Hystericallify
District 13
- Joined
- May 26, 2012
- Messages
- 2,292
- Reaction score
- 1,039
Composition
An SG map has to consist of these four elements :
- Buildings and Structures, is the basic 'usual-Minecrafter' builds. Like houses, huts, skyscrapers, temples, etc. Without this, a vast, beautiful grassland can look dull, inhospitable, boring and there's a plethora of other words.
- Geographical relief, is in basic terms, terraforming. Examples are: Natural archways, islands, mountains, lakes, caves and basically what you are standing on while in an SG map.
- Redstone, the technological revolution of Minecraft. Every map has to have at least a trace of redstone contraptions. Without redstone, a map wouldn't have traps (with the exception of traps requiring a block update), no hidden-pull-this-lever doors and the map wouldn't exert any sense of intrigue.
- Organics, is the Minecraft-wide term for trees, grass, flowers, etc. Organics can go alongside 'building' to build big, custom trees. A perfect example of this is the big tree in Survival Games 2.
Individuality
Individuality is a no-no. Don't work alone, work with others as it makes the work lighter and faster. If you can't find anyone, its alright to work alone.
Originality
Plagiarism is bad. Don't copy other people's maps in other places and post it on these forums as your own. What's the consequences of doing this? A permanent ban, an example of this is Teweran. The poster of the map on these forums was a fake and the account was given to the real Teweran.
Beauty
Who wants a map with soul sand as the main 'soil'? No one, it'll look ugly and unforgiving.
Detail
In your buildings and terraforms, put as much detail as possible. However, don't overdo it. Putting too much detail can make the build look horrible.
Sparsity of chests
Chest placement has to be done sparsely. What I mean is, don't put chests on one concentrated area of your map, because this would cause what I call 'chest-saturation', where that one area can ruin the game. Unless you intended to create a hotspot, its absolutely fine.
Borders
Use domes, don't use cylinders as vines can be used to climb them.
Access
Try to include as much structural and geographical access and if possible, include the element of parkour into a building.
Puzzles
The human mind is always curious and always working. Puzzles can be intriguing and challenging. If you made a hard puzzle, be sure to reward the player grandly for completing it.
More to come!
An SG map has to consist of these four elements :
- Buildings and Structures, is the basic 'usual-Minecrafter' builds. Like houses, huts, skyscrapers, temples, etc. Without this, a vast, beautiful grassland can look dull, inhospitable, boring and there's a plethora of other words.
- Geographical relief, is in basic terms, terraforming. Examples are: Natural archways, islands, mountains, lakes, caves and basically what you are standing on while in an SG map.
- Redstone, the technological revolution of Minecraft. Every map has to have at least a trace of redstone contraptions. Without redstone, a map wouldn't have traps (with the exception of traps requiring a block update), no hidden-pull-this-lever doors and the map wouldn't exert any sense of intrigue.
- Organics, is the Minecraft-wide term for trees, grass, flowers, etc. Organics can go alongside 'building' to build big, custom trees. A perfect example of this is the big tree in Survival Games 2.
Individuality
Individuality is a no-no. Don't work alone, work with others as it makes the work lighter and faster. If you can't find anyone, its alright to work alone.
Originality
Plagiarism is bad. Don't copy other people's maps in other places and post it on these forums as your own. What's the consequences of doing this? A permanent ban, an example of this is Teweran. The poster of the map on these forums was a fake and the account was given to the real Teweran.
Beauty
Who wants a map with soul sand as the main 'soil'? No one, it'll look ugly and unforgiving.
Detail
In your buildings and terraforms, put as much detail as possible. However, don't overdo it. Putting too much detail can make the build look horrible.
Sparsity of chests
Chest placement has to be done sparsely. What I mean is, don't put chests on one concentrated area of your map, because this would cause what I call 'chest-saturation', where that one area can ruin the game. Unless you intended to create a hotspot, its absolutely fine.
Borders
Use domes, don't use cylinders as vines can be used to climb them.
Access
Try to include as much structural and geographical access and if possible, include the element of parkour into a building.
Puzzles
The human mind is always curious and always working. Puzzles can be intriguing and challenging. If you made a hard puzzle, be sure to reward the player grandly for completing it.
More to come!