Mount Moore TIMV Map Submission

Hi everyone! We’re The Look Egg Team and we’re here to introduce the TIMV map we think would be a great addition to KIG: Mount Moore.

Firstly, a little bit about ourselves. We are 6 friends and frequent TIMV players that want to give back to the game we have connected through by creating new maps built for any kind of play style. The Look Egg Team members include Admirele, Commmodore, LabyFlan, Lord_Eryn, Spuding, and strwbri.

Now for some background about our map Mount Moore. Moore is the surname of one of the James Bond actors, Roger Moore. As this map is inspired by another Bond film, Skyfall, the name fits into the wider theme. We have taken features from multiple areas of this film, combining them to assemble our map. Mount Moore’s setting is the Scottish Highlands, on top and inside of a cliff.

The map contains 101 chests, 4 ender chests and 1 enchanting table. This is enough chests for every player in a full lobby to receive at least 4 chests. As this is a larger map, we think that an enchanting table would be a good addition for gameplay, and provides an incentive to draw players away from the main area.

The map is divided into three main areas: The yard (including the house and church buildings), the basement of the house, and the cave system. Most of the house is not playable at the moment, but has a few rooms on the ground floor including the traitor tester. The tester area is intentionally smaller and less decorated to encourage players to spread out and explore the map instead of grouping up there. There is currently no traitor trap.

Every area of the map has multiple entrances to prevent camping, and includes a combination of more open areas as well as more concealed areas for traitors to get sneaky kills. There are several levels and areas to the map so that the gameplay is split up nicely, while keeping everything connected so that players can move around the map easily. We also included several choke points and other tactical points that players can use to their advantage in tricky situations, allowing for a wide variety of play-styles. We think both innocents and traitors will find the terrain and layout of the map can be used to their advantage.

The area at the bottom of the cliff behind the house should be inaccessible. A kill barrier similar to that on Rooftops should be implemented here. We’ve included barriers where we don’t want anyone to be able to access. Finally, we would like the areas on top of the trees and the church building to be set as out of map zones, such as on Crystal Village or Kazamuzo.

The time of day should be sunset. The sun sets behind the cliff as the moon rises above the front gates. This casts a nice darker yet warm light across the yard.

A walkthrough of the map can be viewed here. A screenshot gallery is also available here.

We’d like to thank our whole team for contributing to this project. Everyone helped a ton with all the different parts of the build, but we’d like to highlight a bit of what each of us contributed:

  • Admirele: Map concept and cave design
  • Commmodore: World edit and terrain design
  • LabyFlan: Graveyard and cave entrance
  • Lord_Eryn: Main house and cliff design
  • Spuding: Church building and outer walls
  • strwbri: Detailing and outer walls
    Special thanks to ItsFlan and polandball572 for helping out.

We want to hear community feedback on our map! While we’re very happy with the design and gameplay possibilities, we’re open to feedback and suggestions. Thanks for taking a look!

6 Likes

Wow looks great! I really like the map theme and the layout looks really fun. I haven’t got any suggestions for now, but if something comes to mind I’ll mention it.

3 Likes

Hello,

We’re back with a few minor updates to share regarding our progress on the map.

Firstly, here’s an updated set of screenshots using the default resource pack, in case anyone wants to get a sense of what it will look like to most users.

We’ve also made a few minor cosmetic changes based on feedback we’ve received. This includes updating the helicopter, changing the biome to add some nice color effects to the grass around the frozen water, and placing some additional grass in some more empty areas. You can see examples of all these changes in the following screenshots.



Thanks everyone for the positive and constructive feedback!

2 Likes

Love the map Idea and Execution! 2 Thoughts:

  1. The area in front of the bridge seems a bit open. I feel as a traitor I would not be able to get away without people seeing me there, especially since it is near the center of the map.

  2. Although the parkour is creative, I don’t know who would actually want to take that risk, seeing as one bow shot and you could be dead, opposed to talking the other route. Maybe make the jumps wider or add some sort of railing to some of the jumps.

These are just my opinion, only make changes you see fit! :slight_smile:

3 Likes

Thanks for the feedback!

  1. Since there are multiple pathways underground around the bridge, we feel that there should be enough options to escape from the bridge as a traitor, but we’ll keep that in mind.

  2. We have already changed the parkour and we are planning to implement a traitor trap there.

If you have any more suggestions, feel free to let us know :slight_smile:

3 Likes