@Awesome your idea of building areas into the intersection is pretty cool and brings up an interesting point: What do you all feel the purpose of intersections are? Should they be big or small, important or just a means to an end, ok?
I like a big one that you can explore, I also like there to be a wool in them
The Internet is just a whole bunch of teenagers who don't care about anything and will tell anyone they suck in a heartbeat. Then there are some kids too young to be on the Internet and others that should go outside. Realize that most people on the Internet don't care. Why didn't you ask for more advice after your fifth map still got the same bad feedback??? I mean come on, it took someone posting a review about it and then you freaking out to finally start trying harder to get advice. And yes I love ranting and making people mad. Thanks for noticing that.
Why didn't I ask for advice? because everyone would say the same thing they always do. If I asked "Well, Mr. Know-It-All, just how do I make my maps better?" then It would be like asking how do you do exactly what they just told you to do. Hybran said "Yep, don't play this map, it sucks. This area is too that, and that area is too this." and he basically told me the flaws of the map, I didn't need to get any more advice. I'm trying harder to more advice now because after my little overreaction, I was left confused. Now I have absolutely no clue what the community whats. And the truth is, I can't know what the community wants, because the community doesn't function as a single entity. All of us have different opinions. Some people want easy maps, some want hard. Some people like cavespiders, some people hate 'em. Now I'm often finding myself thinking "Will they like this? What will they like?".
So, most of us are alone, and most of us shouldn't be grouped together.
I can't believe we're still discussing this, I though we all moved on.
50% of the internet feels the need to point out every flaw ever and cannot and will not accept the fact that we're all imperfect human beings.
I might be butchering the context of this statement (reading comprehension goes down when sleep deprivation goes up.), but isn't the point of a review/ feedback to point out the flaws and make the map closer to perfect?
@intersections: They should be big. I like it when loot, monuments and bonus objectives are incorporated into an interesection (maybe not wools though).
@marking spawners: Lots of ways. Pillars, different blocks, glass, etc.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
I might be butchering the context of this statement (reading comprehension goes down when sleep deprivation goes up.), but isn't the point of a review/ feedback to point out the flaws and make the map closer to perfect?
I never said that. I wasn't talking about the review, I was talking about all the other comments I've gotten on my other maps (and just a bunch of other comment sections on the internet). sorry if I worded that strangely.
Ok, guys because of everybody talking about how difficult it is to incorporate a huge build into your map, I would like your opinion on a certain area in this map. I have been saving the largest and most impressive of my builds for the final area, and its much bigger than most areas of my map, is this a good idea? My plan is to not make a tedious map, so the other areas are not huge... opinions please?
Ok, guys because of everybody talking about how difficult it is to incorporate a huge build into your map, I would like your opinion on a certain area in this map. I have been saving the largest and most impressive of my builds for the final area, and its much bigger than most areas of my map, is this a good idea? My plan is to not make a tedious map, so the other areas are not huge... opinions please?
It should be okay A big climax is important, the one danger is making it to jarring. It won't work if all the areas are 150x150 and then the final area is 1000x1000 (slight hyperbole but you get what I mean...) I would try gradual scaling in size (starting in the final intersection) nothing too much just to stop any feelings that its out of context.
@Vithrue/Detoxiic
It's sad that you guys think that I think the Internet is a lot more good than bad actually... you see the bad because they tend to be the loudest but there are a lot of great communities and amazing things being done on the Internet (kickstarter, YouTube, the Minecraft Forums) just because there is some bad doesn't mean that there is a whole lotta good there too Now can we get back to Minecraft?
So, since most of you haven't heard about the progress of my map in a very long while, I have been working hard. Things HAVE been getting done. I will leave you here with some lore in my map.
DISCLAIMER
This piece of lore contains some graphic imagery. For those with a weak stomach, this story may not be for you. Read at the reader's discretion.
The village always sat under the tall Fort Avaritia, which loomed over the small town. The villagers would always watch the King stroll through town, head held high. He was very generous, giving food and/or shelter to the poor. He would let the poor stay in residences in the fort until the poor had enough money for housing or paying off that last mortgage. The villagers were happy to live under the rule of the king.
The King lived with The Queen in the fort, and his son. The Queen had recently had a baby, so she was often seen walking through the streets with a bundle in her arms. The villagers admired the little baby who would stare back with big blue eyes and a grin with no teeth. The King's son would play in the playroom in the fort, sometimes making his own plays with masks of his favorite characters, including Steve and the Creeper.
