Closed kyamadev closed 2 years ago
Before this map gets up to its testing phase, I believe there are serveral cosmetic/physical features of the map that require updates. I enjoy the idea and layout of this map and i will outline below what I enjoy about this map and could be further extended upon (if possible). I will then follow up with a list of suggestions that I believe are required to combat the physical appearance and structure of the map in some parts.
What I love:
What I think needs some improvements:
I know when it comes to feedback it seems like I make a lot of negative points about your map. The reason why I often go into so much detail is so that my message can get across and you actually have useful feedback to base your revisions off. I will say it again, I am very impressed with the effort you have put into all of the maps you have submitted. They show a lot of creativity and I think they will be very much enjoyed by players on this server. Looking forward to chatting with you soon!
Thank you for your feedback @fixitqixit .
Moved trap chest
Added more crystals
Removed stairs and added portals in hexagon area.
Deleted all glowstone and added night vision
map.png
I can't think of any more ideas for design. Organized the block pallet and used sandstone and team color stained clay to draw the line. I didn't use the proposed cobble stones, pistons, nether bricks, etc. because they would look messy if blocks with very different colors were used. Honestly, I don't want to decorate any more because I want to cherish the contrast between the structure and the end's ground. Regarding the shape of the terrain, I like the contrast between the shape of the center and the shape around the castle. (Especially hexagonal) I made some modifications, but I can't think of any more. The crystal issue sounds very interesting, but it can cause Team Griefing, so I'll just line it up on the obsidian tower for decorative purposes. When I play with this, I want to sniper the crystal on my side first. XD
I'm not very familiar with English, so I'm sorry for the unnatural sentences. I really appreciate your great support.
@Pe241 I just had a look around on the map and I like the changes you've made. While I still feel like theres room for improvement with how the map looks, the current changes you've made will suffice for the moment.
Also please dont apologise for your english, I can barely tell! I should be apologising for my ability to only speak english!
Once again good work with your map making! 👍
Feedback:
The front core is too easy to attack, mainly because it is incredibly close to the mid island, and the structure around the core gives attackers a platform that they can easily bridge to.
It's up to you how to make the front core harder to attack and easier to defend; some suggestions would be to modify the structure so that it doesn't cover the core, along with increasing the void gaps significantly.
In hopes of garnering a wider range of player feedback on several pending yet 100% functional community maps, I've gone ahead and added many of them to the pools. This map has been included in that, and I hope to be able to collect at least the most prevalent feedback on the each map to post in their respective issues pages.
Since my last comment I've removed this from the pools; it has potential with some bigger edits but I'm not thrilled with how it plays at present. It seems like the focus is only on the main core. I see that previously, the main core was very easy to attack and difficult to defend. I wouldn't say that's an issue now, however the core should only be one layer thick in any circumstance; the other changes you've made previously do more than enough to ensure that it's defendable. The side cores however feel like afterthoughts in a way, both in position within the map and when the map plays. It might be worth moving them up perhaps, or having them as monuments instead of cores.
Unfortunately I haven't seen much player feedback from when it was in the pools so but I'm hoping to solicit some in the discord server. Otherwise I'll try to provide more feedback later today.
🏳
Checklist
Check what applies to you. Add an X between the brackets or click the checkboxes when you have submitted the issue.
Map Name
Re: The End Kingdom
Gamemode & Map Description
Theme: Something at the end
This is a 2-cores DTC map that is a remake of The End Kingdom, which I posted to Japan Minecraft PvP (JPMCPvP) 5 years ago and was rejected. Players are divided into Crimson (Red) and Ender family (Purple), Everyone must leak lava from Small Core and Large Core on enemy side. The changes from original edition are as follows.
Remade xml.
Changed kits and team colors.
Added another core for each team and renamed Small core, Large core.
Removed the roof in the central hexagonal area.
Remodeled base and observer spawn area.
Added Defender tools chest in front of Large core
Added trapped chest rigged with TNT. Players can get Diamond Tools and Deadly poison potion(trash).
Added timelimit 60m
I'm glad I got the opportunity to post a remake map. :)
Team Sizes
40 vs 40 (mega?)
Screenshots
Imgur
XML
gist
Map Image
Download Link
v1.0.0