyregames two breaks this rule so badly :p)
  • No OP items (I don't mind enderpearls or items like those on Origins, but nothing insane like the regen pot)
  • Unique map theme
  • Not too much water.
 
L

Lululioness

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Freeze Island isn't big... xD
And honestly, size doesn't matter....
 

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