Originally written by feydk
First off, as always, if you’re interested in making a map, contact Star so he can hook you up with a creative world.
When making a map for Vertigo, there are some things you need to consider:
Before you start building, also consider the following requirements for map configuration, as they may have an impact on how you design your map.
Must be square. Must have exactly 2 [BOUNDARY] signs (see below). Must have one [water] sign (see below). Must be one block deep.
The bordering blocks around the pool must use a material different from the blocks that are used to fill up the pool. See “Pool filler blocks”.
As you can see, this is the block below one of the pool corners. Attach a
[BOUNDARY] sign to that block. Do the same for the block in the opposite corner, so that the signs define a cuboid for the pool. This is required to make golden ring spawning work. The signs are removed when the game starts. You also need to tell the game how much water there actually is in the pool. Do this simply by having a
[WATER] sign with the exact number of water blocks on the second line. In this example it says 49, because the pool size is 7×7. This sign is removed when the game starts.
[BLOCKS]and put it somewhere. It is removed when the game starts. Put in the blocks you want to be filler blocks. The game will choose a random one from the chest every time a splash is made. You cannot use the block(s) used for the pool border.
[JUMP]signs. You can have as many of these as you like (the default map has 4, as you can see in the image below). I would say there has to be at least 2 blocks in front of the sign, but not too many either, so that players don’t spend precious time getting to the edge.
[THRESHOLD]sign. This sign needs to be placed as high as possible below the floor of the jump platform. If that doesn’t make sense, consider this:
[TIME]signs also works the same as in Colorfall.