Rejected 6 SnD maps :O

SirDodgy

Member
Joined
May 30, 2020
Messages
24
Hey, I've got 6 SnD maps I've built at the moment, I thought it would be easier to have them all in one post!
-All of the maps are made completely by me (SirDodgy)
-I don't mind if the descriptions are changed
-If maps are not accepted I will gladly adjust them if need be
-I preferred not to have all the downloads available for everyone, so if it's accepted or needed for inspection I will send them privately :)
-I may have too much free time.

Imperial Gardens
Description: Don't get stuck in the maze!

Pictures:

Zenith
Description: Magical floating islands

Pictures:

Lotus
Description: Flowers, Lily pads, Bees, Butterflies, Frogs, and a lot of water.

Pictures:

Keeps
Description: Two castles on hilltops, and a nice farming village between them

Pictures:

Ethereal
Description: Mysterious beauty

Pictures:

Skull Road
Description: A perilous road with a long fall beneath it

Pictures:
https://imgur.com/a/TgUU6ZI
-I thought it looked nicer using the black concrete as an abyss beneath, I'm not familiar with all the kits but it will everyone unless they have feather falling III or higher. I will remove this to reveal the void beneath if that's better.
(A simple map gameplay-wise, but I thought it would be very fun to play on with all the chaos...)

Thanks for looking through all of them :)
 

Smalusion

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Administrator
Joined
May 25, 2020
Messages
99
Visually, these look pretty nice, but I always like to run through maps myself to get a feel for them. Would you mind sending me the downloads? You can do this through a forum message or through Discord, whichever is more convenient.
 

TheMemeHunter

Member
Joined
May 31, 2020
Messages
17
Visually, these look pretty nice, but I always like to run through maps myself to get a feel for them. Would you mind sending me the downloads? You can do this through a forum message or through Discord, whichever is more convenient.
You can actually currently play 2 of these maps (Keeps and Zenith) on Venomsurge if you want to get a better feel for them with the kits rather then just being in creative. They play very well imo although keeps is quite big
 

TheMemeHunter

Member
Joined
May 31, 2020
Messages
17
Brief thoughts on all of them-
Impirerial gardens- Looks quite big but also looks really good. Uncertain on how it'll play but that could probably be fixed. Good overall

Zenith- Have played this map before lots of times and it plays well, the only thing I dislike is one theres only 1 main route to the bases which makes bow n arrow kits playing defense very good. Otherwise great

Lotus- Looks very good asthetically but maybe lacks some cover (from topdown view atleast) Might be my favourite submission, very well done

Ethereal- Looks nice and is very simple. Nothing extra special but would be a very good fit for SnD

Forgot keeps, very big but the bases are nice
 
Last edited:

Smalusion

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May 25, 2020
Messages
99
You can actually currently play 2 of these maps (Keeps and Zenith) on Venomsurge if you want to get a better feel for them with the kits rather then just being in creative. They play very well imo although keeps is quite big
I appreciate the suggestion, but I don't quite get the same level of freedom to pick the map/fly around as needed. Lets me get a closer view of everything, lol
 

Woaxa

Staff Member
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May 25, 2020
Messages
115
I'll only comment on Keeps and Imperial Gardens as I think they have the most potential of being an SnD map.

Keeps looks like it provides fun and unique gameplay but the one way into the base being from the bridge is kinda wack, an alternate route wouldn't hurt. Also once inside the castle I think your options are really limited with one ladder up and then just the bomb room. Smaller detail, on the top of the castle wall one of the sides is oddly cramped like 1 block wide. Besides those I think keeps is my favorite out of the bunch, I love maps that stray from the straight across pathing.

Onto Imperial Gardens, my opinion here may be limiting from just the pictures but the pillars on the main buildings seem kinda close together I'd hate getting hit up/into them while trying to retreat. There's also just not really a lot going on anywhere and I don't really see the implication of the maze gameplay wise. The size seems fairly big but I think SnD is in need of bigger maps and the visuals are definitely unique compared to most maps that are stone brick and more stone brick.

I'd enjoy seeing especially Keeps on the server after some tweaks, goodluck getting them accepted :)
 

Smalusion

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May 25, 2020
Messages
99
Thanks for the submission SirDodgy, it was quite a lot to go through!

Imperial Gardens: This is a very large map, with minimal chokepoints. The bases in particular are very wide open and don’t offer sufficient defense opportunities. Additionally, the hallways inside the main building don’t offer anything to the gameplay and would be better if they were blocked off.
Be sure to use persistent leaves for your hedge maze, as the entire thing decayed when the map was loaded. That said, it doesn’t offer anything to the gameplay of the map as it's simply easier to take the very wide pathways instead.
Overall, this map feels better suited as a hub than anything else, so unfortunately we’ll be rejecting it.

Zenith: This map plays very similar to the existing Zenith map, but it only has one path between bombs with many opportunities to be knocked into the void. Due to its resemblance to a current map we already have in the rotation, we will be rejecting this map. If you want to continue with the idea, try expanding it in ways that will differentiate it from current maps in rotation to make it more unique.

Lotus: This map is very flat and straight, with little to no cover. It is very similar to Tropical Resorts in that sense, but the flower bases are more awkward to both enter and defend. For this reason, it will not be accepted.

Keeps: This map has the most potential of the six, but does need more work. In particular, the area with the bomb could use additional entrance points. Currently there is only one route to the bomb. Maybe try reworking the cave that is underneath the castle to offer another entrance.
Castle aside, the lilacs need to be removed/replaced as they impede PvP. In a similar vein, we think the houses should all be blocked off to keep people from camping/hiding. Each side could use more clear indication of which side is which, since the sides are otherwise extremely similar.
Some cosmetic points: The bridges are quite plain and could use a bit more variety to keep up with the quality present in the rest of the map. The biome change in the middle of the map is also pretty jarring. And make sure all the flags blow in the same direction 😉

In its current state we won’t be accepting it, but we’d like to see what changes you make.
Ethereal: The ice on this map seems like it wouldn’t be great to play on. That aside, there are many opportunities to be knocked into the void particularly with how straight the map is. More diverging routes with better cover and less overall ice would help the map a lot. Also the ice rings on the outside serve little purpose since they are so dangerous, turning them into a more viable route would be best. As it is now, this map will not be accepted.

Skull Road: A significant part of this map is taken from a schematic available on Planet Minecraft. As such, it will not be accepted.

Thank you again for your submissions, and we hope that this feedback is helpful to you!
 

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