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District 13
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If it has a cool lookWhat exactly defines a map as "cool"?
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If it has a cool lookWhat exactly defines a map as "cool"?
coolWhat exactly defines a map as "cool"?
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.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?
Don't thank me, thanks KosI 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.