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CTF Map Requirements and Helpful Guidelines!

Discussion in 'Map Submissions' started by Cardonation, Jul 2, 2015.

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  1. Cardonation

    Cardonation Captain

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    CTF Map Requirements
    -------------------------------------------------------------------------------------------------------------------
    This thread will offer you tips and suggestions as well as inform you of the requirements for CTF maps.

    We encourage you to make a thread for your map to get feedback.
    -------------------------------------------------------------------------------------------------------------------
    General Requirements

    1. Spawns/Spawn Blocks
    • Should be able to fit 20+ people comfortably.
    • There needs to be 1 red spawn and 1 blue spawn.
    • Keep in mind the distance between the Spawn and the Flag (Your team should be able to get to their flag before the enemy team).
    • When choosing a spawn block, be sure to not use it elsewhere on the map where it can be stepped on as spawn effects (death, flag restoration etc..) will still be in effect.

    Tips:
    • Common spawn blocks are: Redstone Blocks/Netherrack, Lapis/Diamonds, but they can be any block.
    • Consider spawn-camping when designing your spawn.
    • Multiple entrances or large openings prevent spawn blocking/trolling.

    2. Flag Room/Areas:
    • Maps need a room/area that will contain the flag on both sides.
    • Consider all the classes when designing the flag room (for both offense and defense).
    • Multiple entrances (at least 3). May be from left, right, front, behind, or above flag.
    • Make sure the location of the flag is obvious.
    • Flag is represented by a fence post and a skull on top. Please do not place a banner representing the flag.

    Tips:
    • Flags in the middle or semi-middle of a room make camping on defense less easy.
    • Small water in the flag can assist against fire, too much can harm mobility.


    3. Symmetry:

    • Maps have to be the same on both sides. This can be achieved by flipping or mirroring your map.
    • You may change the type of blocks as long as one side does not gain an advantage (ex: oak wood to birch wood).

    Tips:
    • Build one half of the map all by itself, then flip/mirror it when it's completely finished.
    • If you add Easter Eggs, they don't have to be symmetric but they cannot effect gameplay (such as signs).
    • Maps can be flipped in a straight line or diagonally.
    4. Size:
    • Maps should be between 100x100 (minimum) and 300x300 maximum.

    Extra Map Making Suggestions

    1. Flow and Aesthetics
    • Keep the map consistent with the theme or style you chose.
    • Avoid adding too much clutter that would be difficult to PVP in (excessive tall grass, flowers etc..).
    • The map should be simple to figure out and move around on. Crazy long tunnels or secret passage ways make for a confusing lay-out.
    • The map should be nice to look at, but of course, game-play is always the priority.
    2. Mobility
    • Consider all the classes and their different mobility abilities. Work on getting a nice balance between the normal and speedy classes.
    • Too much water is hard to fight in, avoid putting too much. Same goes for huge amounts of Lava.
    • Sponges are a unique piece of CTF, but make sure there is a balance between sponge travel and physical travel. Make your map design important!
    • Place Coal Ore on the sides of the map to prevent Soldiers from hanging off the edges.
    3. Class Knowledge
    • It is important to know the basics of how the classes work when designing your map. Each class should be able to play and have fun, but not have a huge advantage over all the other classes. Find a way to balance.
    Some Specifics:
    • Archer: Make sure to have enough cover for players to hide from archer's headshots. Avoid too many hiding spots where they can camp in.
    • Soldier: Soldier has limited but powerful vertical climb and receives no fall damage, so when designing hills or towers, keep that in mind.
    • Engineer: Be careful adding very long hallways or one entrance areas that would allow for camping areas. This goes for other ranged classes as well such as Mage or Archer.
    • Ninja: They have enderpearls and speed II so they can get around the map very quickly. This is an important class to think about when deciding the size of your map.

    4. Lag
    • There are certain blocks that cause a lot of lag during CTF. Some examples include: Redstone, Glowstone, Vines etc... Be careful not to add a surplus of these kinds of blocks to avoid FPS drops.
    • No enderchests, minecarts with chests, hoppers or item frames.
    -------------------------------------------------------------------------------------------------------------------
    If you feel something should be added, let a staff member know and we will take a look.
    Good luck, and have fun building!
    ~Staff Team
     
    • Informative x 8
    • Like x 7
    • Useful x 4
    • Winner x 2
    • Agree x 1
    #1 Cardonation, Jul 2, 2015
    Last edited by a moderator: Apr 4, 2016
  2. Shawn_

    Shawn_ Playing CTF since 2012

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    Shawn the Sheep #0146
    Nice guide! :smile:
     
  3. pandanielxd

    pandanielxd I like sloths

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    Thank you very much! :grinning: +1
     
  4. furtles

    furtles Well-Known Member

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    Nice quide, Quarley!
     
  5. Flavorous

    Flavorous Essence of Fidelity~ Active Retiree

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    Finally xD
     
  6. pandanielxd

    pandanielxd I like sloths

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    Just a question, how can glowstone give lagg? And can i use it for light or not? If i can't what can i ise than?
     
  7. Quarrelt

    Quarrelt Genetic co-leader | team!

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    You can use whatever blocks you want, but an excessive amount of those types of blocks will cause lag. Like if you made half the map out of glowstone, it probably wouldn't be good. If you are using it for light, it shouldn't be a problem.
     
  8. pandanielxd

    pandanielxd I like sloths

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    Thank you quar :grinning:
     
  9. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    @Quarrelt
    You should add something on ghost caps
     
  10. xxMineSheepxx

    xxMineSheepxx Staff and Build Team Manager
    Build Team Wiki Team

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    How do we add engi/necro restrictions?
     
  11. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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  12. xxMineSheepxx

    xxMineSheepxx Staff and Build Team Manager
    Build Team Wiki Team

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  13. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    What do you place it under the flag room say and u can only place it around the flag room?
     
  14. Gh0st_92

    Gh0st_92 Active Member

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    How do I make a remake of a map? (like how to edit it?)
     
  15. DeadRhos

    DeadRhos Blips, Drips And Strips

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    Go to map 464 for a visualisation on how monster eggs work
     
    • Informative Informative x 1
    • Useful Useful x 1
  16. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    Thanks for the help ^.^ .
     
  17. guhenry3

    guhenry3 Member

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    How do you control where the sponges launch you?
     
  18. Flavorous

    Flavorous Essence of Fidelity~ Active Retiree

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    Let me just give an example here @guhenry3 :

    [] = Sponge
    __[] ^
    [][][] /

    The sponges have to be next to eachother, but depending on which way the top sponge is, in relation to the bottom sponge, that is the direction you will go.
    From the perspective of this sponge, it will shoot you up, and to the right.
    I'm unable to take pictures, so this is the best I could do :stuck_out_tongue:
     
    • Informative Informative x 2
  19. guhenry3

    guhenry3 Member

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    How would I test this? Can you describe the exact mechanics, e.g. how many blocks launched in each direction with a specific configuration of blocks.
     
  20. Nightowl

    Nightowl Well-Known Member

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    -
     
    #20 Nightowl, Sep 1, 2015
    Last edited: Jan 8, 2018
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