Accepted Venice [4 Team Map]

Is this map ready for gameplay?

  • Yes

  • Yes, but _____

  • No


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Espios

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Joined
Jun 24, 2020
Messages
16
Map Name: Venice
Authors: Espios
Lore: Four rival gangs have taken over Venice, Italy. Only one family can rule the city
Pictures: Download: https://www.mediafire.com/file/8qhneei1xhu2slg/Venice_(3).zip/file

Nuke is in the center of the map on top of the blackstone.
Player spawns are on the top deck of the ship in front of the captain's quarters.

Edits Coming Soon:
  • Possibly remodeling bases to be bigger and offer more protection
  • Rearranging pathways at mid to be more direct and less confusing

  • Discovered the insides of the bases are flooded. Fixed, and an updated download will be attached here soon.
  • Minor "odd" blocks removed or changed; doesn't affect gameplay
  • Removed the weird water thingies sticking out of the border of the map
https://www.mediafire.com/file/qi0shm4x7v1bb2n/Venice_(4).zip/file

  • Removed barricades on far left and right sides of map to improve navigating the map ( http://prntscr.com/tikygq , red = current paths, blue = current side paths, pink = barricades )
  • Added barricades at all 4 corners of the "mid" area, limiting the amount of paths that can be confused
https://www.mediafire.com/file/j5lpb986c1aq327/Venice_(5).zip/file

  • New bases! Renovated the old boats to be larger and house more entrances and places to defend within the base. Also offers protection from arrows from the opposing team's base.
https://www.mediafire.com/file/vivgd2zf3bc5lew/mapmap.zip/file
(also as of right now, the bases are flooded again. I'll fix and update the link 7/18)
 
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Woaxa

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May 25, 2020
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Map is cool, the only things I'm concerned about is how the buildings are open, with how many paths there are already and basically 0 indicators new players would get super confused and wander around until their death, I also don't think the roofs should be accessible. Besides those the map has a really nice theme and an interesting layout for a 4 team map. Goodluck getting it accepted.
 

Espios

Member
Joined
Jun 24, 2020
Messages
16
Map is cool, the only things I'm concerned about is how the buildings are open, with how many paths there are already and basically 0 indicators new players would get super confused and wander around until their death, I also don't think the roofs should be accessible. Besides those the map has a really nice theme and an interesting layout for a 4 team map. Goodluck getting it accepted.
Thanks for the insight Woaxa!

Could you tell me more about why the roofs shouldn't be accessible? I envisioned this as a cool alternative route that could be used by kits taking a more stealthy route, not wanting to run into the other team on the streets.

Originally, all the buildings were not color coded for each team. I changed this so that new players would be able to tell what quadrant they're in, and if they're heading in the right direction (if they're in red's buildings and they're trying to get to red's base, but they see blue buildings ahead of them, they'll know they're going the wrong direction). Having the bases in the 4 corners of the map should also help with this. Still, I definitely understand your concern about players getting confused. From the pictures it may be hard to get an idea of how the paths are all connected, so I drew this diagram here:

http://prntscr.com/tigl4k

The red represents the most direct pathway to each of the four bases, and the blue represents several smaller, narrower side-paths players can use if they want to avoid a swarm of enemies or to avoid some of the action on the main streets. Having the large amount of smaller pathways gives players a lot of opportunity to decide whether to engage an enemy, or duck through an alleyway and try to circumvent them. The map is also rather small, for as busy as it seems. Blue-Green distance (width) is about 20 seconds, and Blue-Purple distance (length) is only 2 seconds longer at 22 seconds. Diagonally, there is no direct path, so the distance varies. Because of the small size, if you run in any direction for 10 seconds, you'll find a corner of the map, and from any edge of the map you can locate the bases. Additionally, the view from the roofs allows you to see all 4 bases from any position in the map.

All in all, I'd like to believe that I've found a decent balance between the small map size and number of pathways to chose from while still maintaining an easy to navigate map. And because of the unorthodox map layout for a 4 teamer, any 1 team doesn't have to worry about all the other 3 teams at once. Say you're red; there's no direct path for blue to reach your base, so you'll only have to worry about green and purple for the first portion of the game. With all these in mind, I wanted to create a map with something more complex than an empty field separating two bases, but not a maze that can't be navigated at all.
 

Woaxa

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May 25, 2020
Messages
88
Thanks for the insight Woaxa!

Could you tell me more about why the roofs shouldn't be accessible? I envisioned this as a cool alternative route that could be used by kits taking a more stealthy route, not wanting to run into the other team on the streets.

Originally, all the buildings were not color coded for each team. I changed this so that new players would be able to tell what quadrant they're in, and if they're heading in the right direction (if they're in red's buildings and they're trying to get to red's base, but they see blue buildings ahead of them, they'll know they're going the wrong direction). Having the bases in the 4 corners of the map should also help with this. Still, I definitely understand your concern about players getting confused. From the pictures it may be hard to get an idea of how the paths are all connected, so I drew this diagram here:

http://prntscr.com/tigl4k

The red represents the most direct pathway to each of the four bases, and the blue represents several smaller, narrower side-paths players can use if they want to avoid a swarm of enemies or to avoid some of the action on the main streets. Having the large amount of smaller pathways gives players a lot of opportunity to decide whether to engage an enemy, or duck through an alleyway and try to circumvent them. The map is also rather small, for as busy as it seems. Blue-Green distance (width) is about 20 seconds, and Blue-Purple distance (length) is only 2 seconds longer at 22 seconds. Diagonally, there is no direct path, so the distance varies. Because of the small size, if you run in any direction for 10 seconds, you'll find a corner of the map, and from any edge of the map you can locate the bases. Additionally, the view from the roofs allows you to see all 4 bases from any position in the map.

