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The Ultimate Party Map Making Guide

Discussion in 'Map Submissions' started by redslime, Jan 16, 2021.

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  1. redslime

    redslime Lead Developer

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    Party Map Making Guide
    Howdy party people!

    This is an in-depth guide on how to make and configure Party maps. All maps must be configured when you submit them. If you need help with something, feel free to reach out to a staff member!

    General rules for map making
    Because Party is running on 1.16, it's necessary that you build your map on the 1.16 Build server! If you already begun working on your map on an older Build version, you can however convert it.
    Maps should always be centered at 0/0.
    Unless needed for the theme of your map, keep the time to day.
    Try to stick to the size of maps already in rotation.

    Rewards
    We give map creators rewards for every map that gets accepted into rotation:
    • 1 week of global ELITE
    • 1h Coins booster
    • Map creator medal on the forums
    Map Configuration
    Every Party gamemode must be configured using oak signs (and only oak signs). Below you find a complete list of what is required for each gamemode:


    Global elements

    Barriers
    Players that are not spectating are automatically respawned when they step on a barrier block.

    Spawnpoints

    Marks a location to be a spawn point.
    Some games mark spawnpoints differently, check their specific description!

    [​IMG]

    White wool blocks
    Some games have wool blocks as the ground (Red Alert, Block War), and will act as a spawnpoint at the same time. Has other usages for other games as well, see specific description.

    Gamepoints
    Marks a special location that is in some way needed for the game. Can be the spawnpoint of potions in Potion Drop for example. See specific game descriptions.
    [​IMG]


    Bounds
    Marks an area that is in some way needed for the game. You need to place 2 of these signs to mark a bound correctly. Can be the snow area in Spleef for example. See specific game descriptions.
    [​IMG]

    Glassboxes
    Marks an area to spawn a glass wall at to prevent people from leaving spawn early. You need to place 2 of these signs to mark a glassbox correctly. You can have multiple glassboxes, due to that you need to give your glassbox an id (even if you just have 1 glassbox!) so they can be matched correctly.
    [​IMG]

    Moving Logs
    Only relevant for Frogger and Boat Race. Marks a line of logs that should be moving on the map. You need to place 2 of these signs on either end of the line to mark a moving log row correctly. The signs must align on either x/z-axis to form a line. You can have multiple moving log rows, due to that you need to give your moving log row an id (even if you just have 1 moving log row!) so they can be matched correctly. The blocks in the marked area are also the blocks that will actually move when the game is running, they are not randomly generated!
    [​IMG]

    Player count restrictions
    Depending on your map size, it may be a good idea to set limitations. With a sign setup as seen below, you can define a minimum and maximum player count that needs to be met in order to play the map. You can leave out the min/max line if you don't need it.
    [​IMG]




    Race elements

    Checkpoints (Normal race games only)

    Marks an area as a checkpoint. You need to place 2 of these signs to mark a checkpoint correctly. The area should encompass the entire track so players can not go around it. This is important so people can end the race properly!
    [​IMG]

    Example setup of a checkpoint encompassing the entire track

    Since you will need multiple checkpoints, you must give every checkpoint an id so the signs can be matched correctly.
    [​IMG]
    Important: Non-straight race games mark the finish line using a checkpoint setup as well! This is specifically done with the id 0. That means you start with id 1 for the first checkpoint and end with id 0 for the finish.


    Finish line (Straight race games only)
    Marks the finish line at the location of the sign. You need 2 of those signs to mark a finish line correctly. They need to align on either x/z-axis to form a line. You can place them next to each other, the finish area does not need to be inbetween.
    [​IMG]




    Specific game descriptions

    Animal Race

    Uses spawnpoint signs.
    Uses checkpoint signs.
    Uses glassbox signs.
    Please note that some animals are too small to step up entire blocks, so please always place slabs or stairs in elevation changes.

    Item box sign:
    Marks a location to spawn an item box at.
    [​IMG]


    Block War
    Uses white wool blocks for spawns.
    The entire area that should be paintable must be white wool blocks.
    Make sure you only have white wool blocks on the paintable ground, not anywhere else like in signs!


    Boat Race
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.
    Uses moving log signs.


    Bouncing Balls
    Uses spawnpoint signs.
    Uses a single gamepoint sign to mark the spawn location of snowballs.


    Buddy Bounce
    Uses bounds signs.
    Spawnpoints and point spawns are based on the bounds automatically.


    Cake Gunner
    Uses spawnpoint signs.

