Parkour Map Submissions |
Pk_mapper « Citoyen » 1704076560000
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Credits to our lovely Chocojell#0000 for the cute drawing ♥ About the module The goal of the module is to finish the map following the checkpoints that are represented in the map with a heart/broken heart in the format of a coin. At the end of the map, you will coins and powers and be able to help other players complete the map. Your can learn more about it in our official Discord server! #Parkour Map Guidelines This is important as it covers the basic rules of how to make a #parkour map ♥ A checkpoint is marked with a yellow nail. ♥ Every checkpoint should be added in order (i.e. you should not add a nail on the last obstacle before any other obstacle). The order is determined by the 'Z value’ of the yellow nail (in Miceditor). ♥ The map must have a mice spawn point. ♥ The last level (where you complete the map) should be marked with a blue armchair (with the color 329CD2). ♥ No nails should be placed on the mice spawn or chair. ♥ No mice holes. ♥ Cheese can only be placed at the mice spawn if the entire map is to be done with cheese. ♥ The map must have 1600 pixels of width and 800 pixels of height. ♥ For honey and slippery maps, the grounds that are affected must be tinted differently from normal. Ice should NEVER have friction (ie. be climbable) even with the honey effect. ♥ Plagiarism is not allowed. All maps should be original or have less than 1/4 of the map be inspired by another, but never make it the exact same obstacle. ♥ The map must be exported as a P22 (tribehouse) map. ♥ You are only allowed to submit a maximum of 3 maps per review. Your map is not allowed to have: ✖ Unsafe spawns (mice checkpoint spawns should not cause players to constantly die if they are AFK because it will cause lag). ✖ The final checkpoint/mouse position on the chair should also not cause AFK death (ie. if you create a wind map, make sure to block the side of the chair so players don’t fly away). ✖ Backgrounds (F=”” and scene items backgrounds/background decoration). ✖ Ca=”” (code that automatically hides the edges of the map) and N=”” (nighmode). ✖ Defilante items (due to moderators being unable to spectate). ✖ V=”” (Timed grounds). ✖ Dynamic grounds (except for joints as long as they are consistent and do not have collisions with objects). ✖ Fake grounds and invisible grounds that directly impact the gameplay. ✖ Shaman objects (they often despawn when the map is loaded). ✖ Inappropriate language, symbols, or offensive/racial slurs. These will be ignored upon submission. Resubmission criteria for removed maps ♥ You will have one (1) year’s time to resubmit removed maps that are edited. ♥ If you decide to edit a (P41) permed map, the new one must be submitted with a new @code. There will be three (3) categories in the final review 1. Accepted Maps that will be added to the official rotation. 2. Almost There Maps with minor changes that can be fixed easily. These maps will be posted in the #map-review-updates channel 5 DAYS before the official reviews go live. Authors will have the 5-DAY period to make the suggested changes. Once finished, they can let any member of the mapper team know, and it will be accepted into rotation once approved. If the necessary changes are made after the reviews are posted on the forum, it will be permed, but will not be added to rotation until the following review. Note: this category will not appear on the forum review. 3. Rejected Maps that currently have many problems and would require heavy edits to be considered for rotation. Please test your maps before submitting them. You can do so in your tribehouse by typing /module parkour and then /np @mapcode to load it. You can enable review mode in your tribehouse by typing !review and teleport to checkpoints using !cp x (ie. !cp 7) Basic XML to start your map Code XML 1 <C><P H="800" L="1600" /><Z><S /><D><P C="329cd2" Y="240" T="19" X="400" P="0,0" /><DS Y="200" X="400" /></D><O /></Z></C> Why did my map get removed? Your map may have been removed because you have a lot of maps in rotation, players have complained a lot about it, or our map rules have changed. To suggest a map for removal, join the #Parkour Discord server and send a message in the channel #remove-maps with the code, author, and the reason why you believe it should be removed. Can I send my map to a mapper instead of posting it here? No. Every map you submit should be posted here. However, we encourage you to use the #map-advice channel on Discord to ask mappers and the public to give tips on your maps. This should be done before submitting them in this thread. My map has been accepted but I want to edit