Rejected Wonderland

savthenugget

Member
Joined
Sep 22, 2020
Messages
11
Mapmakers: Savthenugget & Dave_X
“Madness returns, as battle (and tea) brews between the Red Queen and Mad Hatter! Time is running out..."

A spiritual successor of the Wonderland map we all knew, now reimagined to the madness we all love. Come join and take a trip to Wonderland where anything is possible.

UPDATES
-Marine now has access to deeper water with the tea cups but it will not be a full way to get to other sides base, also tiny ponds near the flamingos
- Cards have slabs going up to bomb to make void death less likely
- Card wall added in front of bomb passage
- Wonderland animals have joined for the aesthetic :)
- Tea Pots have access to steam bridge
- Three cups near bomb have parkour clock route for players to go another way
- Chess board is now White and Gray not White and Black
- Void spots have mini parkour
- Improved lighting
- Bombs now have sandstone to fix falling sand issue
- Map above the clouds to fix cloud issue
NEW Map Download
https://www.dropbox.com/s/9qzfhnn5xnkg611/Wonderland 2.zip?dl=0

OLD Map Download
https://www.dropbox.com/s/o2ni6lxs8imxiw8/Wonderland.zip?dl=0

Map Images (Updated)

 
Last edited:

Gilburrito

Member
Joined
May 30, 2020
Messages
16
I like the colorfulness a lot, I especially like the flamingos

Idk how hard it would be to do, but I'd probably raise or lower the average height. As of now anyone with clouds on has to look through a cloud to see bomb if they're in the lower area1605489283301.png

I kinda don't like only one entrance to the bomb platform, but we already have maps with that and nobody else seems to have a problem with it so it's kinda useless criticism.

Also: This is just my opinion, but I feel like there should be cover between this first run of cards and bomb platform. It's really strong for longbows to shoot at, takes little aim and no risk in positioning.
1605490448384.png

Other than that, I was surprised to find I think it's pretty balanced for a void map
 

savthenugget

Member
Joined
Sep 22, 2020
Messages
11
I like the colorfulness a lot, I especially like the flamingos

Idk how hard it would be to do, but I'd probably raise or lower the average height. As of now anyone with clouds on has to look through a cloud to see bomb if they're in the lower areaView attachment 482

I kinda don't like only one entrance to the bomb platform, but we already have maps with that and nobody else seems to have a problem with it so it's kinda useless criticism.

Also: This is just my opinion, but I feel like there should be cover between this first run of cards and bomb platform. It's really strong for longbows to shoot at, takes little aim and no risk in positioning.
View attachment 488

Other than that, I was surprised to find I think it's pretty balanced for a void map
Hey Gil thank you for the feedback! I’m looking Into ways to help with the cloud cover and with ways to help with the cards having to much long bow risk. I was worried about the cards being to risky so thank you for informing us!
 

Onett

Well-known member
Joined
May 25, 2020
Messages
102
Its cool to see that you're remaking an old map, the theme is dope. B)

I would change the sand above the bombs at each base to a different block, if the bombs are lit, the sand above them will fall down on them and that might prevent people from defusing them.

Adding deeper water or walls around the cups near the bases would be nice, it would make it more fair for marines that use the marine path to get to the enemy base. Right now it's pretty easy to knock them off as longbow, or any other kit with a kb sword probably.

Other than that, I think the gameplay will be good, there's lots of cover and walls around the map to prevent longbow from being OP on it and enough space at mid and at the bases for people to PvP in.
 

savthenugget

Member
Joined
Sep 22, 2020
Messages
11
Its cool to see that you're remaking an old map, the theme is dope. B)

I would change the sand above the bombs at each base to a different block, if the bombs are lit, the sand above them will fall down on them and that might prevent people from defusing them.

Adding deeper water or walls around the cups near the bases would be nice, it would make it more fair for marines that use the marine path to get to the enemy base. Right now it's pretty easy to knock them off as longbow, or any other kit with a kb sword probably.

Other than that, I think the gameplay will be good, there's lots of cover and walls around the map to prevent longbow from being OP on it and enough space at mid and at the bases for people to PvP in.
Thank you Onett for the feedback!!! The deeper water is a great idea! I’ll have us switch the sand or put something in front of the sand so it won’t fall on the bomb. Thank you for letting us know!
 

Smalusion

😳
Administrator
Joined
May 25, 2020
Messages
76
Few quick notes for now, ran through the map a little

The pools of water are too far apart for Marine to be able to launch from one to the other with Riptide II.
(They do work with Riptide III though, so I'm assuming it was designed with that in mind)

The pure white on pure black is a very strong look. I tried changing it from black concrete to gray concrete and it eased that up a little. Maybe consider?

This spot (this spot)
that spot seems like it'd be a very powerful spot for longbows, as those floating parkour cards are the only path to the bomb, and I'm sure we all know how being airborne and being hit with a longbow arrow combine. Some extra safety precautions could work well there I think

Anyway loving this fresh take on Wonderland. Nice work you two
 
Last edited:

savthenugget

Member
Joined
Sep 22, 2020
Messages
11
Few quick notes for now, ran through the map a little

The pools of water are too far apart for Marine to be able to launch from one to the other with Riptide II.
(They do work with Riptide III though, so I'm assuming it was designed with that in mind)

The pure white on pure black is a very strong look. I tried changing it from black concrete to gray concrete and it eased that up a little. Maybe consider?

This spot (this spot)
that spot seems like it'd be a very powerful spot for longbows, as those floating parkour cards are the only path to the bomb, and I'm sure we all know how being airborne and being hit with a longbow arrow combine. Some extra safety precautions could work well there I think

Anyway loving this fresh take on Wonderland. Nice work you two
Thank you! We will look into adding more tea cups for Marine to use! Also for the gray concrete we can definitely try and see how that works! Lastly that spot, we can add some more safety in place for it!
 

PikachuPals

Member
Joined
Jun 6, 2020
Messages
23
Yea, just like what smaland said the black and white checkerboard pattern seems a bit too contrasting. Might be my headache talking but it hurts my eyes a bit.
 

savthenugget

Member
Joined
Sep 22, 2020
Messages
11
Hey everyone! Map has been updated with new information and images and with a new download link!
 

Smalusion

😳
Administrator
Joined
May 25, 2020
Messages
76
Hey gamers. While the map definitely has an exciting, chaotic energy… current thoughts are that this energy doesn’t fit for Athios right now.

While swapping from black to gray concrete was a step in the right direction, the colors still run pretty wild, with no real unified color palette. Most, if not all our current maps have 1-2 main colors used in a large quantity through the map, keeping them looking mostly consistent. I can’t say the same for Wonderland. Though it definitely enhances the theme of a mad hatter’s wonderland, the end result looks more than a little messy, and I’m not sure if that can really be improved on without large changes.
I do want to say that while the individual mini builds are all pretty neat. Especially love the teacups, and the game pieces scattered around the board are a lovely touch. And the flamingo? Cute. The main thing is they simply don’t fit together as an aesthetic.

On the gameplay side, the map is on the wide and open side. While there are a lot of things to use as cover, none feel particularly safe, and there’s a lack of any real chokepoint beyond the paths leading to the bomb. It also doesn’t feel like there’s any sort of clear path to take, which tends to make teams spread out everywhere.

For what it is, it’s a very good attempt, but the direction it’s taken so far would need a large overhaul to make it more compatible to both SnD and Athios. For that and the other mentioned reasons, we’ll be rejecting this map. Thank you for your map submission.
 

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