But the Corruption couldn't leave this happy community alone. It decided to manipulate the dreams of the King, replacing dreams of generosity with those of greed, dreams of sympathy with those of hatred and violence, and dreams of care with dreams of rejection. The next morning, the King had no love for anyone. Stomping out of the fort with only a box of matches, nothing more, the King started lighting. Tossing the flaming sticks towards house after house, the King walked down the streets with hatred burning in his eyes and a smirk smeared across his face.
With the cries of the people burning in their houses, and the smell of burning flesh in the air, the King went towards his next target: Fort Avaritia. Ripping the door open, he raced towards the bar, where he was sure to find his weapon.
"Dad?", the King's son called out, interrupting his imaginary scenario, when the Creeper was about to blow up Steve. The King ripped open the door to the bar, and started to rummage through the wooden drawers. He found a butcher's knife, not washed yet, but still gleamed in the light of the bar. He deemed it 'good enough', and went to murder his first target.
The King's son was putting away his masks and capes, when a shearing pain ripped through the right side of his chest. Letting out a shattering scream, he looked down. He caught a glimpse of the metal of the blade before it slid back out of his body. Wailing, her turned around and saw his dad, holding a blade coated in thick red blood, and his eyes burning with an evil passion. The last the King's Son ever saw was his father jam the butcher's knife into his stomach.
When the King tried to attack his final two targets, the door was locked, and the Queen was screaming for him to go away. Ramming into the door and knocking it down, the King entered, still gripping the knife tightly.
"Is that his blood?", she asked, clutching the crying baby in her arms.
It doesn't matter anymore. Hand over that baby or I will take it myself," he said.
"No," she said, holding the baby close to her, trying to prevent the crying.
He walked over, and with one hand, held the knife to the Queen's throat, and the other took the baby by the neck, and held it in the air. The baby squealed and coughed as color drained its face, and its small hands tried to remove the large fingers curdling its neck.
"NO!", the Queen yelled as the baby's body went limp, lips blue from lack of oxygen. The King let the baby's body crash to the ground. He turned, with hatred smeared across his face, to his wife, the only other living resident in the cove of Fort Avaritia. He took the knife, still smeared with the blood of the King's son, and slit her throat.
A soft "why" could be heeard as the life from her body slipped away. The King, snapping out of his trance, sat before his dead wife, blood flowing from the cut in her neck, and her baby, with big blue eyes frozen wide in terror. His eyes filled with tears, and he finally realised what he had done. Landing on his knees, he cried. He cried until not a tear or shudder could be made. Yet, still he cried. He was a murderer. A terrible murderer.
That night, nightmares of knives stained in blood and the faces of those he killed haunted him in his sleep. No matter how much he tried to think and dream of good thoughts, the faces and the knives wouldn't go away.
He finally decided that life would not be worth living. Hanging a rope to the windowsill, he tied the other end to his neck, and jumped.
Years later, a company by the name of Protecto Corporation closed off the castle, inquiring that it was a dangerous zone and that it should not be approached. The castle was left alone forever.
Forgotten.
And to think that I wrote this myself, all the ideas coming out of my puny little head? That slightly scares me.
Do you mind if spawners are hidden?
And if they're not hidden, do they take away from the look of things?
Spawners are best hidden beneath abnormal blocks. Amlup did this well in ut3 by using gravel.
How many ctm maps have you played? Playing others maps can help you fine tune your own mapping
@Awesome your idea of building areas into the intersection is pretty cool and brings up an interesting point: What do you all feel the purpose of intersections are? Should they be big or small, important or just a means to an end, ok?
Few things
- Progression in size of intersection
- No wool
- visually appealing
- Give a visual hint to each area
Spawners are best hidden beneath abnormal blocks. Amlup did this well in ut3 by using gravel.
How many ctm maps have you played? Playing others maps can help you fine tune your own mapping
Why didn't I ask for advice? because everyone would say the same thing they always do. If I asked "Well, Mr. Know-It-All, just how do I make my maps better?" then It would be like asking how do you do exactly what they just told you to do. Hybran said "Yep, don't play this map, it sucks. This area is too that, and that area is too this." and he basically told me the flaws of the map, I didn't need to get any more advice. I'm trying harder to more advice now because after my little overreaction, I was left confused. Now I have absolutely no clue what the community whats. And the truth is, I can't know what the community wants, because the community doesn't function as a single entity. All of us have different opinions. Some people want easy maps, some want hard. Some people like cavespiders, some people hate 'em. Now I'm often finding myself thinking "Will they like this? What will they like?".
