TIMV Map Submission 'Doomed'

Hey everyone! After starting this map around 7 months ago specifically for TIMV, it’s finally finished. I think ‘Doomed’ would be a great addition to TIMV with its unique theme and overall atmosphere that adds something different to the current lineup.

Video: DOOMED CINEMATIC
(inspired by airport’s video)
(default texture pack with shaders)

DOOM
(click for more images)

I planned the map layout and did most of the early building. Towards the later stages, aonie joined in and helped with tons of stuff, which is the reason why the map is now finished. Two builds on the map were made by other people (simping and BME), which is explained in the credits.

It’s been a long process trying to perfect the map to make gameplay feel fluid, because it’s one of, if not the biggest map. There are some changes I suggest making to make the map feel slightly smaller, like poisoning a certain area after a time limit (Tank) and giving out traitor maps once most players are dead. This map has limited verticality, which also makes the map look bigger than it is. Even though it’s limited, the actual map has almost no restrictions. It’s possible to get onto certain lower roofs and to walk on the very walls which divide the map areas.

MAP OVERVIEW

‘Doomed’ is divided into 4 main sections which are all connected seamlessly with lots of different paths and corridors.

The playable area is visible here: (areas of interest named left to right)

RED : Maze, Tester Building, Connector Path, (Underground Connector to BLUE)

BLUE : Main Void Bridge, Defense Complex, Main Tower, Void Bridge, Sleeping Quarters, Connector Path, (Underground Connector to RED)

GREEN : Temple, Courtyard, Graveyard

YELLOW : Tank

This is inside of a 200x172 block square, but the actual playable area is a lot smaller. Also, only a small fraction of the tank is accessable.
The time would be set to night time / 9 pm.

CHEST INFORMATION / ENCHANT

There are 5 ender chests total:

  • RED: 1
  • BLUE: 1
  • GREEN: 2
  • YELLOW: 1

This setup makes players move away from the spawn area (in front of the white/red tester building) right from the start, giving traitors some good early opportunities.

An enchanting table is placed next to the graveyard EC in the green area.
Currently there are 135 regular chests spread across the map, mostly towards the upper sections, again making it harder to just stay near spawn.

MAP FEATURES

One-Ways
There are multiple one-way shortcuts that make movement faster in one direction, but not the other. Iron doors and trapdoors can be opened from one side with levers or buttons, but not from the other, which helps with quick escapes.

Void Holes
This map features lots of void holes all around the map, making the map even more dangerous as you will fall to your death if you step over their edges.

Anti-Camp
There are a few rooms that look like they could easily be camped inside of, but for the worst offenders of this issue, there are paths in place which prevent this, as there are almost always multiple ways to get to the same place.

(Lockable Redstone Doors)
(Another idea was to have rooms where you WILL get stuck, (Tank doors being lockable from the control center inside of it / cells in underground area) trapping whoever’s in there until someone lets them out. It’s an experimental feature, but it could make for some funny moments.)

PVP Interiors
We chose to go with minimalistic interiors to make PVP smoother and more enjoyable. All entrances are also wide and tall. This design helps prevent players from getting stuck on random blocks, allowing for cleaner fights and a more competitive overall experience.

TNT Tester Nuke
The main aspect of the map which I really hope we are allowed to keep is the Tanks TNT Cannon. It can be activated from the control center inside the Tank. This is the map’s unique traitor trap. When triggered, the explosion lines up perfectly with the front of the tester building, blowing open a pit that drops anyone nearby into it. (As seen in the video)

I think this is a very fun addition, as there haven’t been traps of this scale on other maps yet.
I’d love to hear what the community thinks of this idea.

GOAL
Overall, the goal for this map was to make it reasonably easier for the traitors to win, because games are way more interesting when traitors are doing well, even for innocents.
FEEDBACK
Let us know if you have any suggestions or ideas for improvements, any feedback is appreciated.
Upon request I can provide the world download right away.

CREDITS:
Moral - Lead builder

aonie - Lead builder

simping – Tester building, modified by me

BME (BushmanEntertainment) – Tank, modified by me to fit into the map. (They are a small german youtube group, which uploaded this tank design for free use 11 years ago for a gamemode called Wargears. I thought it would be a cool addition to the map, as these tanks are no longer used since the gamemode has died.)

Special thanks to chocfrog for helping me with lots of things and giving great ideas.
Thank you to all the people who have already taken time to look at the map and gave suggestions!

10 Likes

The map looks AMAZING, and the cinematic and traitor traps are 10/10!
It looks like you put a lot of effort into the map, both visually and in terms of gameplay, definitely one I’d like to try out in-game!

One small concern I have are the lockable redstone doors you mention, I like the concept but I’d probably add some kind of maximum time that the doors can remain locked (similarly to the traitor trap on Kazamuzo Temple) to prevent excessive stalling (whether purposeful or accidental).

I hope to see your map added soon! :crossed_fingers:

2 Likes

I really like that idea, it would make it a lot more balanced. Would just have to see how to implement that since its with redstone. and ty very much!

Can’t wait to put people on my table on this map!!!

1 Like

Nice idea with the one way doors and traitor trap.

1 Like