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Arcade Games

Discussion in 'Map Guidelines' started by Build Team, Feb 14, 2017.

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    The following guidelines reference 'Data Points'. If you would like to learn more about these, please click here.

    In this Guideline, I will cover all Arcade Games. Please select the spoilers below to read the guidelines for each gamemode.


    At least 16 GREEN spawn points, that are fairly spread out.

    For Bacon Brawl, you're going to want to make a small sized map, around 40-50 blocks long/wide (use other maps as reference). It must be small enough for close and compact PvP, but large enough that players are able to sprint around.

    The Guidelines are as follows:
    - Try to avoid adding too many platforms; these maps need to have one main platform, and small platforms around it for lucky survivors to land on.
    - Make sure you add a few gaps in the holes.
    - The map doesn't have have to be lava; pigs can be killed by water and void too. (In fact, this would be more original!)
    - Avoid having spots where the player can easily camp or where it’s really hard to push the player out

    At least 12 RED spawns and 12 BLUE spawns, that are fairly spread out.

    For Bomb Lobbers, you're going to want to create two identical, small sized islands for each team. They shouldn't be too big, to avoid players camping in particular spots, or dragging out the games length. To ensure they're both identical, create 1 team base. Once everything is done //rotate and paste it on the opposite side so that they face each other.

    The Guidelines are as follows:
    - Avoid having the islands too far away from each other. If they are too far from each other players won’t be able to spot each other from far away. About 12-20 blocks is decent.
    - Have multiple thick points on the base. Maps should not get destroyed too fast but they should not take forever either. Find the right balance. 3-4 layers to get through is a good amount.
    - Having multiple levels can improve gameplay. Do not over do it though.
    - If you use stone, make sure you mix some cobblestone in with it. Stone takes more than one attempt to blow up, so too much will make the map last too long.
    - There should be some things for players to climb up.
    - Map shouldn't be covered in nooks that are easy to throw at/into
    - IF CREATING A WATER MAP, YOU NEED TO HAVE ONE LAYER OF WATER UNDER THE ISLANDS.
    - Do not use TNT on your maps. It will interact with the thrown TNT and explode a larger area of the map.

    At least 16 GREEN spawns, fairly close to eachother.
    You will need 1 RED data point for the dragon(s) spawn point.

    For Dragons, you're going to want to make a small sized map with a few areas you can run around to avoid the dragons. You're also going to want to make it quite thick, so it takes multiple attempts from the dragons to break the ground beneath you. Having it thin will make the gameplay less enjoyable. You should also have something built for the Dragon spawn. It could be something like a volcano, or something that goes better with your map.

    The Guidelines are as follows:
    - Small sized map.
    - Make the map 'sprintable'.
    - Make sure you can see everything when standing on a specific spot.
    - Don't make large buildings or structures.
    - Don't add too many islands.
    - Map should be pretty thick. If it’s not it will get destroyed very quickly.
    - Map can vary in size, but the thickness of it should affect the size. If some islands are very thick then the map won’t be as as big. But if the thickness is small the map should be larger.
    - Try to make most areas accessible to all kits.
    - The map can get destroyed...so that means there should be no map errors inside of islands. (ex: no hollow spots…)
    - Do not use endstone, barriers or bedrock on the playable surface. Dragons cannot break these blocks.

    At least 16 GREEN spawns, fairly spread apart.

    For Death Tag, you're going to want a medium sized map which offers a lot of easy parkour, as well as plenty of areas you can run around and escape from the Undead. The map should be large enough that you can sprint around, but not so large that you're running forever.

    The Guidelines are as follows:
    - Map must be 'sprintable'.
    - Don't add too many ladders in the game.
    - Try adding parkour areas via structures to go to a certain place. There needs to be a lot of parkour courses to reach a safer place. Make sure it's relatively easy.
    - Make sure you don't create camping spots. (i.e. a spot where you can easily punch the skeletons, map exploiting)
    - Avoid having spots on the map that you can only get to through one way. It would be a very OP position for the people alive.
    - The map should be easy to run through

    At least 12 RED spawns and 12 BLUE spawns, all fairly spread apart.