So, most of us are alone, and most of us shouldn't be grouped together.
I can't believe we're still discussing this, I though we all moved on.
You are focusing too much on what other people want. Do what makes you happy. Don't reply saying, "But if I do that, then my map will suck... blah blah blah rant about how you hate yourself." You probably need to focus on gameplay and make areas so that they aren't generic. Don't just have random blocks and call that block variation. You need blocks that go together and really make an area look great. Have pillars, vines, parkour, big drops of death, anything that shakes the area up a bit. Not just some really long cave that you go through.
So, since most of you haven't heard about the progress of my map in a very long while, I have been working hard. Things HAVE been getting done. I will leave you here with some lore in my map.
DISCLAIMER
This piece of lore contains some graphic imagery. For those with a weak stomach, this story may not be for you. Read at the reader's discretion.
The village always sat under the tall Fort Avaritia, which loomed over the small town. The villagers would always watch the King stroll through town, head held high. He was very generous, giving food and/or shelter to the poor. He would let the poor stay in residences in the fort until the poor had enough money for housing or paying off that last mortgage. The villagers were happy to live under the rule of the king.
The King lived with The Queen in the fort, and his son. The Queen had recently had a baby, so she was often seen walking through the streets with a bundle in her arms. The villagers admired the little baby who would stare back with big blue eyes and a grin with no teeth. The King's son would play in the playroom in the fort, sometimes making his own plays with masks of his favorite characters, including Steve and the Creeper.
But the Corruption couldn't leave this happy community alone. It decided to manipulate the dreams of the King, replacing dreams of generosity with those of greed, dreams of sympathy with those of hatred and violence, and dreams of care with dreams of rejection. The next morning, the King had no love for anyone. Stomping out of the fort with only a box of matches, nothing more, the King started lighting. Tossing the flaming sticks towards house after house, the King walked down the streets with hatred burning in his eyes and a smirk smeared across his face.
With the cries of the people burning in their houses, and the smell of burning flesh in the air, the King went towards his next target: Fort Avaritia. Ripping the door open, he raced towards the bar, where he was sure to find his weapon.
"Dad?", the King's son called out, interrupting his imaginary scenario, when the Creeper was about to blow up Steve. The King ripped open the door to the bar, and started to rummage through the wooden drawers. He found a butcher's knife, not washed yet, but still gleamed in the light of the bar. He deemed it 'good enough', and went to murder his first target.
The King's son was putting away his masks and capes, when a shearing pain ripped through the right side of his chest. Letting out a shattering scream, he looked down. He caught a glimpse of the metal of the blade before it slid back out of his body. Wailing, her turned around and saw his dad, holding a blade coated in thick red blood, and his eyes burning with an evil passion. The last the King's Son ever saw was his father jam the butcher's knife into his stomach.
When the King tried to attack his final two targets, the door was locked, and the Queen was screaming for him to go away. Ramming into the door and knocking it down, the King entered, still gripping the knife tightly.
"Is that his blood?", she asked, clutching the crying baby in her arms.
It doesn't matter anymore. Hand over that baby or I will take it myself," he said.
"No," she said, holding the baby close to her, trying to prevent the crying.
He walked over, and with one hand, held the knife to the Queen's throat, and the other took the baby by the neck, and held it in the air. The baby squealed and coughed as color drained its face, and its small hands tried to remove the large fingers curdling its neck.
"NO!", the Queen yelled as the baby's body went limp, lips blue from lack of oxygen. The King let the baby's body crash to the ground. He turned, with hatred smeared across his face, to his wife, the only other living resident in the cove of Fort Avaritia. He took the knife, still smeared with the blood of the King's son, and slit her throat.
A soft "why" could be heeard as the life from her body slipped away. The King, snapping out of his trance, sat before his dead wife, blood flowing from the cut in her neck, and her baby, with big blue eyes frozen wide in terror. His eyes filled with tears, and he finally realised what he had done. Landing on his knees, he cried. He cried until not a tear or shudder could be made. Yet, still he cried. He was a murderer. A terrible murderer.
That night, nightmares of knives stained in blood and the faces of those he killed haunted him in his sleep. No matter how much he tried to think and dream of good thoughts, the faces and the knives wouldn't go away.
He finally decided that life would not be worth living. Hanging a rope to the windowsill, he tied the other end to his neck, and jumped.
