1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Complete [CTF] Ever Grande City

Discussion in 'Map Submissions' started by Lugia_, Jul 10, 2015.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. Lugia_

    Lugia_ support =D

    Joined:
    May 17, 2015
    Messages:
    597
    Ratings:
    +515
    Ever Grande City
    Map by ShadowLugiaEX - based off "Ever Grande City" from Pokemon RSE/ORAS
    Map ID - 233318

    So, I decided to do another original map. This took me approximately one day as I did most of the work in one day but began the map the day before. I decided to follow this picture as a base and do the cave area by memory (that representing Victory Road, of course.) I had close to no help with this map as I created everything myself besides having a midlife crisis where I couldn't get the water to smooth out. Luckily, I got help with that one.

    Anyways, I'm pretty happy with how this map turned out (though, I'm a little nervous about the flag room as it is quite tall.) I'm open to suggestions for the most part though I plan to not detail the flag room more. The idea was for the flag room building to be simple - I don't really want anything crazy in terms of aesthetics, sorry. Other than that, I'm open to suggestions and advice.

    Well, here's the wonderful screenshots (thanks to my models, of course - expect the check in the mail tomorrow):

    http://imgur.com/DTEzHAd,E8pBuun,QvyM49F,d2EXJRL,wf86mbR,yGRDFRs,0G5Q33D,ffEuMlF

    That's really all I have to say besides a thank you to @DeZilla for flipping the map.

    If you like the map, please show your support whether it be through a comment or rating. Thank you!
     
    • Like x 3
    • Creative x 2
    • Agree x 1
    • Funny x 1
    • Optimistic x 1
    • Winner x 1
    • Useful x 1
  2. TheZombieKat

    TheZombieKat CTFer since May 2012

    Joined:
    May 18, 2015
    Messages:
    1,161
    Ratings:
    +354
    I rate -3/10, since I wasn't there. Other than that problem, it's 10/10.
     
  3. Sir_Inge

    Sir_Inge Well-Known Member

    Joined:
    May 22, 2015
    Messages:
    2,371
    Ratings:
    +527
    9.5/10 I just didn't like the blending between the rock outcrop and the terrain...
     
  4. Soundkld

    Soundkld b1.mcctf.com

    Joined:
    May 19, 2015
    Messages:
    116
    Ratings:
    +36
    9/10, I'll say that the one part underground needed something more direct to get to that sponge... if you know what I mean xD
     
    • Like Like x 1
  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    4,309
    Ratings:
    +876
    I would say archer op and it's hard for noobs to climb the hill in the middle but nice
     
  6. Lugia_

    Lugia_ support =D

    Joined:
    May 17, 2015
    Messages:
    597
    Ratings:
    +515
    i can add a sponge or two going up the middle cave area but there are sponges inside. also, archer op maybe thats why i added as many barriers as possible. thanks for the feedback ^^
     
  7. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

    Joined:
    May 17, 2015
    Messages:
    2,227
    Ratings:
    +916
    looks fantabulous
     
  8. Flavorous

    Flavorous the help

    Joined:
    Jun 15, 2015
    Messages:
    451
    Ratings:
    +134
    So far, the map looks good, I just looked at the pictures, not the map (Because you banned me from it -_-)
    However I see some problems with the map as follows:

    • By the looks of it, the underground has minimal terrain and is very crowded in some places. Although well done.
    • Game-play wise, the surface is good.... But those trees I'm having second thoughts about, they don't look that detail (Try to replace the wood with different variations of "log:# (ex. 13)", which will have the bark on each side of the block.)
    • The flag room is a bit large, making it op or camping. Maybe add some walls to the left and right of the flag itself?
    • The map needs more overall cover above ground, maybe some sort of tower towards the middle? Maybe a house or two? But not too much, gotta make soldiers suffer, and heads able to be shot still.
    • Make a very obvious way to get onto the roof via sponge, soldiers can sit there unharmed (From what I can tell.)
    Lugia I know you don't like me, but I'm giving this to you to help better your map, whether it be constructive to you or not, it's my opinion. Also as my opinion, I feel like you aren't spending enough time on your maps, as if you were neglecting them. And the neglect has lead me to post this. My recommendation? Spend more than 2 days on a map... Maps take weeks, even months to make (Unless you're Shinxwinx.) A map is never really complete.
     
