- Joined
- May 29, 2020
- Messages
- 100
Map Name: Chronofield
Map Author: Mythless
Map Description: "The battlefield churns an ever-changing sight... as the passage of time decides where thou fight..."
A General Explanation About the Map (Please read before viewing screenshots):
As you've read in the title, this map is unique in that depending on the time of day, certain areas and pathways will become available/unavailable or changed. This map was made in mind of the fact that the time of day does not change mid-game, and assumed that rain is not possible (because it would break the map a little bit).
For the sake of organization, I've broken up all the screenshots into four different categories. It's better to view the last 3 categories on the host website instead of on this thread, as I gave little descriptors on each and every one of them.
One more little note: I will only show screenshots of this map from the red team's side, everything shown is also mirrored on the blue team's side.
Map Download: (v3.0) - 6/10/2020
https://www.dropbox.com/s/d7fit17pp9y9l1v/Chronofield - v3.0.zip?dl=0
* About the Nuke: It should spawn in the center of the map, right above the light gray carpet on the big clock.
Feel free to give feedback on anything I could improve with this map. Thanks :P
Map Author: Mythless
Map Description: "The battlefield churns an ever-changing sight... as the passage of time decides where thou fight..."
A General Explanation About the Map (Please read before viewing screenshots):
As you've read in the title, this map is unique in that depending on the time of day, certain areas and pathways will become available/unavailable or changed. This map was made in mind of the fact that the time of day does not change mid-game, and assumed that rain is not possible (because it would break the map a little bit).
For the sake of organization, I've broken up all the screenshots into four different categories. It's better to view the last 3 categories on the host website instead of on this thread, as I gave little descriptors on each and every one of them.
One more little note: I will only show screenshots of this map from the red team's side, everything shown is also mirrored on the blue team's side.
A general look over the map.
There is also a pathway chart for both the day and night variants of the map. This gives you a side-by-side look on how the layouts differ from each other.
There is also a pathway chart for both the day and night variants of the map. This gives you a side-by-side look on how the layouts differ from each other.
Images on the "Solar Side" of the map. Do note: It is more recommended to fight on this half of the map during daytime games because of the daytime-only pathway that becomes available, which serves as an alternate way into the team base.
Images on the "Lunar Side" of the map. Do note: It is more recommended to fight on this half of the map during nighttime games because of the nighttime-only pathway that becomes available, which serves as an alternate way into the team base.
Map Download: (v3.0) - 6/10/2020
https://www.dropbox.com/s/d7fit17pp9y9l1v/Chronofield - v3.0.zip?dl=0
* About the Nuke: It should spawn in the center of the map, right above the light gray carpet on the big clock.
VERSION 3.0 (6/10/2020)
This was a MASSIVE aesthetic update. It's practically unrecognizable from any of the previous versions of this map! Here's a rundown of what I did to make this look super cool:
- Palette change: Stone Bricks and its variants are now Smooth Quartz and its variants. Dark Oak wood has also become more prominent than it was before to create an interesting contrast.
- Redone various pattern designs (most notably the walls).
- The outside natural area around the map are even greener and lusher.
- Magical clockwork cogs and quartz clock hands now float in the sky! They even glow at night!
- The Hallways have finally gotten some love. (Made it look even spicier than before.)
- Made the Solar Bridge and Lunar Bridge areas more color-defined.
- Better Solar/Lunar representation! Granite-related blocks and Diorite-related blocks are now more visible in their respective areas.
- All torches on the map are now Lanterns (They're just so lovely to have).
- The big clock and the clock towers in the Center Battlefield have had an aesthetic change (again).
- The floor in The Underground is a lot cleaner to look at.
- Minor detail fixes.
- Added 2 secret areas that are currently unaccessible/blocked off (because I'm sad that books can't be read from lecterns).
VERSION 2.2 (6/6/2020)
- Increased the barrier border's height up to the block limit.
- That's literally it.
VERSION 2.1 (6/4/2020)
Just some super minor changes. Nothing really too noteworthy to say, but I guess I'll give the list:
- Renovated the team bases a tiny bit (but not too much)
- Replaced all torches in the team bases with lanterns
- Super minor detail fixes
VERSION 2 (6/1/2020)
Alright, I've went ahead and updated the map. Most of these changes are aesthetic-based, but it really helps I guess. Here's a little list of what I've done:
- Made mid less cluttered (removed some clock towers & overhead glass). Also changed the aesthetic a little bit.
- Improved the perch area.
- Added a lot more red/blue team indicators.
- All of the red/blue terracotta blocks in the team bases are now concrete blocks.