Years later, a company by the name of Protecto Corporation closed off the castle, inquiring that it was a dangerous zone and that it should not be approached. The castle was left alone forever.
Forgotten.
And to think that I wrote this myself, all the ideas coming out of my puny little head? That slightly scares me.
My. God. I thought i was reading a history book. why havent you quit making maps and become an author yet?
My. God. I thought i was reading a history book. why havent you quit making maps and become an author yet?
I wish to be an author when I grow up. But right now, mapping is my main focus. Once I finish my map, then that will slide to the side, and I will write.
I believe that someone should be able to get entirely through an intersection without interacting with any mobs if they so choose. That means no spawners or dark areas on the pathways, although I'm fine with extra loot (no wool) as well as mobfighting being optional. Aesthetic-wise, I think just as much effort should be put into them as wool areas. A good-looking intersection with lots of effort can leave a lasting impression (i.e. Intersection 3 in Vinyl Fantasy II. That gets my vote of best intersection ever made).
I also like when there's an indication of which areas should be done in what order (like UT3, RotM2, and The Fire Beneath), but that's not required, just an added bonus.
@Witty
That's really good. I'm seriously looking forward to your map (yes, I know it won't be out for a while).
I wish to be an author when I grow up. But right now, mapping is my main focus. Once I finish my map, then that will slide to the side, and I will write.
Im gonna be the first person to buy your book. and every subsequent book you produce
You are focusing too much on what other people want. Do what makes you happy. Don't reply saying, "But if I do that, then my map will suck... blah blah blah rant about how you hate yourself." You probably need to focus on gameplay and make areas so that they aren't generic. Don't just have random blocks and call that block variation. You need blocks that go together and really make an area look great. Have pillars, vines, parkour, big drops of death, anything that shakes the area up a bit. Not just some really long cave that you go through.
I have blocks that look well together. I have pillars. i've put vines. I've mad big drops of death. I've even put some parkour in my older maps. Nothing pleases anybody it seems. I've done all that, I've done what has made me happy, and It aint workin'! I've focused on gameplay, I've done everything you just told me to do in past maps and none of that has worked.
Maybe I should just take a look at one of your maps.
I have blocks that look well together. I have pillars. i've put vines. I've mad big drops of death. I've even put some parkour in my older maps. Nothing pleases anybody it seems. I've done all that, I've done what has made me happy, and It aint workin'! I've focused on gameplay, I've done everything you just told me to do in past maps and none of that has worked.
Maybe I should just take a look at one of your maps.
Well i dont make maps i play them and i love custom items and lore. make a story few maps do that (look at what witty has just dont) holy shenanigans that was fantastic. do that write a story create a map around a story to tell a story, and i gaurantee you'll have fun with it
Well i dont make maps i play them and i love custom items and lore. make a story few maps do that (look at what witty has just dont) holy shenanigans that was fantastic. do that write a story create a map around a story to tell a story, and i gaurantee you'll have fun with it
Well thanks guys(or girls). I've decided to ignore Hybran's review. I feel much better now . I feel like I can make maps and be happy again. But honestly, Legion Mines was far from terrible; infact 20 angels probably died when I released that map. But I'm going to push past that map, even though I still feel its horrible. The new map I'm making will be much better.
I'm gonna be honest here. I've not played the map. But don't ignore Hybran's review. Simply read the subtext. Even if he's harsh, he's likely not harsh without reason, and it's a very good idea to at least look into what he's said. I'll plan on playing the map sometime soon and get back to with feedback as best I can, via a review on here as well.
Your idea of building areas into the intersection is pretty cool and brings up an interesting point: What do you all feel the purpose of intersections are? Should they be big or small, important or just a means to an end, ok?
I did this as well with my I3. I really feel an Intersection simply serves as a place to hunker down and build a small base in, while you attempt to conquer the areas presented there. If it has more to do in it than simply serve as a springboard for other areas, I rather like it. My first intersection of my map really is just a spring board, while my intersection 2 is larger, more spacious, and lets you find optional loot while having a slight element of danger. Now my third one is actually 'part' of the areas there, in that while it's safe, there's no hallways to wander down, the wool locations are there, and you simply need to head to them.
