Copper 9 - Custom MM Map!

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After the events of Transport v1, the ship was hit by a meteorite which sabotaged one of the ship's engines. The ship plummeted to the nearest planet, crashing on the outskirts of a mining colony. While operations ceased decades ago, the impact on the landscape remains.

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Welcome to Copper-9, a mining exoplanet. This planet once produced materials used for cloaking technology produced in spaceships (such as the Transport maps!)... among other things. Beware the lingering mining fumes in the air - their impact on the human psyche is still unknown.

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For more detailed information, see our cookies page.
Pregame lobby:
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Exterior:
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Interior:
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Proximity doors:
These doors are scattered throughout the map. They automatically open when a player enters a 8-block radius of them, and close behind them. Useful for finding invisible players right around the corner.
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Crane:
For two gold, pressing any of the buttons will cause the box in the center to raise and lower, breaking the loop around the box and allowing direct passage across it. Be careful, however, as you can trap yourself in (or players pursuing you) inside if you don't have enough gold to escape.
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Invisibility Belt:
Players can spend 4 gold to obtain an invisibility belt, which will equip them with light-blue leather leggings for the remainder of the game. By shifting, players can activate their invisibility, but beware - they must continuously hold shift to remain invisible. Unshifting will cause their invisibility to wear off.

It costs 1 gold per 4 seconds of invisibility. A small auditory cue is played as well when players activate their belt. Additionally, invisible players will still cause the doors found within the map to open.

NOTE: This mechanic is disabled in Assassins.
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As always, I hope you all enjoyed this one. If you want to see other maps like it, check the links in my forum signature!

OTHER INFO:
Map Builder: Jet711
Map Download: https://drive.google.com/file/d/1ei2iEgttfrGXCcuFk-W3Ck-pm7n9gXgx
Version: 1.8.9 (can be downgraded to 1.8)
Resource packs: Faithful 1.12 32x32, custom skys edit
Special thanks to @Kyeex for quality assurance review
 
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Looks very kool from a first glance, also
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cute little robots murdering eachother for reasons, ty for this reference lol
just played the start only to hear murder drones music after i made this comment-
 
After the events of Transport v1, the ship was hit by a meteorite which sabotaged one of the ship's engines. The ship plummeted to the nearest planet, crashing on the outskirts of a mining colony. While operations ceased decades ago, the impact on the landscape remains.

View attachment 2980438

Welcome to Copper-9, a mining exoplanet. This planet once produced materials used for cloaking technology produced in spaceships (such as the Transport maps!)... among other things. Beware the lingering mining fumes in the air - their impact on the human psyche is still unknown.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Proximity doors:
These doors are scattered throughout the map. They automatically open when a player enters a 8-block radius of them, and close behind them. Useful for finding invisible players right around the corner.
View attachment 2980320
View attachment 2980321

Crane:
For two gold, pressing any of the buttons will cause the box in the center to raise and lower, breaking the loop around the box and allowing direct passage across it. Be careful, however, as you can trap yourself in (or players pursuing you) inside if you don't have enough gold to escape.
View attachment 2980318
View attachment 2980319

Invisibility Belt:
Players can spend 4 gold to obtain an invisibility belt, which will equip them with light-blue leather leggings for the remainder of the game. By shifting, players can activate their invisibility, but beware - they must continuously hold shift to remain invisible. Unshifting will cause their invisibility to wear off.

It costs 1 gold per 4 seconds of invisibility. A small auditory cue is played as well when players activate their belt. Additionally, invisible players will still cause the doors found within the map to open.

NOTE: This mechanic is disabled in Assassins.
View attachment 2980307
View attachment 2980306
View attachment 2980311

As always, I hope you all enjoyed this one. If you want to see other maps like it, check the links in my forum signature!

OTHER INFO:
Map Builder: Jet711
Version: 1.8.9 (can be downgraded to 1.8)
Resource packs: Faithful 1.12 32x32, custom skys edit
Special thanks to @Kyeex for quality assurance review
Ayoo, you're really insane at building o.o
 
Another great looking map Jet! Would love to see this (and some of your other maps) added to the game at some point
(also love how it's connected to transport)
 
You've outdone yourself this time, Jet

The story, mechanics, and layout are all so good
 
I have to say, amazing map @Jet711. This one has close to perfect in-game balance. It has small creative loops that are great for MM classic/DU, and windows all over the map to make chasing people interesting (counter innos/det hard looping), which also makes it very fun and viable for MM Assassins.