    For Turf Wars, you'll want to make a small/medium sized map, making sure aesthetics on the map is of high quality. Its really easy to make maps for this so the minimum you can do is put some effort in the environment/surroundings.

    Some Data Points you'll need to take note of
    - 1 PINK data point
    - 1 RED data point
    - 1 LIGHT BLUE data point
    - 1 BLUE data point
    - 3 CYAN data points
    - 3 ORANGE data points
    - A lot of YELLOW data points.

    The yellow data points will cover all of your 'turf'. It should look something like this:

    [​IMG]

    The pink/red/blue/light blue wool blocks must be at either end of the coloured turf floor, to indicate where each starts/ends. You can see this in the above image.

    And finally the orange and cyan data points should be put inside or just outside of the spawns. These are kit selectors, so make sure they're in a practical place.

    The Guidelines are as follows:
    - Spawns should be behind cover to prevent easy spawn camping.
    - The playable area should be around 32x64 blocks (per side).
    - Obstacles within the turf need to add to the gameplay and not take away from it.
    - Team bases should be pretty much identical.
    - Make sure both teams can't spawn kill each other.
    - Make large paths to walk on.
    - Make sure your map is clean, you should be able to see your enemy on the other side.
    - Make sure the map has walls around it.
    - Do not use wool, in areas that you can reach, for decoration (terrain, wall detail etc). You can break wool in Turf Wars, and so you can use this to exploit.

    At least 6 RED spawns, 6 BLUE spawns, 6 GREEN spawns, 6 YELLOW spawns.

    For Sheep Quest, you're going to want to create a medium sized map, with 4 individual pens on each side. The pens should measure 9x9 blocks (use other maps for reference). The sheep pen has to be set up using data points of the team colour.

    [​IMG]

    1 WHITE data point for the Sheep spawn in the centre.

    The Guidelines are as follows:
    - Have the mid be somewhat open. There needs to be enough space to pvp and fight for the sheep.
    - Have archer towers (or things that function as archer towers). If there are none it makes the kit less valuable.
    - Have obstacles/cover in between bases.
    - Make sure fall damage cannot be taken when jumping out of your spawn area.
    - Make sure you're able to sprint on the map.
    - Make sure the map is NOT symmetrical.
    - Archer towers or spots are needed.
    - Sheep pens need to be 20-25 blocks away from the middle.
    - Keep the map balanced when adding obstacles.
    - Blue and green team should use light blue and lime green decoration.

    Make sure your map follows this orientation:

    [​IMG]

    Needs at least 16 GREEN spawns, all fairly close together.

    With Dragon Escape, you have to determine how long you want the gameplay to last by extending the parkour. It's important to make the surrounding area of the map look great aesthetically, as that's what you'll be seeing as you parkour through the map. A nicer surrounding would ultimately be nice to see.

    This is one of the most difficult map to make. Think twice before starting on this one.

    Some Data Points you'll need to take note of;
    - 1 RED data point
    - A lot of BLACK data points.

    The red data points are for the Dragon Spawn. It should be 20-40 blocks behind the player spawns, to give players a chance to run at the start of the game.

    The black data points are for the dragon to track it's route. They should be relatively close to eachother in order for the dragon to route perfectly along the parkour. It should look a little like this:

    [​IMG]

    The Guidelines are as follows:
    - The map needs to be very original in parkour.
    - Stick with one style or theme. (Sky, Sea, etc)
    - Make sure the players can redo the parkour when they fail.
    - Make sure the map is great in distance and almost impossible to complete.
    - Map should have a few shortcuts for the 'Leap' ability.
    - Make big structures to parkour on (Ships, Houses, Temples, etc).
    - Don't make small parkour jumps with single floating blocks.
    - Don't make tight spiral parkour. It glitches out the dragon border.
    - Players must start facing South. For some bizarre reason, the game is coded so that the Dragon will only fly South #BlameChiss - The map can go in any direction you want, but the start must always be South facing.