All in all, I'd like to believe that I've found a decent balance between the small map size and number of pathways to chose from while still maintaining an easy to navigate map. And because of the unorthodox map layout for a 4 teamer, any 1 team doesn't have to worry about all the other 3 teams at once. Say you're red; there's no direct path for blue to reach your base, so you'll only have to worry about green and purple for the first portion of the game. With all these in mind, I wanted to create a map with something more complex than an empty field separating two bases, but not a maze that can't be navigated at all.
The rooftops being a alternate route is exactly my worry since there's already so many paths and options to get around the map, just adds another layer that I think will slow the game down a lot. I also totally get the color coded buildings, which is good since every map should be color coded to a certain extent, my point is taking a view like this.2020-07-15_15.43.42.png
I don't believe a new player would do very well here. Only indicator is the blue buildings which wouldn't point a new player in the right direction, I could argue that even veteran players could be confused where to go based on this image. Taking away the roof access along with closing some of the more sideline buildings would help a lot, adding some sort of indicator would be cool like signs, banners, and arrow heads.

From a birds eye view its really easy to pick out routes and find bases but once you're on the ground and the buildings are towering around you it'll be extremely easy to get disoriented.
 

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Espios

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Jun 24, 2020
Messages
16
The rooftops being a alternate route is exactly my worry since there's already so many paths and options to get around the map, just adds another layer that I think will slow the game down a lot. I also totally get the color coded buildings, which is good since every map should be color coded to a certain extent, my point is taking a view like this.View attachment 323
I don't believe a new player would do very well here. Only indicator is the blue buildings which wouldn't point a new player in the right direction, I could argue that even veteran players could be confused where to go based on this image. Taking away the roof access along with closing some of the more sideline buildings would help a lot, adding some sort of indicator would be cool like signs, banners, and arrow heads.

From a birds eye view its really easy to pick out routes and find bases but once you're on the ground and the buildings are towering around you it'll be extremely easy to get disoriented.
Now I definitely see your point. I'll remove the barrier in the road in that picture (because before I added it, it was very clear that that was a wide path and one of the major routes to the opposing base), and review some of the other paths to make them a little more clear. I will also plan to block off some of the pathways at mid, since that area is probably most likely to be confusing.

I half agree with your point about the rooftops, as it certainly would make the game a little more stagnant. But a good counter to that is the limited number of ways to access the roofs. Each base has a small stairwell that needs to be parkoured a bit on to get to the roof, and its only a block wide. There are also a number of vines spread throughout the map evenly, which offer the opportunity to access the roof as well. However, I don't imagine that many people (other than Ghosts and other kits who would avoid large crowds to begin with) would go this route. Another way that the rooftop access could be hindered is by removing a number of the access points, and only keeping the ones closer to mid. That way, people have to use the streets to reach them first. This is a very good point that I'll have to tinker with some more! Thanks again for bringing it up

Edit: Another thing to consider is that using the rooftops to navigate the map is by no means faster. Because of the small size, the amount of time it takes to climb the vines makes them one of the slowest routes to reach the bases
 
Last edited:

Tyrue

Member
Joined
Jun 8, 2020
Messages
17
The layout of the map reminds me of a tournament. It looks like it is red vs green and blue vs purple in the semifinals. I like this layout and I think it will make 4 team maps less campy because they don't have to defend from three times.

Personally, I love it when there is a lot of height difference in maps. I would prefer a route that can go on top of the roofs, rather than the routes just being the roads/water. The water is on the outskirts so it probably won't be utilized much.
 

Espios

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Joined
Jun 24, 2020
Messages
16
The layout of the map reminds me of a tournament. It looks like it is red vs green and blue vs purple in the semifinals. I like this layout and I think it will make 4 team maps less campy because they don't have to defend from three times.

Personally, I love it when there is a lot of height difference in maps. I would prefer a route that can go on top of the roofs, rather than the routes just being the roads/water. The water is on the outskirts so it probably won't be utilized much.
Thanks! I think the unique layout is interesting as well. Many four team maps are all symmetrical in that all four teams have equal access to each other. But in this one, for example, if you’re red, the paths you take to reach the other three bases are all different!

You can access the rooftops via a staircase on the edge of a building near all four spawn points as well as several vines and ladders scattered throughout the map.
 

Smalusion

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May 25, 2020
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We'll be implementing this map into the next testing phase (soon) !
Nice work on listening and responding to feedback :)

On another note, we'd be curious to see how this plays as a 2 team map, especially as they are much more commonly played. You could possibly put blue/red bases at these spots if you choose to do this.


Not much else to put here, be sure to take note of any feedback you get once the testing phase begins.

Thanks for the map sub!
 

Espios

Member
Joined
Jun 24, 2020
Messages
16
We'll be implementing this map into the next testing phase (soon) !
Nice work on listening and responding to feedback :)

On another note, we'd be curious to see how this plays as a 2 team map, especially as they are much more commonly played. You could possibly put blue/red bases at these spots if you choose to do this.


Not much else to put here, be sure to take note of any feedback you get once the testing phase begins.

Thanks for the map sub!
Originally, this was a two team map. But it was extremely small for a server like Athios with 40 player games not that uncommon. So, I made it into a four team map. With the two team map, the bases were actually oriented the other way than what you suggested, with the long, wide road to the left as one path and a narrow, tight “marketplace” to the right that wasn’t as direct and offered more cover. I still have that version, so with some more work, it might fit Athios well! I’ll definitely look into it.

thank you for the feedback! I’ll be sure to make note of it!
 

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