Also, just a reminder about the Admin spots. I have read all applications sent in, even if I've not replied! I'm looking to close on Monday, the 28th and will reply to the candidates I have in mind. From there, I'll be working on implementing the new admins
Why didn't I ask for advice? because everyone would say the same thing they always do. If I asked "Well, Mr. Know-It-All, just how do I make my maps better?" then It would be like asking how do you do exactly what they just told you to do. Hybran said "Yep, don't play this map, it sucks. This area is too that, and that area is too this." and he basically told me the flaws of the map, I didn't need to get any more advice. I'm trying harder to more advice now because after my little overreaction, I was left confused. Now I have absolutely no clue what the community whats. And the truth is, I can't know what the community wants, because the community doesn't function as a single entity. All of us have different opinions. Some people want easy maps, some want hard. Some people like cavespiders, some people hate 'em. Now I'm often finding myself thinking "Will they like this? What will they like?".
So, most of us are alone, and most of us shouldn't be grouped together.
I can't believe we're still discussing this, I though we all moved on.
I might be butchering the context of this statement (reading comprehension goes down when sleep deprivation goes up.), but isn't the point of a review/ feedback to point out the flaws and make the map closer to perfect?
@intersections: They should be big. I like it when loot, monuments and bonus objectives are incorporated into an interesection (maybe not wools though).
@marking spawners: Lots of ways. Pillars, different blocks, glass, etc.
I never said that. I wasn't talking about the review, I was talking about all the other comments I've gotten on my other maps (and just a bunch of other comment sections on the internet). sorry if I worded that strangely.
This is surprisingly true.
It should be okay A big climax is important, the one danger is making it to jarring. It won't work if all the areas are 150x150 and then the final area is 1000x1000 (slight hyperbole but you get what I mean...) I would try gradual scaling in size (starting in the final intersection) nothing too much just to stop any feelings that its out of context.
@Vithrue/Detoxiic
It's sad that you guys think that I think the Internet is a lot more good than bad actually... you see the bad because they tend to be the loudest but there are a lot of great communities and amazing things being done on the Internet (kickstarter, YouTube, the Minecraft Forums) just because there is some bad doesn't mean that there is a whole lotta good there too Now can we get back to Minecraft?
Hey! I like, run this... or something:
DISCLAIMER
This piece of lore contains some graphic imagery. For those with a weak stomach, this story may not be for you. Read at the reader's discretion.
The village always sat under the tall Fort Avaritia, which loomed over the small town. The villagers would always watch the King stroll through town, head held high. He was very generous, giving food and/or shelter to the poor. He would let the poor stay in residences in the fort until the poor had enough money for housing or paying off that last mortgage. The villagers were happy to live under the rule of the king.
The King lived with The Queen in the fort, and his son. The Queen had recently had a baby, so she was often seen walking through the streets with a bundle in her arms. The villagers admired the little baby who would stare back with big blue eyes and a grin with no teeth. The King's son would play in the playroom in the fort, sometimes making his own plays with masks of his favorite characters, including Steve and the Creeper.
But the Corruption couldn't leave this happy community alone. It decided to manipulate the dreams of the King, replacing dreams of generosity with those of greed, dreams of sympathy with those of hatred and violence, and dreams of care with dreams of rejection. The next morning, the King had no love for anyone. Stomping out of the fort with only a box of matches, nothing more, the King started lighting. Tossing the flaming sticks towards house after house, the King walked down the streets with hatred burning in his eyes and a smirk smeared across his face.
With the cries of the people burning in their houses, and the smell of burning flesh in the air, the King went towards his next target: Fort Avaritia. Ripping the door open, he raced towards the bar, where he was sure to find his weapon.
"Dad?", the King's son called out, interrupting his imaginary scenario, when the Creeper was about to blow up Steve. The King ripped open the door to the bar, and started to rummage through the wooden drawers. He found a butcher's knife, not washed yet, but still gleamed in the light of the bar. He deemed it 'good enough', and went to murder his first target.
The King's son was putting away his masks and capes, when a shearing pain ripped through the right side of his chest. Letting out a shattering scream, he looked down. He caught a glimpse of the metal of the blade before it slid back out of his body. Wailing, her turned around and saw his dad, holding a blade coated in thick red blood, and his eyes burning with an evil passion. The last the King's Son ever saw was his father jam the butcher's knife into his stomach.
When the King tried to attack his final two targets, the door was locked, and the Queen was screaming for him to go away. Ramming into the door and knocking it down, the King entered, still gripping the knife tightly.
"Is that his blood?", she asked, clutching the crying baby in her arms.
It doesn't matter anymore. Hand over that baby or I will take it myself," he said.