it. What can I do? All the accepted maps get P41 (module) category, meaning you can't edit it. However, you can ask any mapper to turn it back to a tribehouse and then edit and re-submit the map using a different map @code. Who are the mappers? The mapper team is currently managed by Chocojell#0000 and Benevolente#3520 ♥ Androideexx#0000 ♥ Anotherbob2#0000 ♥ Reses#2305 ♥ Vincentfarm#0000 Old threads: ♥ 2019 - 2020 ♥ 2020 - 2023 Last updated January 1, 2024 Gameplay is the heart of each map as it defines the player’s experience and engagement within the module. Well-designed gameplay enhances player enjoyment, sustains interest, and fosters a sense of accomplishment by striking the right balance in creativity, flow, pacing and difficulty. Creativity: Strive for innovation in the majority of the obstacles to provide each map its own unique feel. Additionally, introduce some degree of diversity within the obstacles of the map itself in order to prevent repetitiveness, letting players engage in a more dynamic experience. Flow: Ensures that each level and obstacle connects in a cohesive manner, avoiding awkward intersections or breaks that disrupt the overall harmony of the gameplay. When the map is played as a whole, there should be a sense that all the levels fit together. Pacing: This is intricately tied to the average time it takes to complete the map. Maps with quick pacing often employ speeding mechanisms like treadmills and bouncy grounds. Conversely, slow-paced maps may feature low/high gravity, water or web damping, and precision-demanding obstacles. Balance is crucial; overly-quick maps may feel unworthy, too easy and automatic, while excessively slow ones risk becoming boring, too stale or unbeatable within a reasonable timeframe. Difficulty: While subjective, we can break it up into 5 main elements: 1. Consistency: The mastery of a skill should allow players to reliably replicate the obstacles, minimizing luck-based outcomes. 2. Precision: The demand for accurate control over movement and reaction time for certain obstacles. 3. Complexity: The difficulty in comprehending the level; assessing the clarity of elements and the specificity of the required skills. 4. Length: How long it takes to complete the level through the amount of steps and actions required. 5. Helping: You should look for facilitating assistance on checkpoints. The review team might consider exceptions for outstanding maps. In addition to assessing individual obstacle difficulty, keep in mind the mentioned elements to maintain an overall balanced challenge. (i.e. avoid checkpoints that are too hard while also overly long). Shortcuts and Alternate Methods: You should always check to block alternate ways to complete a level unless they are actually more difficult or more/as interesting as the intended way. Moreover, you’re not allowed to make hidden routes that, if known, are intended to reduce the time taken to complete the map for record purposes. IPS-Affected Gameplay: Related to the frame rate drops of the game by making players feel much heavier and slower than usual. If possible, avoid adding them in your map, as players usually feel unknowingly frustrated at the reason they are unable to complete specific obstacles. These obstacles are mainly related to mice weight like higher/wider jumps, bouncing on weak restitution grounds, climbing low friction grounds, sliding up a ramp and sticky grounds. Wind and Gravity/Anti-Gravity Maps: They are accepted if not too difficult. For helping purposes, make objects static by adding mgoc=-1 to the start of your XML. Size-Changing Checkpoints: 1 is the value for the normal mouse size. If you wish to make the mouse smaller, use any values < 1, and values > 1 to make them larger. You should avoid creating high momentum obstacles for small sizes as player hitboxes can glitch them through grounds. Larger sizes should only be applied from level 4 and onwards to prevent lag. The maximum size allowed is 2. Flipping: Sometimes maps stop working properly when flipped (mostly the ones using sticky grounds and water with an odd length number). Use the command !map @code flipped to test. Special Tools: To force stop on a checkpoint spawn, add stop="". This is mainly used to prevent players from using the acceleration or cheese from previous obstacles to complete the next obstacle. Click here for a tutorial on how to use force stop. Here is also an XML code for force stop: Before: Code XML 1 <O C="22" Y="504" P="0" X="1108" /> After: Code XML 1 <O C="22" Y="504" P="0" X="1108" stop="" /> It is important to properly communicate the information of grounds, map settings, and ways to complete each checkpoint. The overall appearance of the map should be