- The Coral blocks on the fields near the team base are now smooth sandstone/red sandstone respectively.
- Removed some of sandstone/red sandstone details near mid to make distinguishing red/blue side less confusing.
- Replaced all orange carpets with yellow ones, and cyan carpets with light gray.
- Minor fixes to some detail inconsistencies that I missed.
- Made the map less laggy (I think)
- Other stuff I probably didn't mention.
This was a MASSIVE aesthetic update. It's practically unrecognizable from any of the previous versions of this map! Here's a rundown of what I did to make this look super cool:
- Palette change: Stone Bricks and its variants are now Smooth Quartz and its variants. Dark Oak wood has also become more prominent than it was before to create an interesting contrast.
- Redone various pattern designs (most notably the walls).
- The outside natural area around the map are even greener and lusher.
- Magical clockwork cogs and quartz clock hands now float in the sky! They even glow at night!
- The Hallways have finally gotten some love. (Made it look even spicier than before.)
- Made the Solar Bridge and Lunar Bridge areas more color-defined.
- Better Solar/Lunar representation! Granite-related blocks and Diorite-related blocks are now more visible in their respective areas.
- All torches on the map are now Lanterns (They're just so lovely to have).
- The big clock and the clock towers in the Center Battlefield have had an aesthetic change (again).
- The floor in The Underground is a lot cleaner to look at.
- Minor detail fixes.
- Added 2 secret areas that are currently unaccessible/blocked off (because I'm sad that books can't be read from lecterns).
VERSION 2.2 (6/6/2020)
- Increased the barrier border's height up to the block limit.
- That's literally it.
VERSION 2.1 (6/4/2020)
Just some super minor changes. Nothing really too noteworthy to say, but I guess I'll give the list:
- Renovated the team bases a tiny bit (but not too much)
- Replaced all torches in the team bases with lanterns
- Super minor detail fixes
VERSION 2 (6/1/2020)
Alright, I've went ahead and updated the map. Most of these changes are aesthetic-based, but it really helps I guess. Here's a little list of what I've done:
- Made mid less cluttered (removed some clock towers & overhead glass). Also changed the aesthetic a little bit.
- Improved the perch area.
- Added a lot more red/blue team indicators.
- All of the red/blue terracotta blocks in the team bases are now concrete blocks.
- The Coral blocks on the fields near the team base are now smooth sandstone/red sandstone respectively.
- Removed some of sandstone/red sandstone details near mid to make distinguishing red/blue side less confusing.
- Replaced all orange carpets with yellow ones, and cyan carpets with light gray.
- Minor fixes to some detail inconsistencies that I missed.
- Made the map less laggy (I think)
- Other stuff I probably didn't mention.
Feel free to give feedback on anything I could improve with this map. Thanks :P
This map was actually made a long time ago. I really just touched it up a lot.
Fortunately, this map was kind of "playtested" recently, so I got especially useful and practical feedback for it. Mainly noting the fact that it was too confusing to navigate. I changed a lot of things because of it, and I feel the paths are at least considerably simpler now. The pathways into the underground especially saw major improvement--as I took advantage of the bubble column mechanic and added water elevators for a near-seamless entrance/exit (So glad I can use 1.13 mechanics now lol). I've also added some general indicators (direction arrows and team side markers mainly) to help make the navigation even easier while also making those on-the-fly decisions you typically make in these PvP games.
To those who've played the map, the most radical change you might notice are the new "Solar" and "Lunar" battlefields near the team bases. I've decided to scrap the idea of having a lot of vertical depth here, as that contributed a lot to the confusing navigation. I made these areas mostly flat to also give more room to battle. Hopefully you guys find this change to be much better!
Fortunately, this map was kind of "playtested" recently, so I got especially useful and practical feedback for it. Mainly noting the fact that it was too confusing to navigate. I changed a lot of things because of it, and I feel the paths are at least considerably simpler now. The pathways into the underground especially saw major improvement--as I took advantage of the bubble column mechanic and added water elevators for a near-seamless entrance/exit (So glad I can use 1.13 mechanics now lol). I've also added some general indicators (direction arrows and team side markers mainly) to help make the navigation even easier while also making those on-the-fly decisions you typically make in these PvP games.
To those who've played the map, the most radical change you might notice are the new "Solar" and "Lunar" battlefields near the team bases. I've decided to scrap the idea of having a lot of vertical depth here, as that contributed a lot to the confusing navigation. I made these areas mostly flat to also give more room to battle. Hopefully you guys find this change to be much better!
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