Here’s 2 maps I built myself for timv, I made these a few years ago but never posted them and forgot about them eventually. The map update reminded me of them so I wanted to share them here. I don’t have names for them cause I couldn’t think of any good ones so I’m just gonna call them Map 1 (the town with a church and a graveyard) and Map 2 (the city street). Any suggestions will be appreciated !
This map is a small town/village with a graveyard, church, underground tunnels and a background farmland. You can walk into 3 of the townhouses, the town hall, church and 2 small houses behind the church. 3 of the townhouses are just shells cause I thought it would be too much potential camping space. You can enter the tunnels by the rock next to the lake, the houses basements or the graveyard’s well and tomb, there’s also a hole in the lake that you can enter the tunnels through. The tester is in the main room of the tunnels right by the lake.
This map is a street with a train station, there’s 7 townhouses you can walk into and 1 you can’t, a supermarket, the train station, warehouse with a back outdoor space and a canal. The tester is in a brick building on the left side on the first level. The apartments are furnished and so are the shops in the buildings. Idk what else to say
Nice work on these maps! I think they have potential but could use some work for sure. I like the buildings on both of these maps and the testers are in pretty random spots which might be nice since players might be less inclined to camp around them. The main concern I have for both of these maps is that there’s a lot of empty, open space. I think open maps are good for bow fights but in these submissions I feel like the streets/sidewalks are too wide and there’s too much space between structures.
Regarding map 1, the tall grass is an interesting choice. Melee fights in that section of the map would be a pain but for running in there to hide or for bow fights it could be fun. I wonder if some people will have FPS issues with all of the tall grass so that’ll have to be tested. At 1:50, I think it’d be nice for that staircase and entrance to at least be 2 blocks wide to prevent camping with a claymore and especially when several players will be gathering there to get the ender chest. Adding some kind of traitor trap somewhere in the map could be nice too.
Map 2 has way too much open, empty space in my opinion. The streets and sidewalks are really wide so everything is very spaced apart. I like the idea with having a train station and train going through town as well as having a sewer system. Having an underground section definitely adds more depth to the map but I think this one can be improved by having more routes and the routes being narrower. Maybe adding something like pedestrian bridges that cross over the street connecting the buildings to add more depth to the map could be nice too.
These are my thoughts for now, I’m interested to see what others have to say and if anything else comes to mind I’ll mention it.
For map 1 Here’s photos of the extended entrance to the grave with a echest and a traitor button in a room pretty close to the tester but far enough for the traitor to get away without being seen.
I added a new section on the left side of the train station and another section on the right side as well as an electric line that goes through the whole city and across the streets. The new section has a bakery and a house, it can be entered through the train tunnel, car tunnel, sewers and there’s an entrance from the train station as well. I also added a little book store box on the street to make the space feel less empty. The right section has a police station, a small house and a store.
Cool yeah I like the changes. I’ll see what others have to say and try to build off their ideas. Also I remember that you submitted a map called Atlantis a couple years ago and I really like the look of that map. Would you be interested in revisiting that project?
I agree with Auskerr’s comments. There’s a lot of empty space in both maps, which means there’s not much cover for traitors to work with. While there are some buildings on the sides, there’s really no incentive for innocents to spend time inside of them, which will instead result in a lot of grouping up in the open areas. I also think that the existing structures could use a lot more detail.
Map 1 could definitely use some additional structures and detailing, as I said before. The buildings you’ve done so far are a good start, but I think you need to add more options for traitors to use to their advantage as well as to break up the map a bit more. I think this map has some good potential if you’re willing to put in the work to revamp it.
In all honesty, I’m not sure about the second map. As Mewnxx said, it seems very similar to Welcome to Woodbury both thematically and stylistically. I’m not saying you need to scrap all the work you’ve put into it, but I personally feel like you should probably change directions on this one. There’s also a lot of open space here as well, which should really be filled up with some additional structures.
My suggestion personally would be to pick one project and put your effort into revamping and improving that one. As I said, I think the first map has potential, so perhaps this would be a good place to focus your efforts. Of course you can do whatever works for you, but that’s just how I would approach it.
All that said, I do appreciate the dedication that goes into building maps and it’s cool to see that you’re interested in contributing to the community. I don’t want to discourage your progress, but rather offer some constructive criticism. You’ve got a good start and hopefully as you make more progress the community will have some more feedback and ideas. I hope this helps!
Its amazing to see that you and others are working on maps! As CBM said, I really think that the first map has potential, while currently it seems similar to Mount Moore (the most recent TIMV map) it could definetly be original and very cool with some changes! heres what ive come up with:
Areas need a reason to be there. With all that empty space on the current map, I believe there would be no reason to be anywhere but the tester, especially after the enderchests are taken. If you can have more things to weave behind, people will be more likely to escape chases and have a better gameplay experience. Auskerr mentioned the tall grass causing performance issues, now while I do agree with performance issues, I do not think the fighting there would be a huge problem. Back to size, I think the roads are too wide and dont have enough things to break up the stone, which makes the map look plain in some areas. I really like the Tester area as it would be odd to camp where it is, which is a good thing.
Thats just some thoughts, although CBM and Auskerr have already said some things I mentioned here, I hope some things i wrote can help! Thanks for contributing to TIMV!
