Map Development Guide
This Guide is meant to help you build and configure maps in accordance with Diversion Network standards.
The making of maps is very stimulating and very much appreciated.
- Game Specific Guidelines
Game Specific Guidelines
BridgeWars maps are quite small, building wise.
They mainly exist out of a spawn and a scorearea for each team.
Each spawn should include a chest and a place for a shop npc.
In between team sides, there's often a big void gap for players to bridge over.
This bridging area offers best gameplay when it's around 100 blocks wide.
To give your map original gameplay, you can add extra islands in middle and fun paths for players to take.
Most CaptureTheFlag maps allow players to build, but this is not required.
Maps always include a spawn and flag location for each team.
Spawners for gapples and arrows can be quite nice too.
Make sure to allow players to take many different paths to the other side.
This can be done easily by making underground tunnels or bridges above the main playground.
Maps are played best when they aren't too detailed, so it's easier to fight on.
Most maps are quite thin, to encourage fighting.
Make sure the flag is not too far from spawn, so players are able to defend it.
MonumentRush is a very strategic minigame.
This means players will probably find ways around your predicted paths.
Most MonumentRush maps require you to build bridges, but don't overdo this.
Too many islands can make a map annoying to play, due to the amount of void.
Monuments should be not too far from spawn. It should take about the same time to break 1 obsidian, as it takes to walk back from spawn to the monument.
Maps play best with 2 or 3 monuments per side, often made out of 2 obsidian each or a group of emerald blocks.
Try to create lots of paths for players to take and do not detail too much.
DualMR has two teams, so you can make the matches stalemate easier.
QuadMR has four teams and encourages rushing.
On most maps, each team has two monuments to defend. These are often the monuments of their left and right neighbouring teams.
You need to mark these monuments with the attacking team's color, so players know what to attack.
In Quake players get a really high speed boost.
This means every wrong placed bit of detail can ruin it.
Jumping should not be needed to get around, so try to use slabs and stairs when going up.
Weapons and other items are spread around the map.
You can encourage fun gameplay by adding rocket launchers. Players can rocket jump to get on high locations.
Lots of pathways can help improve gameplay, but don't make maps too big.
You want players to be in action the whole game, without having to search others for too long.
Quake maps do not have to be symmetrical. Most maps have around 10 spawns total, but this is not restricted.
This is a Free For All mode.
It's often best to have a few open areas around the map to encourage big fights.
This mode does not support spawners.
Maps should not be too small, because it's more about sniping too.
Have more open areas for action.
Like normal CaptureTheFlag, maps have to be symmetrical.
Each team has 1 spawnpoint and a flag near it.
Spawns should not be accessable by the enemy team.
Spawners are required, especially rocket launchers improve gameplay a lot.
SkyWars maps can be more detailed compared to other minigames.
In this game, players should be required to bridge to get around.
We often devide the map in three sections:
Spawns: The islands players spawn on, best with 3 to 5 chests.
Intersections: Islands closest to spawns. These are not required, but improve gameplay on bigger maps.
Middle: Biggest island of the map, where most of the fighting happens.
You can get your map to be played in both Solo and Team mode, but if want you can specify a mode.
Smaller maps, less bridging in general.
Often with less detail.
Bigger maps, require intersection islands and more bridging.
Maps can be quite detailed and there should be more chests all over the map.
TeamDeathMatch is a game all about PvP.
This means maps should not be really detailed.
Lots of pathways helps to keep the game interesting, but too many can limit the amount of fighting.
There's scoreboxes players can get points in, often blocked using cobwebs to slow players down.
These boxes give more points than kills, so should be challenging to enter.
Rage means instakill, so really strong swords and bows.
Maps with Rage mode should be more open and jump pads are highly encouraged.
KingOfTheHill maps are similar to ones in TeamDeathMatch.
Instead of scoreboxes, there are capture points spread around the map.
Most maps use 2 to 4 evenly spread hills.
Hills can be of any size, although it's best to keep it around a 4 block radius.
These points are made using white terracotta, which changes color when being captured.
Most hills also have a beacon in the center, with white glass above.
You can also use other colored blocks around the hill, which will change colors too.
Floors maps can be very detailed.
The more types of blocks players can gather, the better.
Most maps have three preparation floors and a fourth PvP floor.
Floors should offer different resources each.
Spawners help with gameplay too and shops open more strategic gameplay.
Each team should have the exact same floors, to make it fair for everyone.
Last floor should be less detailed to encourage fighting.
- Arcade games are meant to be fun and original.
- This is mainly done by mapmakers and their builds.
BlockSpam uses thin, long maps.
Players should be able to bridge on the walls and other objects.
Do not detail maps too much.
Include chokepoints for players to battle on.
The end should be made out of gold blocks, as a finish.
FishSlap maps are all about knockback.
This means there should be NO places to be stuck at.
Players should be able to be knocked out of the maps from every location they can get to.
This means no holes or lots of walls.
Height differences and extra void gaps do help make the game more interesting.
TunnelMayhem is a map filled with glass.
Maps can not be very detailed and not have void gaps.
Very long maps with lots of challenging terrain.
Shooting areas on the sides, for the defending team to aim from.
Watch out with height differences, because it makes it harder to shoot.
Maps are often too easy for the Rushers, so it's a challenge to balance it right.
Parkour should not be too hard, but shortcuts that require more skill are amazing to improve gameplay.
Maps are often thousands of blocks long, so to keep it interesting, maps often switch building styles every once in a while.