Approved custom maps

Approved maps are maps that have been identified as fair, balanced, fun, and popular by the Plazma Burst 2 community and staff. Approved maps can add to a player's Kill/Death Ratio and player points (in ranked matches), as they represent the competitive aspect of the Plazma Burst 2 Multiplayer. When a fair, fun, and balanced map receives enough positive reviews and becomes popular (or Eric considers the map fair for the game), Eric Gurt will approve the map. In total, there are ≈200 approved maps.

For a full list of current approved maps, look on the official website, on www.PlazmaBurst2.com (Account)'s profile. Please note that the current list below is outdated.

#0-9

 * 132-railwarz
 * 132-sm

A-D

 * alien security heavy-rgn
 * aslang-fightforthebase
 * audir8-ak47
 * audir8-arena
 * audir8-blackbattle
 * audir8-mafiafight
 * audir8-mp1
 * audir8-redlantern
 * awakeangel-rockets
 * branparada-panem
 * cahir-4_teams
 * cahir-area_51
 * cahir-armageddon
 * cahir-half_life
 * cahir-matrix
 * cahir-portal
 * cahir-raywars
 * cahir-rocketwars
 * cahir-sci_fi
 * cahir-superguns
 * cahir-techmania
 * deadlytiger-abridge
 * deadlytiger-railwars
 * death troop3r-snipers
 * dm0
 * dmark-dm
 * dmxed-arena
 * dmxed-sniper

E-G

 * earthling-facility
 * earthling-lost
 * ecc-4
 * ecc-etf1
 * eric gurt-basements
 * eric gurt-deep in pit
 * eric gurt-dm1
 * eric gurt-ftp1_mp
 * eric gurt-goodmap
 * eric gurt-high
 * eric gurt-into_the_darkness
 * eric gurt-level1_mp
 * eric gurt-level12_mp
 * eric gurt-level 25_mp
 * eric gurt-mpc0
 * eric gurt-protected
 * eric gurt-railwars1
 * eric gurt-railwars2
 * eric gurt-railwars3
 * eric gurt-railwars4
 * eric gurt-spider_traps
 * eric gurt-starport
 * firetiger-realwar
 * fixred-pixelated
 * givani-net

H-K

 * ijer-carrotized
 * ijer-chernobyl
 * ijer-collision
 * ijer-hidden
 * ijer-pistol_wars
 * ijer-port
 * ijer-sector
 * ijer-sniper
 * imiranda-fa
 * invincitron-assassins
 * invincitron-blood_rampage
 * jasper-teamdefender
 * jerry the carrot-raywars
 * jibb-epic
 * jordanstrob2-shotgun_war
 * jordanstrob2-shotgun_war2
 * jordanstrob2-pistol_r_vs_b
 * kairosh-rvb2
 * kromrix-dm2
 * krow-airburst
 * krow-district13
 * krow-plazma_war
 * krow-raywars_old

L-N

 * lpzimm-atomik
 * mariosonicv-raywars
 * mariosonicv-sniperwar
 * max teabag-arena
 * max teabag-ferocity
 * max teabag-headquarters
 * max teabag-highrise
 * max teabag-lab
 * max teabag-techwar
 * max teabag-railwars
 * max teabag-rakachi
 * max teabag-risedown
 * max teabag-rvt
 * max teabag-skypark
 * max teabag-snipewars
 * mech1354-hightower
 * mech1354-snipers2
 * monekeyman2535-salvation
 * ms assassin-railwars
 * neelfrost-battlefield
 * neelfrost-rvb
 * nerox-railwars
 * nerox-rgw
 * nerox-unity

P-S

 * parkour peter-inferno
 * parkour peter-light
 * pixelvoxel-fogofwar
 * plazmaburstcurious-railwarsreborn
 * pokeruz-egrw3
 * raffine-urbanwar
 * rayhan-clasicbluevsred
 * reject-detour
 * reject-fallen
 * reject-fallen2
 * reject-sgwr
 * reject-outcast
 * reject-crisis
 * ri210-xray
 * roxxar-champion
 * skound-citadel
 * skound-relic
 * silent phoenix-sac
 * silent phoenix-dt
 * silent phoenix-os
 * silverteen11-gg2_offblast
 * silverteen11-classic
 * silverteen11-solved
 * silverteen11-goodfort
 * shenko-railwars
 * shenko-sewers
 * sphinxz-shotgun
 * spike nitros-rgn2
 * spike nitros-smb
 * stryde-crash
 * stryde-facility
 * stryde-rise
 * stryde-sniper
 * stryde-sniper2
 * stryde-sniper3
 * stryde-sniper4
 * stryde-space
 * stryde-rg
 * stryde-zone
 * silent aurora-anarchy
 * silent aurora-rise
 * silent phoenix-am
 * silent phoenix-di
 * silent phoenix-os
 * silent phoenix-tla
 * silent phoenix-sac
 * silent phoenix-dt
 * silent phoenix-gasc
 * spartan 138-sidewinder
 * starz_2-level7_mp

T-V

 * tikstar-sniper
 * terabrion-railwars
 * tehswordninja-realwar_mp

W-Z

 * x death-realwar
 * xfrostbytex-bloodgulch
 * xfrostbytex-lasertag
 * xfrostbytex-snipezone
 * xfrostbytex-towers
 * x mechanic-last stand
 * xnx-railwars
 * xxninjaxx-blackhole
 * xxninjaxx-proxy_wars
 * xxninjaxx-redvsblue

Requirements for a map to be approved

 * It must be possible to play in for any player, including those who doesn't know how to selfboost. Make sure that every place may be reached by anyone.
 * Swords must be enabled.
 * Try to minimize the number of camping spots. Any camping spots that still exist must have a weakness or two. Or more.
 * A balanced amount of weapons and players per team in COOP mode. This doesn't necessarily mean 100% symmetry.
 * Players must not be able to glitch easily in the map.
 * Prohibited weapons: Drone Gun CS-Virus, Glock, M4A1, and any guns which were modified via gun modification triggers. Non-modified vehicle weapons may be allowed in form of decorations.
 * The map must not have any AI-controlled characters.
 * Keep the map size adequate, don't make it too big, nor too small.
 * In COOP, players must be safe for at least 2-3 seconds before being able to engage one another.
 * Weapons should not be too crowded on one place, spread them out, or otherwise people would be camping around such weapon piles.
 * No secret triggers may exist in the map. Invisible buttons should be somehow made obvious.
 * Keep the amount of texts and hints at the minimum, or, better yet, at zero.
 * Game speed and gravity should be normal at all times.
 * Death zones must be obvious.
 * At least 25 votes on the map. Votes quality doesn't matter much.
 * Some luck, or otherwise your map wouldn't be noticed.

These are a few general tips. For a full and up-to-date list, look on the official website.

Additional tips

 * Stuck on modifying camping spots? You could use an engine mark to give players few grenades on each (re)spawn. (For more info about engine marks, see here.)
 * Double check certain parts of the map, and make sure that selfboosting is not the only method to reach them.
 * Wondering how to spread out guns? You could put "main" guns in COOP spawns, then some other guns around the unique parts of the map.
 * Try to make the design as non-mainstream as possible. A unique design gives additional chances of approval.
 * Do not add many powerful weapons, such as the CS-BNG. One, or two, generally can work fine, but the map must be balanced around them.
 * When making death zones, make sure that weapons that fall down are carried back onto the map.
 * Reduce camping spots as heavily as possible. Cover is very important.