Not only that, but it has high-ground, and open areas with small loops which Infection survivors would enjoy as well. It's not easy to make a balanced map that imo, would be considered a high-tier balanced map across the MM game modes, but you have managed to do so with this one. This is an Aquarium tier/top tier map (another map that does well with balance across the gamemodes), that I would love to see played in Hypixel MM in the near future, along with your other maps.
 
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I really like this map in classic/DU, it seems incredibly balanced, with both loops, and cutoffs, to make it balanced for mur and det. I love some of the mechanics you’ve included, especially the invis belt.
It seems like it would be a pretty average map for assassins, nothing too special, but not bad.

Now for the issue.. infection, this map is heavily surv favoring. A large amount of the hiding spots on the map are little one entrance areas with a tiny tunnel to get to it, which can be camped in by survivors. Now, other maps, like Snowfall, have things like this, but the thing that makes it better, and what I think could be used for this map, is a corner, where there’s only one block between the hider and the rest of the map, and sword throws can go through it. (An example being the glass by shark tank on aquarium)
Another thing is just lots of corner spots with two entrances, where survivors could flick back and forth to kill infected coming towards them. There are a few saving graces for infection balancing, such as how it has a few open areas where lots of newer survivors would probably congregate and die.


Overall, I love this map, I love the look of it, and the gameplay is great, mostly. I would give it a 9/10 for classic/DU, 7/10 for assassins, and a 5/10 for infection.
 
the landscape thumbnail of this map is so GOOD
just appreciating the color synergy
 
Looks very kool from a first glance, also
View attachment 2980448
cute little robots murdering eachother for reasons, ty for this reference lol
just played the start only to hear murder drones music after i made this comment-
Yep, Murder Drones was one of the sources of inspiration for this map. There were quite a few others too, like Treasure Planet, TF2, even a blitz map. I would say though that it strays far enough from all of them, however, to have its own unique identity.
Also, go check out murder drones if you haven't already. I'm looking at you, random person who is scrolling down this page!

(also love how it's connected to transport)
The story is so good
I always loved the idea behind Archives Top Floor where it tries to connect two different maps to tell a story, just not the execution because they're identical in both visuals and themes. This was something that I've wanted to try my own spin on for ages - pretty happy with how it turned out.

It also kind of bridges the gap between Transport v1 and v2 - was the crew able to use the equipment on the planet to repair and upgrade the ship? Or was the v2 crew sent out to look for the survivors of the v1 version, who never made it back alive? (I'll leave that one up to people's imaginations).

I really like this map in classic/DU, it seems incredibly balanced, with both loops, and cutoffs, to make it balanced for mur and det. I love some of the mechanics you’ve included, especially the invis belt.
It seems like it would be a pretty average map for assassins, nothing too special, but not bad.

Now for the issue.. infection, this map is heavily surv favoring. A large amount of the hiding spots on the map are little one entrance areas with a tiny tunnel to get to it, which can be camped in by survivors. Now, other maps, like Snowfall, have things like this, but the thing that makes it better, and what I think could be used for this map, is a corner, where there’s only one block between the hider and the rest of the map, and sword throws can go through it. (An example being the glass by shark tank on aquarium)
Another thing is just lots of corner spots with two entrances, where survivors could flick back and forth to kill infected coming towards them. There are a few saving graces for infection balancing, such as how it has a few open areas where lots of newer survivors would probably congregate and die.


Overall, I love this map, I love the look of it, and the gameplay is great, mostly. I would give it a 9/10 for classic/DU, 7/10 for assassins, and a 5/10 for infection.
Yeah, that's a fair criticism. It's always tricky to try and balance for all modes. Obviously Classic/DU takes priority since it has over 50% of the game's players, but that's not to say the other modes aren't important either. Assassins loves funneling people through a centralized area (i.e Mountain, Subway). Infection has a whole slew of factors which are complicated by the exponential nature of the mode.

One thing that I did do, however, was try to incorporate as many glass panes as I could for knife throws and alternative paths for some survivor camping spots. I'll include a few images since it's hard to showcase them in a video. Your point still stands though, I can definitely see it for a few locations.

can get hit by knives thrown through windows in these spots
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(knife throw thru barriers here)
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Infection is so unpredictable that anything can happen, so it's hard to tell how it would actually play in real games. Solid critique though!
 
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Spoiler: alternate routes to campy spots
I didn’t realize a lot of these parkour jumps existed, this heavily helps with one of the main issues I was talking about, and I like the fact that there’s lots of glass panes as well. I think this map would definitely be the worst in infection, compared to assassins or classic/DU, but it would still be playable, unlike some other maps. Darkfall - Skyway Pier
 
After the events of Transport v1, the ship was hit by a meteorite which sabotaged one of the ship's engines. The ship plummeted to the nearest planet, crashing on the outskirts of a mining colony. While operations ceased decades ago, the impact on the landscape remains.

