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[KotH/18v18] Turnstile

Open confect1ondev opened this issue 1 year ago • 6 comments

Checklist

  • [X] I have pruned the map. (If you used OCC Mapmaker and downloaded your map, it has been pruned for you.)
  • [X] I have agreed with assigning the CC BY-SA license to this map, as mentioned in the README.
  • [X] I have read and understood the map submission guidelines.
  • [X] I have created an XML file.
  • [X] I have created a map image.
  • [X] I have uploaded the map zip file to a file sharing service.
  • [X] The map has been tested locally to make sure it works.

Map Name

Turnstile

Gamemode & Map Description

This is a KotH map designed for a match size of around 18v18. Lots of attention went into offering different playstyles and details to make the match more interesting. For example, there are numerous places designed for a bow-oriented player to provide their team aid and various objects which melee-oriented players can use for cover. controlpoint

Additional care was also put into making sure there are interesting places to hide, run around, and pop out from behind of. An example of this is the catwalks. catwalks

In addition, fun custom items can be found practically everywhere (even the crashed airplanes engines.) hangar

Team Sizes

18v18

Screenshots

No response

XML

https://gist.github.com/enbytedev/e04dc4d5b96656685e068f3dfd575989

Map Image

map

Map Download

Turnstile.zip

confect1ondev avatar Mar 05 '24 03:03 confect1ondev

My main comment about the map so far is that It has a lot of grey at the moment. This isn't necessarily a bad thing but could definitely do with more visual variety either by adding more colours, more distinct block textures or using depth in the wall textures, or a combination of all 3.

Another small issue I've noticed is that it's a bit hard to tell where the hills are. If they stood out in some way or had a visible indicator that may help resolve the issue.

Apart from that the map's layout looks solid (I can't really tell too much from the images), and some of the building techniques used are quite nice (the iron trapdoor walls).

technodono avatar Mar 05 '24 12:03 technodono

Hey there – this is just a tiny nitpick – but please consider merging the regions defined in <control-point> tags together to improve map maintainability, i. e.

<control-points capture-rule="lead" show-progress="true">
    <control-point name="Tarmac" capture-time="5s">
        <capture> <!-- Where players must stand so this control point can be captured -->
            <cuboid min="-6,1,86" max="-11,5,81" />
        </capture>
        <progress> <!-- The area where colored blocks will fade into the controlling team's color -->
            <cuboid min="-6,1,86" max="-11,5,81" />
        </progress>
        <captured> <!-- The area where colored blocks will change to match the controlling team's color -->
            <cuboid min="-6,1,86" max="-11,5,81" />
        </captured>
    </control-point>
    <!-- ... rest of control point definitions -->
</control-points>

to

<regions>
    <cuboid id="tarmac" min="-6,1,86" max="-11,5,81" />
    <!-- ... rest of control point regions -->
</regions>
<control-points capture-rule="lead" show-progress="true">
    <control-point name="Tarmac" capture-time="5s" capture="tarmac" progress="tarmac" captured="tarmac" />
    <!-- ... rest of control point definitions -->
</control-points>

Thanks!

TTtie avatar Mar 05 '24 20:03 TTtie

I really appreciate the feedback! Per @technodono's advice, I've added a small patch of textured green outside the hangar that helps in breaking up the monotony. I've also added large arrows on the interior walls above the control points. The map layout is difficult to capture in a single photo as part of it is indoors and stacked atop spawn. Regarding the XML, I've implemented the changes mentioned by @TTtie for control points, spawn areas, and portals. I've also rearranged a few elements to be placed near related settings. Attached is the updated version. Thank you both!! Turnstile.zip

confect1ondev avatar Mar 06 '24 00:03 confect1ondev

I really appreciate the feedback! Per @technodono's advice, I've added a small patch of textured green outside the hangar that helps in breaking up the monotony. I've also added large arrows on the interior walls above the control points. The map layout is difficult to capture in a single photo as part of it is indoors and stacked atop spawn. Regarding the XML, I've implemented the changes mentioned by @TTtie for control points, spawn areas, and portals. I've also rearranged a few elements to be placed near related settings. Attached is the updated version. Thank you both!! Turnstile.zip

If at any point you want me to take a closer look at the map and give some more detailed feedback, I’m happy to. My Username is the same on both discord & mc.

and thank you to listening to the feedback

technodono avatar Mar 06 '24 02:03 technodono

If at any point you want me to take a closer look at the map and give some more detailed feedback, I’m happy to. My Username is the same on both discord & mc.

and thank you to listening to the feedback

The map is public on mapmaker so u can check it whenever u want, /mapls confect1on

PeakDominance avatar Mar 06 '24 02:03 PeakDominance

If at any point you want me to take a closer look at the map and give some more detailed feedback, I’m happy to. My Username is the same on both discord & mc. and thank you to listening to the feedback

The map is public on mapmaker so u can check it whenever u want, /mapls confect1on

Strange, It came up with nothing for me: Screenshot 2024-03-18 at 11 31 03 pm

technodono avatar Mar 18 '24 12:03 technodono