Add Mars Map
Add a new map - A Colony on Mars
This map features several structures across a martian landscape, including geodesic domes, a housing bunker, a nuclear power plant, and a greenhouse. Additionally, these structures are connected underground through a network of tunnels, which should provide interesting PVP potential.
Testers have approved of it so far, now waiting for manager review
Before I state my assessment's results, I would like to say that I am not an official map tester and that you are by no means required to fix the following things.
- Underground pit. Happens all the time for me, just something that needs to be fixed :)
- One of the doors is open
- The map seems a little barren. I fought with this same problem some time ago on my map. Adding some more texture to the landscape to make it feel a little more interesting could be nice.
- The map's title contains a question mark. Any punctuation with the title of maps is not allowed. (I also figured this out the hard way)
Note: The overall architecture of the build and the tunnels are very nice. I appreciate all the work that went into it. Great map.
Here is the list of problems identified:
- Remove iron signs: players can break them and write on them.
- Adding more chests?
- Review the consistency of blocks: some are indestructible, others not
Hello, your modifications are incorrect, the blocks reported in my previous message are still inconsistent, in the course of my tests, I realized that there were others. The chests are also better, but not as good: let me explain: you've added a zone with 16 chests:
chests = return {{pos2={x=20,y=8,z=20},amount=16,pos1={x=10,y=8,z=10}},{pos2={x=116,y=9,z=192},amount=16,pos1={x=106,y=9,z=182}}} .
But the old one is no longer present. It's better to make changes slowly and carefully than quickly and badly.
The Indestructible blocks are the way they should be, and the chests should be good
The Indestructible blocks are the way they should be, and the chests should be good
I keep up the inconsistency of the blocks...
Map errors fixed, should be ready for manager review
General bugs not detected✔ Approves inconsistency of indestructible blocks as anonomous style✔ CRITISIM Map size 200x100 personally i dont approve of narrow maps,makes it very hard to capture;take flags. Plus spawn is at a corner of map,bounded by glass barriers on east & south,denies sneaking in from these sides. Leaving tunneling the only method to take flag(now that's problematic),(even that would be some what difficult with map not having much depth) suggests: improvements to spawn; 1.possibly a spawn design where those who are inside cant see outside(like ancient pyramids; see how lack of cover/open map is dealt with there,hence its not difficult to take flag there)(maybe perhaps an observatory?)(<this is only a method i am suggesting) 2.centered spawn, maybe close to those tunnels-in centre?
The map is good and well polished overall IMO. One issue though: One team has a brown mushroom farm and the other team doesn't. There are plans to add mushroom farming to CTF and when that happens, the team with mushroom farming will be at an advantage.
Additionally, if you make the glasses indestructible, it would be more fun.
Additionally, if you make the glasses indestructible, it would be more fun.
@farooqkz you mean the glass of all the domes? Good idea
@HobbitPower @MoreKat @olliy1or Ready for manager review