View attachment 2980438

Welcome to Copper-9, a mining exoplanet. This planet once produced materials used for cloaking technology produced in spaceships (such as the Transport maps!)... among other things. Beware the lingering mining fumes in the air - their impact on the human psyche is still unknown.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Proximity doors:
These doors are scattered throughout the map. They automatically open when a player enters a 8-block radius of them, and close behind them. Useful for finding invisible players right around the corner.
View attachment 2980320
View attachment 2980321

Crane:
For two gold, pressing any of the buttons will cause the box in the center to raise and lower, breaking the loop around the box and allowing direct passage across it. Be careful, however, as you can trap yourself in (or players pursuing you) inside if you don't have enough gold to escape.
View attachment 2980318
View attachment 2980319

Invisibility Belt:
Players can spend 4 gold to obtain an invisibility belt, which will equip them with light-blue leather leggings for the remainder of the game. By shifting, players can activate their invisibility, but beware - they must continuously hold shift to remain invisible. Unshifting will cause their invisibility to wear off.

It costs 1 gold per 4 seconds of invisibility. A small auditory cue is played as well when players activate their belt. Additionally, invisible players will still cause the doors found within the map to open.

NOTE: This mechanic is disabled in Assassins.
View attachment 2980307
View attachment 2980306
View attachment 2980311

As always, I hope you all enjoyed this one. If you want to see other maps like it, check the links in my forum signature!

OTHER INFO:
Map Builder: Jet711
Version: 1.8.9 (can be downgraded to 1.8)
Resource packs: Faithful 1.12 32x32, custom skys edit
Special thanks to @Kyeex for quality assurance review
Absolutely perfect

One thing, the invis cloak for 1 gold every 4 seconds is kinda busted, it should be like 1 gold every .5 seconds, as like a fast getaway. It means life or death.

use your player council status to get this added into the game :>
 
Once again such an amazing map, great job on it Jet! :) Lore-wise and gameplay wise, I barely see any flaws with this map, I would love to see something like this be added to the slot of maps MM provides. I especially love the Invisibility Belt, it provides a somewhat "easy" getaway but still remains challenging to actually pull off, and is also costly in terms of using it for even getting good mileage.

Just something I would like to ask: At 7:00 in the video, you enter a crane. Would using the switch in this crane cost gold? Personally, I think it should as I could see it being abused and being annoying if a survivor constantly switched the lever, not allowing for you to enter the crane, and further prolonging the time for you or your team to win. Likely, 1 gold would suffice per usage, and I do not see such a need for a 3 or 4 second cooldown on it.
 
After the events of Transport v1, the ship was hit by a meteorite which sabotaged one of the ship's engines. The ship plummeted to the nearest planet, crashing on the outskirts of a mining colony. While operations ceased decades ago, the impact on the landscape remains.

View attachment 2980438

Welcome to Copper-9, a mining exoplanet. This planet once produced materials used for cloaking technology produced in spaceships (such as the Transport maps!)... among other things. Beware the lingering mining fumes in the air - their impact on the human psyche is still unknown.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Proximity doors:
These doors are scattered throughout the map. They automatically open when a player enters a 8-block radius of them, and close behind them. Useful for finding invisible players right around the corner.
View attachment 2980320
View attachment 2980321

Crane:
For two gold, pressing any of the buttons will cause the box in the center to raise and lower, breaking the loop around the box and allowing direct passage across it. Be careful, however, as you can trap yourself in (or players pursuing you) inside if you don't have enough gold to escape.
View attachment 2980318
View attachment 2980319

Invisibility Belt:
Players can spend 4 gold to obtain an invisibility belt, which will equip them with light-blue leather leggings for the remainder of the game. By shifting, players can activate their invisibility, but beware - they must continuously hold shift to remain invisible. Unshifting will cause their invisibility to wear off.

It costs 1 gold per 4 seconds of invisibility. A small auditory cue is played as well when players activate their belt. Additionally, invisible players will still cause the doors found within the map to open.

NOTE: This mechanic is disabled in Assassins.
View attachment 2980307
View attachment 2980306
View attachment 2980311

As always, I hope you all enjoyed this one. If you want to see other maps like it, check the links in my forum signature!

OTHER INFO:
Map Builder: Jet711
Version: 1.8.9 (can be downgraded to 1.8)
Resource packs: Faithful 1.12 32x32, custom skys edit
Special thanks to @Kyeex for quality assurance review
This is really cool! I would certainly play this.

MM needs a map update ngl
 
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