"No," she said, holding the baby close to her, trying to prevent the crying.
He walked over, and with one hand, held the knife to the Queen's throat, and the other took the baby by the neck, and held it in the air. The baby squealed and coughed as color drained its face, and its small hands tried to remove the large fingers curdling its neck.
"NO!", the Queen yelled as the baby's body went limp, lips blue from lack of oxygen. The King let the baby's body crash to the ground. He turned, with hatred smeared across his face, to his wife, the only other living resident in the cove of Fort Avaritia. He took the knife, still smeared with the blood of the King's son, and slit her throat.
A soft "why" could be heeard as the life from her body slipped away. The King, snapping out of his trance, sat before his dead wife, blood flowing from the cut in her neck, and her baby, with big blue eyes frozen wide in terror. His eyes filled with tears, and he finally realised what he had done. Landing on his knees, he cried. He cried until not a tear or shudder could be made. Yet, still he cried. He was a murderer. A terrible murderer.
That night, nightmares of knives stained in blood and the faces of those he killed haunted him in his sleep. No matter how much he tried to think and dream of good thoughts, the faces and the knives wouldn't go away.
He finally decided that life would not be worth living. Hanging a rope to the windowsill, he tied the other end to his neck, and jumped.
Years later, a company by the name of Protecto Corporation closed off the castle, inquiring that it was a dangerous zone and that it should not be approached. The castle was left alone forever.
Forgotten.
And to think that I wrote this myself, all the ideas coming out of my puny little head? That slightly scares me.
Spawners are best hidden beneath abnormal blocks. Amlup did this well in ut3 by using gravel.
How many ctm maps have you played? Playing others maps can help you fine tune your own mapping
Few things
- Progression in size of intersection
- No wool
- visually appealing
- Give a visual hint to each area
Sometimes you can scare yourself with what you can come up with ;).
I haven't played enough.
My. God. I thought i was reading a history book. why havent you quit making maps and become an author yet?
I wish to be an author when I grow up. But right now, mapping is my main focus. Once I finish my map, then that will slide to the side, and I will write.
I believe that someone should be able to get entirely through an intersection without interacting with any mobs if they so choose. That means no spawners or dark areas on the pathways, although I'm fine with extra loot (no wool) as well as mobfighting being optional. Aesthetic-wise, I think just as much effort should be put into them as wool areas. A good-looking intersection with lots of effort can leave a lasting impression (i.e. Intersection 3 in Vinyl Fantasy II. That gets my vote of best intersection ever made).
I also like when there's an indication of which areas should be done in what order (like UT3, RotM2, and The Fire Beneath), but that's not required, just an added bonus.
@Witty
That's really good. I'm seriously looking forward to your map (yes, I know it won't be out for a while).
Im gonna be the first person to buy your book. and every subsequent book you produce
I have blocks that look well together. I have pillars. i've put vines. I've mad big drops of death. I've even put some parkour in my older maps. Nothing pleases anybody it seems. I've done all that, I've done what has made me happy, and It aint workin'! I've focused on gameplay, I've done everything you just told me to do in past maps and none of that has worked.
Maybe I should just take a look at one of your maps.
I totally agree. three-two is like a CTM god to me.
Well i dont make maps i play them and i love custom items and lore. make a story few maps do that (look at what witty has just dont) holy shenanigans that was fantastic. do that write a story create a map around a story to tell a story, and i gaurantee you'll have fun with it
I've Done that already
Isn't he to us all...
I'm gonna be honest here. I've not played the map. But don't ignore Hybran's review. Simply read the subtext. Even if he's harsh, he's likely not harsh without reason, and it's a very good idea to at least look into what he's said. I'll plan on playing the map sometime soon and get back to with feedback as best I can, via a review on here as well.
I did this as well with my I3. I really feel an Intersection simply serves as a place to hunker down and build a small base in, while you attempt to conquer the areas presented there. If it has more to do in it than simply serve as a springboard for other areas, I rather like it. My first intersection of my map really is just a spring board, while my intersection 2 is larger, more spacious, and lets you find optional loot while having a slight element of danger. Now my third one is actually 'part' of the areas there, in that while it's safe, there's no hallways to wander down, the wool locations are there, and you simply need to head to them.
Also, just a reminder about the Admin spots. I have read all applications sent in, even if I've not replied! I'm looking to close on Monday, the 28th and will reply to the candidates I have in mind. From there, I'll be working on implementing the new admins