pleasing to look at. Alignment: Grounds should meet each other with little to no visual overlap or unnecessary spacing. Color Grading: Avoid using colors that blend in with the background, are too bright, or could be visually uncomfortable to look at. If you wish to use minimalist grounds, make sure that the colors represent the actual grounds you are trying to replicate while keeping in mind the previous points. Visual Consistency of Grounds: Grounds with similar properties should look the same. Anything different from the established properties should look different. Arrows and Other Indicators: Make sure they are neither too distracting or blend in too much with the background. Place indicators logically so they don't end up misleading the way to complete a checkpoint. Water-Specific Indicators ♥ For checkpoints intended to be done while ducking in water, add these mice images: Right side: x_bouboum/x_skin/x_skin_24/x_11.png Left side: x_bouboum/x_skin/x_skin_24/x_5.png ♥ For water where mice float while holding cheese, indicate clearly somewhere on the obstacle with the cheese icon: x_tribulle/x_loc_4.png Honey-Specific Indicators ♥ If grounds are not tinted, add these images for grounds with the respective effects: Honey: x_transformice/x_divers/icone_miel.png Slippery: x_transformice/x_divers/icone_glace.png Obstacle Spacing: Keep a nice distance from an obstacle to another. Something too far ends up being empty and lacking content, while too close can make the map appear crammed. Foreground: Avoid using it unnecessarily, its use is mostly suggested for covering water only. Viprin: Be careful while using this tool, though great for its versatility, too much of it causes the game to lag. Be aware that by even adding a single line to your map, it becomes harder for players that often struggle with low ips, therefore if you opt for that, avoid also making overly precise obstacles that are usually affected by IPS. Images: An alternative way of providing visual information without using grounds/viprin added via Miceditor or xml. Though being static and unchanging, they do not produce lag. Click here for the commonly used images. For the full collection of images, click here. Decorations: Not a requirement, however, avoid overusing it if you do wish to spice up your map. It is best to keep things clean and simple. Dernière modification le 1704077460000 |
Chocojell « Citoyen » 1704077280000
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Credits to our lovely Benevolente#3520 for the cute drawing ♥ Submission period: January 1 - January 31, 2023 We are exclusively accepting contest entries for the month of January. Please read the following general rules: ♥ Each player is allowed to submit up to two (2) maps per category. ♥ Previously-submitted maps or P41 maps are not allowed. ♥ Judges are not allowed to participate in the contest. ♥ We will be accepting entries through Google Forms, please click here to submit your maps. Do not submit maps through direct messages or this thread. Prizes: ♥ First place: 500 cc and 1000 parkour coins ♥ Second place: 300 cc and 600 parkour coins ♥ Third place: 200 cc and 400 parkour coins Here’s a twist, ALL entries stand a chance to be added to the official rotation if they are exceptional, regardless of whether it is a winning map! Without further delay, there will be two categories… 1. A Walk Down Memory Lane - Old Parkour How many of you still remember the Nettoork era? Well, get ready for a nostalgia trip! We are welcoming all types of maps that resemble the much simpler, and earlier times of parkour. Although older maps mainly contained generic obstacles, creativity will get you extra points! In case you need a reminder of what old parkour was like, here are a few maps to help you stay within the theme: Reference Maps Blood#3565 - @7574622 Cyclone#3550 - @7577961 Guifrema#0000 - @7586521 Joao#7285 - @7568830 Kralizmox#0000 - @7573241 Lezkip - @4612890 Noblekid#3088 - @7568845 Note: These maps should only be used as a light reference for structuring your own—avoid copying obstacles. Be mindful that old parkour's super precise obstacles and ones that are unfriendly for low IPS players should not be recreated in your maps (e.g., large ice overhangs, thick wood turnarounds). Rules: ♥ No pink grass and yellow grass, honey, or acid grounds. ♥ No tinted grounds. ♥ No honey/slippery effects and no water modifications. ♥ The map itself should not contain wind, dodue, images, or viprins. ♥ Keep decorations minimal. ♥ Checkpoints should not include stop or size parameters. Judges: Chocojell#0000, Benevolente#3520, Androideexx#0000, Thefourthone#0000, Stovedove#0000 2. Playing With Size - Size-Changing Checkpoints Have you ever