tetrix1993's Parkour Map Tutorial I am not going to update this anymore.
Thank you for visiting this thread. I am tetrix1993, the creator of t3c (tetrix1993's 3rd Obstacle Course). I am a very experienced parkour map builder. So I want to share my experience and knowledge about building a great parkour map!
I will first list all the types of parkour you can put in your map. Then, I will talk about how you can design your parkour map.
Who can use this tutorial?
This tutorial is written to mapmakers. However, parkour players may also find this tutorial useful. There will be grammatical errors in this tutorial, and I apologised for it.
For most jumps, I will rate them in terms of difficulty. If you somehow 'accidentally' created a super hard parkour map that you do not intend to, you can use these ratings as a checklist for your map to ensure that the map's difficulty is what you want.
Easy - Suitable for beginners Normal - Suitable for beginners and veterans Hard - Suitable for veterans Very Hard - Suitable for veterans and experts Extreme - Suitable for experts
Please note that if your course is very long (you have many jumps to clear to reach the checkpoint), the difficulty level will increase. For example, if your course is filled with lots of Easy jumps, and it takes a long time to reach the next checkpoint, the overall difficulty will be Normal or even Hard.
Types of Parkour
There are many types of parkour you can include in your map:
Standard Jumps (block to block)
Soul Sand Jumps
Narrow-block Jumps (e.g. fence, glass pane, iron bar)
Terms used for jumping across gaps
xFyH Jump - x blocks apart (forward) and y blocks high jumps xFzSyH Jump - x blocks apart (forward), z blocks apart (side) and y blocks high jumps
F = forward, S = side, H/L = high/low
For example (2F1S1H Jump):
It is possible to have z = 0 (2F0S1H Jump):
There is a difference between 2F0S1H and 2F1H jumps. The 'S' is omitted if only if it is a forward jump and no side jump.
If the jump is at the same height (y=0, 0H), you may omit the 0H. E.g. 4F jumps.
It is possible to have a negative 'y' value. In this case, use 'L' (low) instead of 'H'.
Forward Jumps (at the same height)
The maximum distance a player can jump on the same height is 4 blocks.
It is possible to do a 4F jump through sprinting, and do a 2F jump without sprinting.
1F - Easy
2F - Easy
3F - Easy (sprint)
4F - Very Hard (sprint)
Forward Jumps (bottom to top), or B2T Forward Jumps
Players can only jump up to 1-block high. Therefore, it is impossible to do a ‘2H jump’.
The maximum distance a player can jump to a block that is one block high is 3 blocks. The furthest, possible jump is 3F1H jump.
Difficulty ratings for B2T Forward jumps:
1F1H Jump – Easy
2F1H Jump – Easy (sprint)
3F1H Jump – Very Hard (sprint)
Forward Jumps (top to bottom), or T2B Forward Jumps
There are many variants of T2B forward jumps. Therefore, the difficulty level varies. Generally, the higher the point where a player jumps off, the further he/she will land.
Without any armour or swift potion, the maximum forward distance a fully-healed player can reach without dying is 9 blocks. This can be done so by jumping off (sprint) from a point that is 21 blocks high.
The 9F21L jump (9 forward, 21 low) is the maximum, possible forward jump that a player can ever attain.
If the player does not jump off, but instead, just walk off the starting point, the maximum height that a fully healed player can land on the ground without dying, without any armour, is 23 blocks.
The 5F23L jump is the maximum, possible forward jump that a player can ever attain, provided that the player just walks off the starting point without jumping. (Note: it is still considered a ‘jump’, even though no jumping is involved in this case)
In conclusion, T2B forward jumps are possible if:
5 < x <= 9, and y >= –21 OR
0 < x <= 5, and y >= –23
Diagonal Jumps (on the same height)
This picture shows the maximum distance a player can reach through sprinting.
Players can reach the gold blocks through sprinting (4F, 4F0S, 4F1S, 3F2S jumps).
Players can reach the lapis block through sprinting and have consumed the Potion of Swiftness (3F3S jump).
4F0S – Very Hard
4F1S – Extreme
3F2S – Normal
3F3S – Very Hard (with Potion of Swiftness)
Diagonal jumps (bottom to top), or B2T Diagonal Jumps
This picture shows the maximum distance a player can reach to through sprinting. It is a one-block high jump.
3F0S1H – Very Hard
3F1S1H – Extreme
2F2S1H – Normal
Diagonal jumps (top to bottom), or T2B Diagonal Jumps
There are many variants of T2B Diagonal jumps. This picture shows the maximum distance a fully-healed player can reach to by sprinting from the highest possible point without dying and without armour.
The diamond blocks are reachable without Potion of Swiftness, while the lapis blocks are reachable only with the use of the potion.
Difficulty ratings: All the following are Normal: Diamond: 9F21L, 9F0S21L, 9F1S21L, 9F2S21L, 8F3S21L, 7F4S21L, 6F5S21L
Lapis: 9F3S21L, 8F4S21L, 7F5S21L, 7F6S21L, 6F6S21L
Soul Sand Jumps
Design (updated on 26/7)
I stated all the things you should keep in mind when creating a parkour map below:
Lava, Void, and anything that causes Death
Lava is highly not recommended for parkour maps. Players get very frustrated that they have to restart all over again from the spawn if they die in the lava.
Lava is bad for parkour maps.
Similarly, dropping into the void also will get players irritated.
Excessive use of the 'death' parkour will not make your map challenging, but rather caused more frustrations to players.
However, if you absolutely have to use them, make sure you have a good storyline to back it up, or provide the players some Fire Resistance potion for lava or fire parkour.
Checkpoints are important in parkour map. Most players do not want to start all over again from the beginning.
A simple checkpoint would be placing an iron door at a desired point and a lever next to it, such as this:
Sufficient checkpoints are recommended for long parkour maps.
However, you have to ensure that the lever are placed in such a way that the players cannot cheat. For example, in the picture below, the lever is placed in such a way that the player can pull it from the ground without completing the stage.
The lever is reachable from the ground, allowing the players to skip the previous stages. (taken from Eribney Parkour)
Also note that the checkpoint should be conveniently placed near the starting point of a stage. This ensure that players will not miss them. If the players miss them, they may have to start all over at the beginning of the previous stage instead of continuing from the checkpoint. This is a bad checkpoint:
Checkpoint should be conveniently placed near the starting point of a stage. (taken from Raze's Parkour)
You may also want to put mini-checkpoints in a stage. Mini-checkpoints are located between checkpoints.
Beds are Bad Checkpoints
Beds are bad checkpoints. One major disadvantage is that you cannot sleep in it during the day. They are not suitable for a parkour map where there are many checkpoints.
Beds are bad checkpoints.
Floating blocks are very unsightly and unprofessional. It is best to use them as little as possible. However, big chunks of floating blocks may not be unsightly - for example, 'clouds' (made of white wool). If you want to put floating blocks, make sure it blends in with the environment, or make it very pleasing to look at it.
Random floating blocks make the map unsightly and unprofessional.
Avoid Using the Same Block
Do not overuse the same block. For example, a room is made entirely out of wood, and nothing else. Imagine players jumping across woods and are surrounded by wooden walls. How would they feel? Overusing a block makes the map boring, unsightly, and unprofessional. There are a wide variety of different blocks that are available in Minecraft for you to use! Don't leave these blocks alone!
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Paper Mario The Thousand Year Door is by far the world's best Nintendo game ever made.
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