Accepted Busy Bazaar v2 (4 Team)

Onett

Well-known member
Joined
May 25, 2020
Messages
166
Map Name: Busy Bazaar
Map made by: OnettOnslaught and Lexplosion
Description: The day where the four nations settle which of them is superior has finally come... to the inconvenience of the merchants and shop owners who occupy the town. But who cares about them? Raise your sword and fight!

Overview
Set in a desert marketplace, this map is meant to be a break from the usually campy four team maps. There are many buildings, and multiple entrances into the base, making defense difficult but not impossible. As well as this, there are many paths one can take on this map, both on the ground and on the rooftops. There is no one set path. In contrast to the tight and crowded streets near the bases, the middle of this map is quite open.

Before I get into the details of the map, here are the All pictures:

As stated in the overview, this map has many buildings so it is difficult to get a good feel of it without taking a look at it in game. I highly suggest you download the map if you wanna get a better idea of what the map is like

Map download link: (Updated to V2)

https://www.dropbox.com/s/6yju2c0p9f894kp/617c21a5-bbda-4a56-9f4a-a5436548c8b1 (4).zip?dl=0

In the creation of this map, mobility was a large factor in its design. We wanted players to have a lot of options on how they attack or run from the enemy. It is very open and there is no linear path that you must travel. While the ground level of the map is somewhat crowded due to the buildings and stalls, a player can easily take to the rooftops of the buildings, as they are easily accessible and very parkour-able (similar to Assassins Creed). If you are on a rooftop, it is a rare occurrence that you are unable to get to any another rooftop around you.


As you can see from the map overview, the map has a lot of buildings. One issue that may arise from a map like this is confusion over where the enemy base is, since there is no linear path and the buildings make it hard to see where the enemy base is from your spawn. To fix this issue, we put helpful directional arrow banners to help guide the players, as well as ample team-colored blocks to make sure the player knows which team's base they are in. If you are on the ground, there are many ways to get to the roof, which can also help you to see the enemies and their base better.


Extra info:

Here's how long it takes for a player without speed or enderpearls to get from one place to another:

Team bomb to mid: 15 seconds
Team bomb to adjacent enemy's bomb: 25 seconds
Team bomb to furthest enemy bomb: 35 seconds

Bases are close enough to allow aggressive play, since bomb distance doesn't require some team members to stay back and defend the bomb


Lag Issues should be fixed
-Weird glitch regarding block height causing lag was fixed
-Nuke was getting soaked in the fountain, it is now at the side of the fountain so it can dry (and not give everyone 2 fps)
-Banners reduced

More guidance on how to navigate to bases have been added
-bases are now made of distinct red sandstone and oak wood
-Birch log paths now lead to the two adjacent enemy bases in addition to the already-existing path to mid


Gameplay changes:
-Certain alleyways and paths are now blocked from spawn to help guide players to the fastest routes to enemy bases and reduce confusion.
-More bridges were added to rooftops to add incentive for people to take to the rooftops
-While this map was under construction some raiders came by and destroyed local stalls :(
-The crime scene is currently under investigation
 
Last edited:

Dave_X

Staff Member
Administrator
Joined
May 27, 2020
Messages
41
I'm personally a big fan of the desert Arabian theme, so great to see more maps branching out in styles! This map also has quite a different feel from the others, with the large amount of cover and branching routes. I particularly appreciate how much attention you gave to each building, so that everything feels lively yet not cluttered. With so much going on it's hard to tell exactly how gameplay will work out, so we're moving this to the testing phase!
 

Onett

Well-known member
Joined
May 25, 2020
Messages
166

Lag Issues should be fixed
-Weird glitch regarding block height causing lag was fixed
-Nuke was getting soaked in the fountain, it is now at the side of the fountain so it can dry (and not give everyone 2 fps)
-Banners reduced

More guidance on how to navigate to bases have been added
-bases are now made of distinct red sandstone and oak wood
-Birch log paths now lead to the two adjacent enemy bases in addition to the already-existing path to mid


Gameplay changes:
-Certain alleyways and paths are now blocked from spawn to help guide players to the fastest routes to enemy bases and reduce confusion.
-More bridges were added to rooftops to add incentive for people to take to the rooftops
-While this map was under construction some raiders came by and destroyed local stalls :(
-The crime scene is currently under investigation

https://www.dropbox.com/s/6yju2c0p9f894kp/617c21a5-bbda-4a56-9f4a-a5436548c8b1 (4).zip?dl=0

Map and map download link have been updated! (Changes also added to the original post)
 
Last edited:

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