wished to be smaller to fit into a crack or larger to reach the stubborn ice? Your dreams are coming true with the new size-changing checkpoints! This is the first time we are announcing it officially as the new addition to parkour and you will have a chance to showcase your imagination. Click here for a tutorial on how to use this mechanism. Rules: Any grounds and mechanisms are fair game. There aren’t any necessary restrictions, but if you wish to be considered for the official rotation, follow the suggestions below: ♥ Smaller sizes (< 1): Avoid creating high momentum obstacles as player hit-boxes can glitch them through grounds. ♥ Larger sizes (> 1): Should only be applied from level 4 onwards to prevent lag. Additionally, the maximum size should not exceed 2. Judges: The current Mapper team. The official #parkour map making contest is brought to you by the #parkour mapper and admin teams! Huge thanks to Mckeydown#0000, Lays#1146, and Blank#3495 for providing us this opportunity, and heartfelt gratitude to our donors Androideexx#0000, Dahlia19#8293, and Stovedove#0000 for making our prize collection a success! |
Katmok « Citoyen » 1706771220000
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@7716157 >.< |
Ulovemea « Citoyen » 1706794860000
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my old borken mapas fixed (thx to vincentfarm♡) @7686806 @7676339 |
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@7947582 |
Antoni0 « Citoyen » 1707134820000
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@7926720 |
Vincentfarm « Citoyen » 1707642480000
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@7836514 @7842431 @7828803 @7858566 |
Vincentfarm « Citoyen » 1707718560000
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one more :> @7877900 |
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@7947820 |
Chocojell « Citoyen » 1707845580000
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~ c h e c k p o i n t ~ |
Chocojell « Citoyen » 1709600400000
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#parkour Map Reviews: February 2024 Posts #3 - 9 Reminder: Players are only allowed to submit a maximum of 3 maps per review period. If you would like to suggest a map for removal, join the #parkour Discord server and send a message in the channel #remove-maps with the map @code, author, and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice with your map @code. Accepted (6) Jaw#9368 - @7947582 Ulovemea#0000 - @7686806 (old map that has been fixed) Ulovemea#0000 - @7676339 (old map that has been fixed) Vincentfarm#0000 - @7836514 Vincentfarm#0000 - @7877900 Vincentfarm#0000 - @7842431 Rejected (5) Antoni0#8587 - @7926720 - (CP 1) Add the crouching mouse image. - (CP 4) This acid is annoying, either block it out or make this water weaker. - (CP 6) The spawn is unsafe (AFK death). - (CP 7) Level is too long, split it in two by adding a new checkpoint around here. - (CP 8) The ice diamond can be skipped over to reach the water. - (CP 9) This level lacks appealing features, moreover, successfully executing the water boost is annoying. Gazdk#0000 - @7947820 - The map lacks creative gameplay. Katmok#0000 - @7716157 - The excess of gravity makes movement in the first half of the map too restrictive, moreover the levels also seem too automated compared to the later challenges, resulting in a monotonous feel. - (CP 6, 7) Lacking consistency, allowing failure even when executing the start well and hitting the ceiling unintentionally. Vincentfarm#0000 - @7858566 - (CP 4) The crouching mouse makes it look like you need to duck-lock instead. - (CP 6) It's still too complex and open for interpretation, following the arrows instructions don't actually lead to a consistent path, if possible make this level much more straightforward. - (CP 7) The water image makes it difficult to line up inside the actual water ground and the jumps are too precisely timed. - (CP 8) Add a warning indicator, such as (x_divers/attention.png), to warn players of the need to slow down. The level also seems random in many ways, the first part doesn't always bring you precisely to the next, and when you hit the area of the lava indicated by the arrow, you don't always end up in the water. Vincentfarm#0000 - @7828803 - (CP 2) Still too frustrating to complete. Now, for the long-awaited results of the mapmaking contest... Category 1: Old Parkour ♥ First Place: Poteerfotter#0000 - @7948494 ♥ ♥ Second Place: Antoni0#8587 - @7933038 ♥ ♥ Third Place: Katmok#0000 - @7947812 ♥ *Unfortunately, we did not receive enough submissions for the Size-Changing category. Thus it will not be included.