The following guidelines reference 'Data Points'. If you would like to learn more about these, please click here. Survival Games is arguably, if not the hardest map to make. There are a lot of specifications to it, and it's a huge commitment. You need to ensure the map is large, as well as varied, and that there's something happening in basically every portion of the map, whilst also leaving enough space for PvP. There is a lot of information on this thread, but it is important to note that all of it is very important, and crucial for your creation of Survival Games maps. Please read through this thread in full if you are considering creating a Survival Games map, either alone or with a team. To start off, the data points you'll need are the following; - 24 GREEN spawns arranged in a circle around the middle of the map. - A looooooot of chests The important specifications are the following; - The map needs to be filled with around 800-1000 chests. Only ¼ of them will spawn in game. Make sure you put them inside buildings or interesting places! - Map needs to have a radius of around 250 (centred around 0,0). If you have it be 300 it will be a big map and the border will take longer to push people inwards. Around 512x512 is a perfect size. - The edges of the map should be naturally restricting. We do not use glass domes, so you will need to create cliffs, or vast oceans to signify the ‘edge’ of a map. - It’s okay to have rivers, lakes, etc, but most should be land. It is okay to have a lot of water as ‘borders’ to your map. NOTE: The following rule does not apply to people who are really good at modern builds: - Don't use any kind of ‘modern’ or ‘alien’ or anything like this. Try to stick to the themes that match the Minecraft tile-set best, such as Medieval, Pirate, Elven, Cave, Volcanic, etc - Don't use the TIME data point for SG. Having the map be night time, or any other map, messes with supply drops. There are a few other specifications for particular aspects of the map. Spawn is always in the centre of the map. The final battle will happen at spawn, so it needs to be suitable for battle. The border will grow inwards and engulf everything eventually. If possible, try to prevent having 'camping' spots in the centre of the map that people can use to wait out the border. It's best to create an environment that's open enough for PvP, but also include areas that restrict lines of vision etc. Keep structures looking simple. Over detailed buildings are too complex for this gamemode, as it's hard to make already. You can keep the structures looking very simple, with basic detailing, so that close up they still look nice, but from far away they just contribute to the overall look of the map. Detailed structures and buildings are nice for maps which are easier to build, and need aesthetics to make them more appealing. Make sure there's interesting content everywhere! Obviously maps will have content, such as villages, temples, etc. But, no matter where a player is, there should be something interesting nearby to explore. It's nice to fill empty spaces with certain things that match with the theme of your map. These can include; - a broken wagon on the side of the road - a fallen tree - an abandoned hut in the woods - ship ruins off a coast - a small old mine - some farmlands - some stables - a secret treehouse - a riverside pier If you can think of other original things that match your theme, then that's all the better! Chests should be placed within interesting content (explained above). Do not just randomly place on the ground. The map must contain around 1000 chest locations. When the plugin loads, it will randomly choose 200 of these chests to use, and delete the rest. This ensures that every game has chests in differing locations. This may mean you have to place 10 chests in a house. That is fine, just make sure they are all in ‘interesting’ spots. It is preferable that players need to ‘search’ houses for the chests, rather than them being right there in front of their eyes. Don't make them too difficult to find though. Focus on gameplay as well as aesthetics! It is important that the map is fun to run around and fight in, not just look nice. Don't focus on huge overly fancy buildings. Make buildings functional for gameplay. Simpler interiors. Some buildings having multiple exits. Try to avoid multi-level buildings. There’s nothing more boring than climbing 5 floors looking for loot, finding nothing, then needing to run all the way back down 5 floors. Add 'parkour elements', allowing users to gain an advantage by being good at movement. For example, a lake full of shipwrecks, where players can hop between floating wooden debris. Terrain variation is very important. Not too many 45 degree slopes/hills as they are not fun to move over. This image displays BAD HEIGHT VARIATION. It is preferred to have the height be varied with cliffs and sheer walls, with stairs/paths winding up. All paths should be able to be traversed without stopping sprinting. This means either stairs, or gradual slopes (switchback paths are good) should be used; Maps should have lots of height variation. Big open flat maps are boring. But this does not mean there should be super tall areas and super low areas. Climbing up/down mountains is boring, and it kills map visibility. Players should never have to traverse great heights with nothing to do on the way. If you have a long incline up a hill, have some houses/paths. Maps should not be linear. Players should always have a choice in which direction to go, no matter where they are. Ideally they have a LOT of choices, but at the very least, give them 2-3. An example of a map being linear is in an already created map; Whilst this map is great to play on, there's not so many paths in which you can take, and gameplay can be quite repetitive. It's always good to include a lot of potential for exploration; Aztec Island is a good example of this. There's all the information you'll need for the creation of a Survival Games map. Maybe think twice before you create a map for this gamemode, or at least ensure you're clear on all specifications for the creation of a map for this gamemode.