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[TDM] Atlantis

Discussion in 'Maps' started by TooManyCats, Feb 2, 2012.

  1. TooManyCats

    TooManyCats Arsonist

    Messages:
    72
    Symmetrical map, 150x100. If you have any suggestions to improve this map, let me know - I'll probably implement them. The name (and layout) of the map is a reference to a level of the famicom game, The Mystery of Atlantis. Don't worry about the jumps being too far, they're really quite easy; during testing, I never failed a single jump out of over 50, and even if you do fall, there are safety nets everywhere, assuming you're on your team's side of the map. The screenshot should tell you everything else about the map.

    .png Download: [​IMG]

    [​IMG]

    Changelog


    2/1/12 - Added appropriately colored team bridges on each side of the topmost slab of thick stone to provide one more route for servers where you're not allowed to play as a builder
    Resupported the topmost slab of thick stone to keep it from collapsing
    Filled in all of the 5 block gaps to be 3 block gaps, and all of the existing 3 block gaps to be 2 block gaps, decreasing the chances of being killed from a single hit due to knockback, and making falling due to jumping too early virtually impossible
    Replaced the top 5 layers of bedrock with thick stone, giving builders even more stone to work with, more terrain to alter in their favor and significantly decreasing bedrock shrapnel
    Added a second series of tunnels much closer to the surface, including another small, central room with a few trees in it
    Added some much-needed support to the middle of the map

    Questions? Comments? Suggestions? Leave 'em below, I'll be sure to get to 'em as soon as I see 'em!
     
    Noburu likes this.
  2. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    You do know that that rock on top of the center isle will fall down once a block is removed right?

    This map seems to give archers an advantage as hitting anyone mid jump will make them fall down to their death.

    I feel that the bottom tunnels are too low to really be useful, but I haven't seen it used in game yet.

    Anyways this map (like most of your other maps) is interesting and I'd like to play on it at least once to see what it's like.
     
    TooManyCats likes this.
  3. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    Less bedrock, you'll kill your team-mates with bombs as it is now.
    I've always hated all bedrock maps, no offense.
     
    TooManyCats likes this.
  4. TooManyCats

    TooManyCats Arsonist

    Messages:
    72
    Kouji - You're right; after hastily editing it before, I accidentally removed the part of it that kept it afloat. It'll be fixed within minutes.
    Yep.
    I may end up moving the tunnels higher and/or adding another set of tunnels higher up.
    Thank you very much! :>

    Rayne - What do you mean?
    None taken; this map is about 60% thick stone, 40% bedrock.
     
  5. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    About the bedrock (I forgot to mention this as well)

    When a knight uses a bomb in this map, chances are that they are going to blow up some bedrock which, when it it breaks, will cause stone fragments to fly out and kill anyone (including allies). Possible fix would be to make the top 2 to 3 layers dirt or something.
     
    Noburu and TooManyCats like this.
  6. TooManyCats

    TooManyCats Arsonist

    Messages:
    72
    Damn, I always forget about bedrock shrapnel, despite people explaining it to me again and again. I hope I remember this time!

    Alright, map's been updated again; implemented all those suggestions in one way or another, aside from the more tunnels one.
     
    Last edited: Feb 8, 2016