    At least 4 GREEN spawns, 4 YELLOW spawns, 4 BLUE spawns, 4 RED spawns.

    For Micro Battles, you'll need a small sized map, around a radius of 30 blocks. Each corner has to be same, or at least very, very similar, in order to make it fair for gameplay. Separate each corner with regular glass, at least 4 blocks high.

    The Guidelines are as follows:
    - Each team needs 1 structure to act as a base.
    - Top layer of floor should be made out of easily breakable blocks.
    - Over detailing is more of an issue when you are close to those things that are really detailed. Micro Battles is a small map gamemode so avoid being overly detailed in your structures.
    - You will need lava/water rivers running in between each team base. If you use water, make sure you include a sponge data point for "WATER_DAMAGE".
    - Beneath the top layer of your islands must be stone, or at least a block you can only break with a pickaxe.
    - The centre of the structures must be thick with blocks. Do not make structures hollow.
    - Make sure the map is at a very low Y level; Y10 is good. This prevents the falling blocks from falling forever, and creates less lag.
    - Make lava/water one block deep.
    - Don't use any redstone blocks, pistons etc. You can use these to exploit by pushing blocks outside of the crumble.
    - Glass separating teams must be regular glass.
    - Make sure the glass hangs one block over the edge of the lava/water so players can't parkour around the edge of the map.


    Data points you will need;
    - 1 GREEN data point (per first stage)
    - 1 YELLOW data point (per second stage)
    - 1 ORANGE data point (per third stage)
    - 1 RED data point (final stage)
    (All above data points should be in the centre of the stage. This creates a border around a certain radius.)
    - 2 BLACK data points to act as spawn points. These need to be in each arena, on opposite sides of eachother to represent player spawns.
    - Gates to the next stages must be made from EMERALD ORE.
    - 1 PINK data point before the gate entrance. This is for the particles to lead to the next stage.
    - 1 GREEN spawn point somewhere on the map, probably best just to have it in the centre arena.

    For Gladiators, the map size is stated below. Bear in mind, you want to create a good PvP dynamic, so having a completely flat surface, or too many layers, is going to be bad for gameplay. Avoid having too many obstacles for the same reason.

    The Guidelines are as follows:
    - One arena needs to be a circle with a radius of 12-20 blocks.
    - You need to copy and paste the arenas like this:

    [​IMG]

    - All the arenas of a stage should be the same.
    - Do not use these blocks inside the arenas: lava, ice and soulsand.
    - The arenas should mostly be flat (you can add a few higher points).

    At least 16 GREEN spawns, fairly spread apart.

    For One In The Quiver, you're going to want to make a medium sized map, 120-150 blocks large both directions, with enough room that people can PvP, as well as sprint/double jump. It's nicer to play on if you have multiple levels and islands to your map, as well as areas in which you can easily fall/have to jump over. Make sure to include some of these to add to the gameplay aspect of the game.

    The Guidelines are as follows:
    - Make sure you have lots of obstacles to hide at.
    - Make sure the spawn places are covered by obstacles to prevent spawn killing.
    - Avoid having the map be REALLY open. It can be open in areas but there should be things spread out that brake the lines of sight.
    - No empty spaces within the map.
    - Layout matters A LOT. Try to have something in mind ahead of time before you start.
    - Make sure all the spawn locations are balanced.
    - Try to focus your map to a central point in the map. All members should naturally be meeting each other, and not aimlessly wondering your map.
    - Gameplay takes BIG priority in these maps.

    At least 12 RED spawns and 12 BLUE spawns.

    For Super Paintball, you need to make a medium sized map, large enough for people to sprint around. Ensure the map is only made of stained clay - if you use any other block, they must not be in the playable area. It's also best to have quite a few areas to duck and hide - basic parkour is also good for gameplay. (Don't have any floating blocks, however.)