    • Like Like x 1
  9. Lugia_

    Lugia_ support =D

    Joined:
    May 17, 2015
    Messages:
    597
    Ratings:
    +515
    I'll go bullet point by bullet point here ^^

    • I decided to keep that area more crowded to contrast the outside as the outside has more of an "open" feel (which, I can understand how people find that biased to Archer.) My idea was since the flag room is rather tall and open to keep some areas open to headshots but keep the inside enclosed.
    • I may detail the trees some more, I tried to keep things simple though. Thank you.
    • I understand all concerns of the flag room and have taken them into consideration. I will be making changes where I feel they are appropriate.
    • Covered at the first bullet point
    • Oh, I completely forgot to add sponges onto the roof of the flag room. My apologies.
    Well, most of the time I do spend a decent time on the maps. This one I completed so quickly because I kept the theme quite simple and I didn't want to detail anything too much. I feel that maps can be good if they're basic and not overly aesthetic. If I were to add more aesthetics (which, I don't want to do) it would have taken more time. Maps like Valle Morti and the Opposites Collide rework took a lot more time, this one just went by fast. I know they take time, please don't educate me on the time it takes to make a map because I've made plenty of them.

    Thank you for listing your concerns of the map though.
     
  10. November

    November november

    Joined:
    May 17, 2015
    Messages:
    827
    Ratings:
    +569
    [​IMG]
    flag shootable (but difficult). easily fixable
    [​IMG]
    very archer op. ill say my fix idea below
    [​IMG]
    i would bring the bottom of the stone hill and the bottom of the grass hill to meet eachother around the red line. it makes it so that cave exits aren't as immediate in the way they come out the hill so it won't form as much as a choke point. plus it also means you could bring the caves forward, possibly out of headshot distance. it would also make the terraforming look nicer cuz atm it seems very steep and difficult to walk up, as well as the fact theres a very sudden transition between the two. u could fade it easier.
     
  11. Lugia_

    Lugia_ support =D

    Joined:
    May 17, 2015
    Messages:
    597
    Ratings:
    +515
    I think I'm going to go ahead and leave the flag shooting in (though, I'll need to get on and see how difficult it is and how clear the shot is.) If the shot is a dead on shot at the flag post, then I'll prevent the shot. If not, then I may go ahead and keep it.

    That sounds like a good fix - I'll see what I can do later. Thanks.
     
  12. Snowleak14

    Snowleak14 Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    685
    Ratings:
    +428
    Terrible map. Not even worth a rating.
     
    • Informative Informative x 2
  13. aRandomBob157

    aRandomBob157 Mr. Purple™

    Joined:
    May 17, 2015
    Messages:
    365
    Ratings:
    +335
    Amazing. I couldn't really find any major deal-breakers coming from this map in terms of gameplay. Archers will be especially strong in this map but it looks like there's enough cover/alternate routes to not make them a game-breaker. The only thing that needs to be added are sponges to get on top of the flag building, seeing that as of right now, I couldn't find any way to get up there via sponge/stairs/ladders. Overall though, keep it up. I really think your maps have potential to be in rotation one day.
     
    • Optimistic Optimistic x 1
Loading...
Similar Threads Forum Date
Complete [CTF] Map Submissions Aug 9, 2021
Complete [CTF] Greyout Map Submissions Nov 27, 2020
[CTF] Class vs. Class Event Sponsored Events Aug 22, 2019
Graphic [CTF] Classes Photos Apr 14, 2019
Complete [CTF] Ctf City Map Submissions Jan 19, 2019
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...