* All winners can expect their prizes to be delivered within the next week. As promised, below are the maps that we have decided to add to our rotation: ♥ Antoni0#8587 - @7933038 ♥ Jasseh#0000 - @7948659 ♥ Reses#2305 - @7947145 ♥ Reses#2305 - @7947432 The following maps will need minor changes, similar to our Almost There principle, the authors will have until the next checkpoint date (March 15) to complete their fixes. ♥ Poteerfotter#0000 - @7948494 - (CP 1) Very precise, also replace this chocolate with another medium like ice. ♥ Vincentfarm#0000 - @7858402 - (CP 1) Too precise, make the first trampoline weaker. - (CP 4) Shortcut. - (CP 5) Alternate way. - (CP 7) Too precise as too often you miss the grip on the ice diamond or get cheese. Below are all of the maps that we will not be considering for rotation at this time: ♥ Anotherbob2#0000 - @7763169 ♥ Anotherbob2#0000 - @7310185 ♥ Antoni0#8587- @7947736 ♥ Chentex_3000#0000 - @7947941 ♥ Katmok#0000 - @7947128 ♥ Katmok#0000 - @7947812 ♥ Lawlzfail#0000 - @7947497 ♥ Pomyczek#6046 - @7947731 ♥ Vincentfarm#0000 - @7854303 If you wish to know the full reviews on any of these maps, please click here. Thanks again to our wonderful participants, judges, and sponsors for making the contest possible! |
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@7894691 |
Antoni0 « Citoyen » 1709921220000
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@7926720 edited :) |
Poteerfotter « Citoyen » 1709953860000
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@7948494 edited |
Antoni0 « Citoyen » 1710083940000
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@7947736 edited |
Vincentfarm « Citoyen » 1710293040000
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@6110576 editted @7858402 editted |
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@7950599 @7950169 |
Chocojell « Citoyen » 1710550380000
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~ c h e c k p o i n t ~ |
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@7827660 @7827649 @7826501 Dernière modification le 1722363900000 |
Chocojell « Citoyen » 1711918320000
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#parkour Map Reviews: March 2024 Posts #12 - 17 Reminder: Players are only allowed to submit a maximum of 3 maps per review period. If you would like to suggest a map for removal, join the #parkour Discord server and send a message in the channel #remove-maps with the map @code, author, and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice with your map @code. Accepted (2) Pisse#0000 - @7894691 Vincentfarm#0000 - @6110576 Rejected (5) Antoni0#8587 - @7926720 - (CP 6) AFK death. - (CP 7) It felt better without the friction on the right trampoline. - (CP 8) Move the spawn to here so it's closer to the actual obstacle. Move the ceiling down so it's not hidden by the game info bar. - (CP 9-10) The abrupt introduction of size at the end disrupts the overall flow of the map. If you want to incorporate size, it is better approached when integrated in the beginning with some tutorial levels instead of suddenly mixing it with different mechanics. Moreover, in these levels, size wasn't used to its full potential in a way to add innovative gameplay. - (CP 10) We're not sure it's possible to complete the last level. Antoni0#8587 - @7947736 The overall map lacks creative gameplay and incorporates many concepts that are seen repeatedly in the existing rotation. - (CP 1) Can be done in two ways. - (CP 4) Change the spawn closer to the actual starting point of the obstacle. - (CP 6) No consistent and clear path. Jaw#9368 - @7950599 - (CP 1) The previous execution was better, there was no need to lengthen this water. This part is too precise. - (CP 4) Alternate way. - (CP 6) Alternate way. Move the spawn to here. Many times the treadmill launches you off the ground and you don't end up getting the honey effect. - (CP 7) Alternate way. - (CP 8) The water does not give consistent speed in the first part of the obstacle. Also many times you end up hitting this wood. Jaw#9368 - @7950169 The beginning of the map was okay, but the obstacles become dull and lack creativity in the second half (Checkpoints 5-7). - (CP 1) Make it easier; and change this part to ice, also move the spawn closer to the drop. - (CP 4) A little tedious as the space on the chocolate diamond is small, it is very likely to slide off of it completely or have the slippery effect run out. - (CP 5) Change the arrow to make it consistent with the rest of the map. - (CP 8) Make the first part less precise. - (CP 9) Precise - difficult to control your speed when you are in the water. Vincentfarm#0000 - @7858402 - Even though the map is made with inspirations from existing maps, most obstacles feel too similar and lack in distinctiveness/creativity. |