    The Guidelines are as follows:
    - Make sure you make this map symmetrical - //rotate once you've finished one side.
    - Map must be 'sprintable'. Don't slow players down by adding too many structures or depths in the ground.
    - Make sure the map has walls around it.
    - The map needs to have areas that cater to ALL the kits. (Long open areas for Sniper, close combat areas for shotgun, and medium range areas for rifle and machine gun)
    - Map needs to be easy to move around in.
    - You shouldn’t have the other team be visible when you spawn in.
    - Have indicators for each team side.
    - Have different height elevations and even some parkour here and there.

    At least 16 GREEN spawns, all fairly spaced apart.

    For Runner, you want a balance in the map size - Too big and it will take too long. Too small and it will be short games. It's up to you what you take from this, so bear in mind when making it; if you would find the game too long/too short, then expand it/make it smaller. It's also important to note that a lot of other people will be destroying blocks around too, so bear that in mind when judging its size.

    The Guidelines are as follows:
    - You may have multiple layers of different floor designs. Do not over do it. The top layer must be the largest of all, the ones below need to be smaller.
    - DO NOT use red clay in any of the designs.
    - MAKE SURE YOU HAVE SURROUNDINGS. This is way more important now. Runner maps are easy to make and they are pretty simple looking. Adding a surrounding will make it look more presentable.
    - Keep the different kits in mind. Ideally people should not be able to climb back up levels.

    At least 16 GREEN spawns, fairly spaced apart.

    For Super Spleef, you'll want to make a small sized map, around 3-8 blocks thick so people can break the blocks beneath you after multiple attempts. It should be thickest in the centre of the map. Also note; aesthetics on maps for this gamemode need to be high. Its really easy to make maps for this so the minimum you can do is put some effort in the environment/surroundings.

    The Guidelines are as follows:
    - Map needs to be big enough to cater 16 players. They should not be able to destroy the map in 30 seconds.
    - Have depth on your map. If it’s only 1 block thin it won’t be a good map.
    - Keep in mind the different kits and how they would play on your map.
    - Any kit should be able to get to any part of the map.
    - Maps can have structures, or other small things to jump on, however they need to cater to every kit.
    - Map must have at least one layer of stone on the bottom.

    Entire map needs to be basically covered in GREEN spawns. It should look something like this:

    [​IMG]

    Data points need to be set up:
    Around 4-5 RED data points for the powerup spawns. (Make sure that there is nothing above them or else the beacon won’t light up in game.)

    For Sneaky Assassins, you're going to want a medium sized map, with plenty of inbetween spaces you can weave around. It's great to include small structures/stalls plus other buildings/organics to provide cover, as well as make it easy to escape.

    The Guidelines are as follows:
    - Make sure you stick to one style or theme.
    - Don't make islands or floating islands. This map must have some kind of wall around it, this is to prevent punching each other of the map.
    - There should be approximately 6 beacons for powerups.
    - Map should be pretty flat. If there are height differences everywhere it will make it easy to spot other people since they have to jump while moving forwards.
    - Map should not be that open. Markets is the cliche to fill up space. If you can think of something else be original!

    Needs at least 16 GREEN spawns. Aim for 24.

    For Snake, the radius of the playable area should be somewhere around 40-45 depending on if you have obstacles in the map or not. It's also important to note; aesthetics on maps for this gamemode need to be high. Its really easy to make maps for this so the minimum you can do is put some effort in the environment/surroundings.

    The Guidelines are as follows:
    - Playable area of the map should be flat. Don't make gaps or holes in the ground.
    - You can’t really mess up the gameplay on this map unless you make it too small or too big.
    - Don't add too many obstacles.
    - This maps needs to be simple, yet very original.
    - Make sure the map has walls around it.

    At least 16 GREEN spawns (Hiders) and 8 RED spawns (Wither).

    Data points need to be set up:
    - 1 RED data point for wither height (if withers fly under this Y level they get slowness and blindness).

