Submission for the MAKE-ME-A-COOL-MAP competition!
Name of map: Abyss
Author: Guinessis (Airkid with chest quality control, AngelWV with side wall inspections)
Size: 144 x 144
Map boundary: Entire boxel (Boxel_Guinessis). Desired spawn is marked by netherrack at -6, 41, -51. Center is marked by sponges at 7, 30,8.
Kits:
Survivors:
Condemned:
Bread x 1
Potion of Swiftness II x 1
Hunters:
Acolyte:
Stone Sword
Enderpearl x 2
Random or choose kits?: Only one kit per side, no choosing necessary.
Screenshots:
Our unlucky adventurers begin at the entrance to the abyss. The doors behind them are locked tight, and the only way left is straight down. (Spawn at -6, 41, -51 marked by netherrack).
Upon landing, the intrepid (and doomed) crew find themselves in a world suspended by chains from the massive stone roof over their heads.
They must quickly scramble to find safe locations. Inside the chests they may find additional food, enderpearls, swiftness potions, and enchanted boots that may save them if they take a tumble.
Notes: Parkour map! Ladders are placed on nearly all of the "ledges" so that players may grab hold if they miss a tricky jump and to simulate that Mirror's Edge feeling. The style is a definite departure from standard AoD maps, so hopefully it translates well from classic zombie.
There is a safe main walkway that loops around the map, and dead ends are kept to a minimum.
Build Time should be set to 1:00. Since the map is a no-build survivors should only need a minute to find a spot and spread out.
The map is UNBREAKABLE/UNBUILDABLE. Otherwise we'd have to deal with people breaking crucial paths etc.
Currently the survivors do not start with weapons, and there are no weapons available on the map. This makes the Acolytes immortal (aside from gravity). They'll have to run for it to survive and lose the Acolytes in the many courses and interweaving paths.
If it is an option set difficulty to Peaceful to avoid marauding creepers etc. The map is difficult enough without skeletons shooting the condemned off the walkways.
Finally, lighting glitches a bit during the day in the cave. Apply /shift startup night (I think this is the correct command, but I don't have permission) if possible.
Download Link: Located on BuildBox (Guinessis)
Name of map: Abyss
Author: Guinessis (Airkid with chest quality control, AngelWV with side wall inspections)
Size: 144 x 144
Map boundary: Entire boxel (Boxel_Guinessis). Desired spawn is marked by netherrack at -6, 41, -51. Center is marked by sponges at 7, 30,8.
Kits:
Survivors:
Condemned:
Bread x 1
Potion of Swiftness II x 1
Hunters:
Acolyte:
Stone Sword
Enderpearl x 2
Random or choose kits?: Only one kit per side, no choosing necessary.
Screenshots:
Our unlucky adventurers begin at the entrance to the abyss. The doors behind them are locked tight, and the only way left is straight down. (Spawn at -6, 41, -51 marked by netherrack).
Upon landing, the intrepid (and doomed) crew find themselves in a world suspended by chains from the massive stone roof over their heads.
They must quickly scramble to find safe locations. Inside the chests they may find additional food, enderpearls, swiftness potions, and enchanted boots that may save them if they take a tumble.
Notes: Parkour map! Ladders are placed on nearly all of the "ledges" so that players may grab hold if they miss a tricky jump and to simulate that Mirror's Edge feeling. The style is a definite departure from standard AoD maps, so hopefully it translates well from classic zombie.
There is a safe main walkway that loops around the map, and dead ends are kept to a minimum.
Build Time should be set to 1:00. Since the map is a no-build survivors should only need a minute to find a spot and spread out.
The map is UNBREAKABLE/UNBUILDABLE. Otherwise we'd have to deal with people breaking crucial paths etc.
Currently the survivors do not start with weapons, and there are no weapons available on the map. This makes the Acolytes immortal (aside from gravity). They'll have to run for it to survive and lose the Acolytes in the many courses and interweaving paths.
If it is an option set difficulty to Peaceful to avoid marauding creepers etc. The map is difficult enough without skeletons shooting the condemned off the walkways.
Finally, lighting glitches a bit during the day in the cave. Apply /shift startup night (I think this is the correct command, but I don't have permission) if possible.
Download Link: Located on BuildBox (Guinessis)