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Nano Games

Discussion in 'Map Guidelines' started by Build Team, Oct 16, 2018.

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


    Before even considering to attempt to create a Nano Games Map, please make sure you have played the game. Some of these concepts really only make sense if you've played a lot of the game. The best way to make the best maps for minigames, it to start by playing a lot of the game first.


    Global
    • All maps if possible should be built on flat land
    • All maps if possible should be built around 0.0
    • All maps should have border points set at sensible values
    • The locations that spectators spawns is set as the average of all the spawns
    • Placing one sponge point with the first line “LOOK_AT” will make all player spawns face that block



    Map Details:
    • Around 30 blocks radius/60x60
    Data points:
    • At least 24 GREEN spawn locations.
    • A lot of RED data points which represent a possible location the platform could spawn at.
    Example:

    [​IMG]




    Map Details:
    • Small box like structure
    • The copy and paste sections should be 7x7
    • Map MUST be on a flat world with substantial amounts of the map around the build generated
    • Only build one arena. The other arenas will generate themselves once the game starts (which is why the border data points are so important)
    Data points:
    • 1 GREEN spawn location
    • 1 RED data point at the center of the copy
    • 1 ORANGE data point at the center of the paste
    • The map border points should encapsulate the build tightly. This area is then copied for each player in the game.
    Example:

    [​IMG][​IMG]




    Map Details:
    • Around 30 blocks radius/60x60
    Data points:
    • At least 24 GREEN spawn locations.
    • A lot of LIME data points which represent a possible location a chicken could spawn above. Chickens spawn 13 blocks above the green data points.
    Example:

    [​IMG]




    Map Details:
    • Around 60x60 in size. Though they do not have to be square
    • Floor should NOT be void
    Data points:
    • At least 24 GREEN spawn locations
    • RED data points represent the center of a possible colour
    Example:

    [​IMG]




    Map Details:
    • Should be from 0 up to 256
    • Can be any shape
    • The goal can be either water or slime, something that makes sure the player won’t die because of fall damage
    Data points:
    • At least 1 GREEN spawn location
    • Glass blocks represent blocks that are turned to air when the game starts
    • A sponge point around 10 blocks above the floor with the first line being “END”, the second should being an integer (whole number). The game does the following:
      • Is a player below this point?
      • Yes? Wait for the number of ticks that is on the END data point (there are 20 ticks in a second)
      • Is the player still alive (hasn’t hit the ground and died in that time)?
      • Yes? They’ve completed the course
    Example:

    [​IMG][​IMG]




    Map Details:
    • Around 53x27x53 in size
    • The ground can be made of anything (not ores obviously), the pickaxe will mine at the same speed regardless
    Data points:
    • At least 24 GREEN spawn locations
    • 2 YELLOW data points should be placed one block outside at the opposite corners of the mining area.
    Example:

    [​IMG]




    Map Details:
    • Around 60x60 in size
    Data points:
    • At least 24 GREEN spawn locations
    • 4 GREEN data points at the center of the map. These are where players are teleported to when there are less than 5 people left
    Example:

    [​IMG]




    Map Details:
    • A ~39x3 beam over lava/void
    Data points:
    • At least 24 GREEN spawn locations, these must be all on the SAME Y level
    • 2 RED data points, 3 blocks above the spawns at each end of the rope
    Example:

    [​IMG]




    Map Details:
    • Around 80x80 in size with some height variation
    Data points:
    • At least 24 GREEN spawn locations
    • 1 LIME data point in the center, this is where Brian spawns
    • Scatter around 80 GREEN data points, these are where the slimes spawn
    Example:

    [​IMG]