    For Wither Assault, you'll want to make a medium sized map, with plenty of areas in which players can run around and hide from the Withers. It's important not to make this map too open, because then it would be too easy for Withers. Try to build a few tall buildings/structures for people to hide in, or run around, as well as smaller ones for 'panic' cover.

    The Guidelines are as follows:
    - Have a layer of Bedrock under the map so players don't fall into the void.
    - Have enough cover for hiders.
    - Should be easy for hiders to run around the map.
    - Withers should not have to take down huge structures with really thick walls.
    - Keep in mind Withers destroy terrain. There should be no hollow spaces anywhere on the map.
    - Hiders should have no way of escaping the map.
    - Map must be at least 10 blocks deep from the lowest point.
    - Make sure map is not exploitable by going under the permitted area.
    - Make sure map is functional for every kit especially the builder kit.

    At least 16 GREEN spawns.
    Since this is a gamemode in which you respawn after you die it would be better to have more than 16 spawns.

    Data points need to be set up:
    You will need to set up 1 RED data point, 1 GREEN data point, and 1 YELLOW data point. This is where people get teleported to when they evolve. This should be on a part that is not accessible to players. Here is how it should look like:

    [​IMG]

    For Evolution, you'll want to make a medium sized map, with plenty of built up areas. It's important to give people places to hide on your map, but not too many - we don't want to make it too easy.

    The Guidelines are as follows:
    - Spawns should be placed around the map wisely. Not just out in the open randomly.
    - Map should not be too big. This slows down the gameplay and makes makes the game a bit more boring. However it should not be small or it makes it hard to evolve with a ton of people around.

    At least 16 GREEN spawns, and 1 RED spawn point for the cows.

    For Milk The Cow, you should create a small map no larger than 30x30. The map itself should have some flat areas and some built up areas, for example structures, that players can escape to.

    The Guidelines are as follows:
    - Include some high spots for players to escape.
    - Include a lot of covert to run away from the cows.
    - Make sure you have some open areas where the NPC cows will wander.
    - Try to keep the map somewhat themed to the gamemode - for example, underwater themed Milk The Cow maps would not make any sense.
    - Avoid dead ends. The map shouldn't be too catered to the cows.

    At least 16 GREEN spawns above the water. Since this game includes respawns, it would be a good idea to add more than 16.

    Squid Shooters maps should be medium sized, around a radius of 40. There should be plenty of areas to jump out of the water, as well as swim under water, including open spaces for pvp.

    The Guidelines are as follows:
    - It is very important to allow for gameplay above and below water. This means adding islands or areas of land/obstacles above the water that players can jump over when they leap out of the water, as well as caves/terrain/obstacles under the water that players will have to move between.
    - Make sure you leave open areas for pvp.
    - Don't make the map too large otherwise the entire game will consist of you trying to find other players rather than the pvp aspect.
    - Make sure the water isn't too deep, but also isn't too shallow. Find the right balance through the use of the size of the map as well as the obstacles you include.

    At least 12 BLUE spawns and 12 RED spawns.

    Data points that need to be set up:
    - 50 RED data points on the red team side, a few blocks in front of the spawns, for the wheat.
    - 50 BLUE data points on the blue team side, a few blocks in front of the spawns, for the wheat.

    [​IMG]

    Maps should be around 100x50, around 100 blocks between the wheat data points, with the two spawn areas on opposite ends of the map.

    The Guidelines are as follows:
    - The wheat data points must be on the ground.
    - The map must be flat between the wheat data points for the mobs to walk straight to the other side.
    - Make sure the map is rotated 180 for fair and equal gameplay.
    - Make sure nothing is obstructing the path the mobs will take (they also spawn at the wheat). This means anything in the walls, or anything in the playable area; no obstacles etc.
    - Use clear team indication for each side
     
    Posted Feb 14, 2017
    Rawyr, Jaekub, MCCharity and 9 others like this.
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