By Melair (18th of March 2016)
If you want to submit a map to us, we'd be more than happy to look at it! However there are some things that you need to know and understand first!
We're of course very happy to give credit to the builders of the map, we'll do so with a short list of names or a build team name and link to your website which shows up when a player joins the server. We'll also credit you on our website.
We are not in a position to offer anything other than our good will back to you at present. Once we have an achievements system and titles we'll happily give you one (of our choosing) for you to use indefinitely.
You agree to let us use your map until we decide otherwise, you agree that we will not owe you any royalties for using it, further should Caldonia ever accept donations or sell player ranks you permit us to continue to use your map.
Be aware of frame rates of those with poorer computers, as such:
Do not attempt to hide chests or other items which may give players an advantage if they know about them. Our plugins scan maps to ensure this is not the case and report issues such as these.
Do not go over the top with heads, any you do place must use the texture blob. To this end it's advised that you only use heads from FreshCoal's head collection.
The bottom five blocks of the map are reserved for technical purposes, they must not be part of the map design.
Things you should know before building a map for each type of game.
Survival games maps should aim to be:
You should not use the following blocks:
You should not place game elements such as:
You should either create a suitably believable edge of the map which players can not get to due to a world border, or a natural obstacle which prevents players from seeing the edge of the world.
Maps should be:
You should not use any block elements which have high blast resistance, for example do not use:
Ideally there should be an outer wall around the outside of the map, 4-5 blocks tall.
You should layer detail through out the map as otherwise it gets boring after the top is destroyed. Tunnels and holes to hide in are encouraged. However, tunnels that lead to different and/or deeper layers of the map or are discouraged and may be blocked off during final publication.
Outside of your 4x4 chunks there should be void, though we can do this once we've received the map.
Maps should be:
Rings are placed with the use of armor stands and placed on the map at game load time. However this is difficult for those without the GD build tools to work with, so instead place rings which are made of obsidian. Label the rings with a sign if the order is unclear.
We will replace them with the armor stands once you have submitted the map. Rings can not be used multiple times at current and the ring path much be linear (no branches or circuits). A spawn point should be identified, you may build something to jump out of, or we can paste in the aircraft.
Rings can only be places north-south or east-west, up-down or diagonal rings are not supported.
If you don't want to build the circuit we'll happily take ground which can be flown over.
Please consider players frame rates, as such a pure forest ground may be unsuitable for users who have older computers.