    Goal sign:
    Marks a goal. Must be placed in the upper left corner of the goal. The goal area must be redstone lamps!
    [​IMG]


    Chicken Game
    Uses a single gamepoint sign to mark the spawn location of the arrow spawning the animals.
    Uses bounds signs.
    Spawnpoints are based on the bounds automatically.


    Crafting Chaos
    Uses spawnpoint signs.
    Your map requires Oak logs, Stone blocks, and Iron blocks to gather resources.


    Dead End
    Uses bounds signs.
    Spawnpoints and the removable ground are based on the bounds automatically.
    The ground must be gold blocks.
    The bounds signs must be placed at the same height of the ground:
    [​IMG]


    Diamond Mine
    Uses bounds signs.
    Spawnpoints and the spawning area of ores are based on the bounds automatically.
    Your bound signs must encompass the surface and the entire mining area!
    [​IMG][​IMG]


    Falling Sand
    Uses bounds signs.
    Spawnpoints and the area to spawn falling sand in are based on the bounds automatically.


    Frogger
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.
    Uses moving log signs.

    Mob start/end sign (Road sign):
    Marks a start/ending location of a mob road. You need two of these signs to mark a road correctly. They need to align on either x/z-axis to form a line. You can have multiple roads, due to that you need to give your road signs an id (even if you just have 1 road!) so they can be matched correctly. Start/end signs are not the same!
    [​IMG][​IMG]


    Ghast Ball
    Uses spawnpoint signs.

    Guardian
    Uses spawnpoint signs.
    Uses gamepoint signs to mark the spawn locations of the guardians:
    [​IMG]


    Hide & Seek
    Uses spawnpoint signs.

    Hot TNT
    Uses spawnpoint signs.

    Infection
    Uses spawnpoint signs.

    King of the Hill
    Uses spawpoint signs.
    Uses wool blocks to mark the "hill" where points are given.


    Lasertag
    Uses spawnpoint signs.

    Maze Game
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.

    Maze sign:
    Marks the area of the maze to be generated in. You need two of these signs to mark a maze correctly. The upper corner should be 6 blocks above the ground, the lower corner should be on the same height as the ground:
    [​IMG][​IMG]


    Minefield
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.
    To mark the field simply place stone pressure plates everywhere. When the game is loaded, a random amount of them is removed creating random patterns to traverse.


    Musical Minecarts
    Uses bounds signs.
    Spawnpoints and the area to spawn minecarts in are based on the bounds automatically.

    One in the Chamber
    Uses spawnpoint signs.

    Paint Match
    Uses spawnpoint signs.
    Uses white wool blocks to mark the paintable area.

    Riptide
    Uses spawnpoint signs.
    Uses checkpoint signs.
    Uses glassbox signs.


    Potion Drop
    Uses spawnpoint signs.
    Uses a single gamepoint sign to mark the spawning location of potions.


    Rainbow Jump
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.


    Red Alert
    Uses white wool to mark the ground that is disintegrating.
    Spawnpoints are based on the wool locations automatically.
    Make sure you only have white wool blocks on the paintable ground, not anywhere else like in signs!


    Red Light, Green Light
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.
    Uses wool blocks for traffic lights.


    Sheep Shearer
    Uses a single gamepoint sign to mark the spawn location of the arrow spawning the animals.
    Uses bounds signs.
    Spawnpoints are based on the bounds automatically.


    Smash
    Uses spawnpoint signs.

    Smoke Monster
    Doesn't use any sign config.
    The map must be centered at 0/0 where the smoke spawns.
    Spawnpoints are randomly selected in a 30 block radius around the center.
    The arms of the smoke monster are also 30 blocks long, don't make your map smaller/larger.


    Snowball Fight
    Uses spawnpoint signs.

    Spleef
    Uses bounds signs.
    Spawnpoints are based on the bounds automatically.
    The ground must be snow blocks.

    The bounds signs must be placed at the same height of the ground:
    [​IMG]

    Wheres Wally
    Uses spawnpoint signs.
    Uses white wool blocks to mark a spawn location of a villager.
    You can spawn up to 40 villagers.
    Do not use white wool blocks in your building anywhere!


    Wipeout
    Uses spawnpoint signs.
    Uses glassbox signs.
    Uses straight race finish line signs.

    Uses gamepoint signs for each wall to mark their location:
    [​IMG]

    Wool-Mix-Up
    Uses bounds signs.
    Spawnpoints are based on the bounds automatically.

    The bounds signs must be placed at the same height of the ground:
    [​IMG]


    That's the end of a long thread, happy map making!
     
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    #1 redslime, Jan 16, 2021
    Last edited: Mar 2, 2021
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