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Add the Stone Maze Map. #299
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The map is actually very cool, there are some mistakes: For example, I can go outside the glass barriers before the match starting, specially the one from the ceiling, please check again the points. If you need some help, just ask in #maps from discord. Also another thing, I don't know if is me, but reds part look lot bigger than other teams parts, check it (or wait for other testers) to see that. Nice work, looks nice |
This looks like a fun map. I couldn't find any holes in the glass barrier. The only thing I'd suggest changing about that is making the bottom of the map indestructible dirt so players can't dig down and stand on the glass. You might not need to include "default:pick_stone" in the initial_stuff. As for the treasures, I think maybe add an extra diamond for each team, so they have enough for two swords. Red's section of the map is slightly larger than the other teams'. Red and Orange have bigger base areas than the Blue and Green, and Blue's is smaller than Green's. I don't know if any of that matters. |
Yes, both of you guys are right. The center was off, causing all of the zones for the teams to be mismatched. I also tried to update the zones for the teams that way no one can go through the walls (I hope.)
Done.
This is my first map, so I do not know much about the initial_stuff other than what it says in the readme.MD |
Also another thing, I think the screenshot doesn't show the map, just the box with ores, maybe making another screenshot, I don't know, maybe from a point from one base to the start of the maze... |
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Interesting idea, I like it so far. Still, there are a few things that I think should be changed.
- As I can see from your second clue, the intention was to make the walls breakable. This can somewhat defeat the purpose of a Maze Map, but on the other hand, I don't think it's advisable to make everything out of unbreakable blocks. Maybe some of them could be made indestructible? Or maybe make the middle of the walls destructible and use indestructible blocks for the top & bottom layers?
- I also honestly don't know if we should enable it for nade fight, with all the high walls.
- I would advise you to use 4 chest zones instead of one, one for each team. 50 chests for 4 teams is generally very little. I would suggest more like 20-25 per team. Either way, I advocate 4 separate chest zones.
- Your screenshot should have a 3:2 aspect ratio and show the whole map. So something like the following (I took the liberty and removed the top layer of glass to create a better image). You can use this as a screenshot or create your own. The only important thing is the right aspect ratio, that no barrier is visible and also no coordinates/HUD bar etc. are visible and that you name it screenshot.png (etc.).
I'll take a closer look soon, good work so far.
My updates:
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@Jo5629 Not my final review:
The changes are looking good so far. Another thing that came to my mind: You could make the walls destructible only for certain block types (e.g. cobble and mossy cobble) and the rest indestructible. But I would wait for more feedback on how the walls should look like. I think it's good for now that they are partially indestructible.
I saw your credit regarding the screenshot, but if you want to note that, it rather belongs in "others" (more informations) or you leave it out completely ;) "You can break parts of the walls." is more of a hint instead of the acknowledgement ^^
And I would suggest to replace the orange team by team purple, because red and orange are a bit similar. As far as I know no 4-teams map has red and orange as teams.
But otherwise I find the map quite good and promising.
Changes have been made, but there are other minor proposed changes.
I probably won't do that because I used //mix so the variety will be off at times.
Done.
Thank you. |
I didn't find any issues. I like the overall idea. However, after playing on it for a bit I have a few suggestions.
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1. Remove HobbitPower from credits. :( 2. Update map.mts and screenshot.png for new textured ground.
I added multiple types of dirt for the ground and updated the screenshot. I did not want to change and/or add any major things because I want to confuse people in the maze (probably will regret this). Should be fine for now unless anyone requests any other changes. |
Ultimately, the map maker decides on the design of the map. But I have to agree with GreenBlob that the glass box with the ores doesn't really fit the look of the rest of the map. @Jo5629 One more thing: If you edit your map, you should update your CTF game. The map editor has been changed and now you will receive the map.conf file and the map.mts. file as well as the new barriers.data file after you finish editing. |
Fair enough. I will work on that.
The only reason is that when I updated and loaded my map, it would not let me. It just gave off a zlib compress error for some reason. I will try now though and report here if anything goes wrong. |
Added barriers.data and edited map.mts, screenshot.png
Changes I Made:
Should be updated to everyone's requests and my choices AFAIK |
Have done that.
I am working on that.
Narrowed the unbreakable height to 3, so it can just be countered by a block in the middle.
Have changed the ores.
The changes I have will try to put out by the end of week. I have a lot of things on my plate so most of the changes will probably be not ready until about middle of next week. |
1. Removed the cobble for more ladders. 2. Changed ores for team purple. 3. Fixed some plank colors.
No hurries 👍 |
@a-blob Could you maybe briefly test the map when you have time and tell me if the barriers disappear completely after the building time? |
Sure. |
@HobbitPower The barriers don't disappear completely. |
@LoneWolfHT If you have time, maybe you could test this map once? It's just that at least 3 people have this problem by now. Water Academy on the server works as far as I know, so I don't know if the problem only occurs when testing locally. I also tried re-saving the maps without success. |
I think there is a misunderstanding here @Jo5629 If I understand @src4026 correctly, you should fill the walls with more indestructible blocks. At least that's what I would recommend. You already have a pattern in the walls, maybe it would be enough to replace certain block types (e.g. stone and moss pavement) with their indestructible variant. That way the players would have to find a way through the walls instead of just stacking up 3 blocks and simply breaking through. The lowest rows of blocks should still be completely indestructible, in my opinion. |
Oh right, thank you. |
@Jo5629 when the map is finished, request for review |
Hello. One of my wishes about having a maze map in CTF is about to become true thanks to @Jo5629! One suggestion I have here: The maze walls must all be indestructible, then in the lua file, for each match, some of the wall blocks could be replaced with destructible blocks. Similar to what we want to do for the Tunnel map according to a suggestion. This way, it adds more fun to the game to find destructible holes. And thus more strategy. |
Did I ever fix this issue? |
@LoneWolfHT I think so. The maps in question no longer have this problem, nor do any of the newly created PRs as far as I can see. |
Have been preoccupied but I have been slowly working on the map and taking in suggestions and criticism from everyone. UPDATES:
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enabled = true | ||
name = The Stone Maze | ||
phys_gravity = 1 | ||
initial_stuff = return {"default:pick_steel","default:torch 30","default:ladder 35"} |
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initial_stuff = return {"default:pick_steel","default:torch 30","default:ladder 35"} | |
initial_stuff = return {"default:pick_steel","default:torch 30","default:ladder 50","default:cobble 50"} |
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Not necessary in my opinion. Ladders are perfectly adequate.
@Jo5629 If it's up to me, you don't need to create a map version with a lua.file. I think it's enough if the walls are partly destructible and partly indestructible, as it appears in the current version of the PR. The vines are a good approach. I think the map is still in WIP, so you will add more things or at least more vines. Looks good, keep it up. |
This is my first map I have made, so there will probably be some errors. Feel free to call me out so I can polish my map-making skills a little bit more.
The ground is two blocks deep because I do not support tunneling 😅 (but you can tunnel under the maze walls)