I might but for now I’ll work more on the first map. And thank you everyone for the feedback! I’ll propably give up on the second map cause I don’t really think I can fix that empty space, but I’ll be back with an update on the first one soon
Here’s an update to the first map: https://youtu.be/adjjY8s4eW8?si=0GU_oUTb0L17ZehO
I added a bunch of decoration on the streets and around the map as well as more buildings on the back, some barns and a mill. Some of the buildings were also updated, the church’s elevation is now more detailed and it has a small basement. The enderchest from the church tower has been removed but there’s 2 new ones.
Nice! Definitely an improvement for sure. I have to be honest, map layout aside I’m not really sold on the theme of the map/aesthetics. Especially when Mount Moore was just added which also has a church, graveyard, and cave section. I’m glad to see you putting in the work, but really I think Atlantis has way more potential.
If I recall correctly, there hasn’t been a Greek styled TIMV map and from the screenshots that you sent a couple years ago, Atlantis looks way better and doesn’t seem so open. I’m not sure how well it would play in TIMV from screenshots alone, so a video would be nice. I didn’t see the Tester or any ender chests in the screenshots, so my recommendations would be to make sure that the Tester is in a location where players won’t want to group up around and to put the ender chests in areas of the map away from the Tester where players wouldn’t usually wander around. Regarding chests, it’s not a huge deal since they can be easily moved but around 100 is a good number.
Here’s a video on atlantis:: https://youtu.be/N7vlsdeoFD4?si=IXRFUvxP-_4noLfH
There’s not a lot of space around the tester so players shouldn’t camp around it much, there’s 4 echests and they’re all inside buildings pretty far away from the tester expect for one which is in a room underground
Great, thanks! Yeah man, this really looks pretty good. I generally like the layout and that there’s multiple layers to the map. My initial thoughts are that the water should be poisonous and that it could definitely use some more detailing. I’ve already exchanged some ideas with others for this map so they’ll post replies soon suggesting some minor changes to the layout. If you’re down, I’d like to ask a few good builders to see if they’d be interested in helping out with the detailing work and minor layout changes to finish off this map.
I definitely think this map has some good potential! Here’s a few quick suggestions and reactions I came up with.
I think the layout looks pretty good overall. I like the location of the tester and that there’s lots of places for players to spread out to across the map. One thing I’d say though is that there seem to be a lot of large, empty pathways/hallways which should probably be broken up a bit more as it can make getting away through them much more difficult. The streets outside some of the buildings could definitely use some more structures in particular, as well as some of the interior hallways (some of which could be a bit wider as well I think). This gives players more flexibility to maneuver around the map.
I also completely agree that the water should be made poisonous. As such, I personally would also remove all the lily pads on the map. I think they look a bit out of place, but more importantly they’d be much too risky to run across if the water is poison. I’d replace these with more decorated bridges.
Additional decorations and details in some spots would be helpful I think. While I do like the way the map looks in some ways, there’s other spots which appear a bit blank in my opinion. I’m personally not that good at decorating so I can’t offer much in terms of suggestions, but maybe others can chime in with some ideas here.
Lastly, I think it would be best to remove the enchanting table. Three of our maps already have one as it is, and although they’re a nice feature, I think it’d be better not to overuse enchanting tables.
Hope to see others weigh in with their feedback, but I like the progress.
Hey, I believe I remember map 1 and Atlantis as suggestions from back in the day, so it’s cool to see them posted here again! I’ll focus on these maps in particular in my feedback since I think they have the most promise.
At the moment I’d recommend focusing on improving the maps’ details. This is how I would go about doing so:
In some areas, block variation is lacking a little bit, for example around the tester or the sandstone building in map 1, or around the underground enderchest area on Atlantis. I feel like you could be a bit more daring with finding combinations between different types/colours of block. I needed a bit of help with this when making ‘Theatre’, as my earlier versions of the map (as you can see here: https://www.youtube.com/watch?v=1aBsc95o9bM) were lacking in block variety quite a bit and made the look of it quite unexciting - after getting some advice, you can see the before and after photos here (Theatre Before and Afters - Album on Imgur) just to show how it can be done (although mine might be more dramatic than yours need to be)
In some areas, especially in map 1, there are large areas of flat ground that are empty, which looks a little unnatural. Some examples include the road that snakes round the map and parts of the grassy areas, and in Atlantis the road at 3:20 could have more ‘going on’ since it looks too empty.
Some of the buildings could do with a bit more depth, such as the church. Some of your buildings look like you’ve given it a good go in terms of adding depth, such as at 4:49, but I reckon they could do with some more daring use of depth - perhaps making the quartz frame of the building on the left and the dark oak frame of the building on the right be on a different depth to the rest of the building might yield some results? Don’t be afraid to experiment with it a little bit or be a bit daring.
The geometry in some sections of the map could do with some refinement, such as around tester in map 1. The sharp 90 degree angles between the walls and the ceilings for example looks a little bit artificial and not so natural, which could do with some work.
I recognise this is quite a lot of work, so feel free to focus on one specific map if you feel like you won’t be able to manage this for both maps. Atlantis I’d reckon is closer to being ‘TIMV ready’ than your map 1 is, if you’d prefer to focus on that one.