    Map Details:
    • A race track that can be completed in around a minute per lap
    • Walls should be solid and at least 2 blocks in height, no 1 block thick walls!
    • Karts can go up one block jumps though the use of slabs is recommended
    • Sand and Soul Sand blocks slow karts to a maximum speed of 20 and 30 respectively
    • Gold blocks speed up karts to a maximum speed of 150
    • Maps can be void, karts are reset when they fall for more than 20 blocks
    • Do not do what is shown on the left of the second example, this will cause the karts to fly through the wall. Only ever do the right example
    Data points:
    • At least 24 GREEN spawn locations in a grid like starting formation
    Checkpoints:
    • MineKart has 2 types of checkpoints, REGULAR and KEY.
    • Regular checkpoints are used to determine what place the player is in during the race
    • Key checkpoints are used to determine if a player has completed a lap or not, in short players MUST go through each key checkpoint in order
    • Checkpoints are defined using sponge data points (see example 3). With line one being “CP”, line two being the index of the checkpoint, and line three being whether or not it is a key checkpoint. “K” for key checkpoints, “” for regular checkpoints.
    • Two data points are needed for each checkpoint (see example 4), these then form a box. When a kart goes into this box it counts as going through that checkpoint. The box should always been at least 2 BLOCKS WIDE on the x and z axis.
    • The start/finish line should have checkpoint index “0” and should be a key checkpoint (see example 3)
    • When deciding where to place the key checkpoints, you must remember that the player has to hit all of them in order, so if your track splits or has a shortcut, you must make sure that the player would not miss a key checkpoint in doing so.
    • For the example map shown below, 24 checkpoints were used, 5 of them being key checkpoints.
    Example:

    [​IMG]

    [​IMG]

    [​IMG][​IMG]




    Map Details:
    • Around 50x50 in size, doesn’t have to be square
    Data points:
    • At least 24 GREEN spawn locations
    • A lot of ORANGE data points. These represent a possible location in which a minecart could spawn above
    • 1 RED data point with the block you want the floor to be made of under it
    Example:

    [​IMG]






    Map Details:
    • A 1 block thick platform that is exactly 30x30 blocks in size.
    • 1 green and 1 red area outside of the map where the dead players go.
    Data points:
    • Quick has a very complex setup of data points. Please do not place any, other than the map border points.

    Example: None required




    Map Details:
    • A parkour course of increasing difficulty as it progresses
    • Must be winnable within 3 minutes
    • Checkpoints should be placed evenly and fairly
    Data points:
    • At least 24 GREEN spawn locations
    • A lot of BLACK data points that mark the path players must take, if a player misses too many of these points they are killed (similar to Dragon Escape)
    • YELLOW data points represent a checkpoint, the nearest ORANGE data point represents the direction the player should face when being respawned
    • A player completes the course when they reach the last black data point
    Example:

    [​IMG]




    Map Details:
    • The course should be around 110x40 facing SOUTH (Towards positive z)
    • Map should have obstacles and clever ways of moving faster (ice, 2 block height sections)
    Data points:
    • At least 24 GREEN spawn locations
    • 1 LIME data point that represents the finish line and where the villager spawns
    • Emerald ore blocks represent the wall that disappears at the start of the game
    • Diamond ore blocks represent the wool blocks that change color when the lights change
    Example:

    [​IMG]



    Map Details:
    • Around 60x60 in size
    Data points:
    • At least 24 GREEN spawn points
    Example:

    [​IMG]




    Map Details:
    • Around 60x60 in size, flat
    • Should have an almost maze like structure with walls and tight turns
    Data points:
    • At least 24 GREEN spawn points
    Example:

    [​IMG]






    Map Details:
    • Around 30 blocks radius/60x60, flat
    Data points:
    • At least 24 GREEN spawn points
    • 1 RED data point with the block that you have made floor out of under it.

    Example:

    [​IMG]




    Map Details:
    • Around 150x60 in size though can be any shape
    • Arena should be primarily neutral wool and stained glass blocks as these are the blocks that can be painted
    • This is IMPORTANT: don’t make wool cubes, layer the wool on top of another block like obsidian, otherwise it will paint the blocks that players can’t see (example below of what to do)
    • Height variation with walls that players can climb by painting
    Data points:
    • At least 12 RED and 12 BLUE spawn points
    Example:

    [​IMG]

    [​IMG]


     
    Posted Oct 16, 2018,
    Last edited by a Moderator Oct 16, 2018
    duckle, landay, SUPERnerd197 and 8 others like this.
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