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Discussion in 'Map Submissions' started by Krabzz, Jul 18, 2015.

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  1. Krabzz

    Krabzz Active Member

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    [REDACTED]
     
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    #1 Krabzz, Jul 18, 2015
    Last edited: Jan 25, 2016
  2. dukeisawesome12

    dukeisawesome12 Well-Known Member

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    d4nkey
     
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  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    the gameplay of this mpa is gonna be weird. I really like the flag room but the bit on the lake kind of seems weird.
    here
    [​IMG]
    I don't know what these entrances are meant to do except make it soldier op. Overal it's quite a nice map but
    rather weird. 7/10 tell me what those entrances do and if i like what they're meant to do maybe an 8/10
     
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  4. Flavorous

    Flavorous the help

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    Well, this map is far from complete. This will be a lot of discussion here, but the map-makers should read all of this in-depth to understand the problems.

    There are several issues with this map, and no offense... definitely won't be added to rotation anytime soon.
    This is constructive feedback, and I'm trying to help you out in the best way I can... I can't exactly put it in a 'Nice' way x3.

    Numerous of many problems are as follows:

    • There are some random pieces of Black Glass blocks at spawn? Please remove those... Idk what they are there for, but they shouldn't.
    • There are rooms under the boats, and they're very empty. Please make multiple rooms out of them, rather having a free open space for 4-5 engineer camps.
    • The fences on the bridges should be 3+ blocks above where someone can stand. If they run and jump, they will get caught up on the fences.
    • At -71,-145; This boat has a problem. When you fall down the hole(s) to go to the lower deck, you land on a sponge. Sponges shoot people upwards, making it impossible to go down. Please widen these holes so people can actually go down.
    • The sponges beside spawn that shoot to the flag room are very cramped, and have a narrow access. Please add stairs to them (The sides) so people don't crash into the quartz pillar/stone brick.
    • Your flag room is WAY too small. In a sense, a single Pyro can defend effortlessly to all four entrances. Either make the flag room bigger and add barries (And some water), or add more entrances (Under flag, above it, the upper wall, etc.)
    • The glowstone chandelier in the flagroom is a problem too, a soldier can easily camp on it. Make it so no one can stand on top of it, or remove it please.
    • The flag goes too far down... Please have it elevated/depressed 1 block, it makes the actual flag radius very small and difficult to capture (VERY Pyro and Dwarf Op). There also need to be stairs... People shouldn't have to jump to get away with the flag.
    • There is absolutely Zero mobility in the water. It would be faster to kill yourself, respawn, and walk back to where you were - rather than try to get out of the water. Add some structures, islands, lily pads, boardwalks, or something. People will have such a hard time trying to get out of the water. Basically, if you fall in the water, you're screwed.
    • I understand you're trying to have this whole Yin-Yang kinda thing going, opposites, push and pull stuff. But the the overall map design is inconsistent. It would be better to keep the map as one map scheme (I would recommend you keep the blue scheme.) There are just too many blocks going on, to much scheming, and it looks like a mess.
    • Um, well, err, did you even bother to terraform the little piece of land that the spawn sits on? It literally looks like you world edited a cube of dirt, put grass on it, and left it. It's a clean cut, and looks completely unnatural.
    • Please, stick with one type of fence throughout the map.
    • The map needs to have more mini-bridges and more connections to each side. There isn't exactly a big platform or clash in the middle, which is kinda disappointing.
    • The stone and hardened clay hills are a little unnecessary. I would flatten them down some, and bring some actual purpose to them, rather than (As they are now) have them for looks.
    • The trees around flag room make getting out/going into it very cramped and difficult (From all the entrances).
    • Add sponges and/or ladders around the flag room so soldiers can't camp on top of it.
    My Final Rating (TL;DR):
    • Aesthetics: 6/10 - The Blue side has a very nice scheme, but it's still very.. blocky. The paths are pretty boring, and I just noticed that you actually had paths. You're all over the place with the different types of fences, the boats are okay, but not great. That is, if they actually are boats... I'm not quite sure. The map seems just a bit on the sloppy side, but it's decent. The map does seem like it was slapped together by a bunch of world edit, and not much detail (or thought) was put into the aesthetics. The mountains are also a big problem, I would talk to @EddKrumbs for terra-forming them by hand.
    • Gameplay: 5/10 - There is literally no mobility on this map. I mean there is, but there isn't. As I said before, the water is your biggest issue, and will screw players over if they fall into it. Soldiers can easily sit ontop of those giant flags all over the map, and there aren't many sponges towards the middle of the map, and there are little to no barriers.
    • Side Note: Please don't name the map something color related. Try to name it something that actually has something to do with the map... I can kinda see where you get "Red Cliff" from... But ignore the red, and it becomes Cliff... There aren't really any cliffs xD Maybe something "Boardwalk" or "Taiji"

    This map has a lot of potential, but it has a lot of work to be done.
     
  5. Krabzz

    Krabzz Active Member

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    Going to address a few concerns (bear in mind that although I am not going to reply to everything, all feedback is read and taken into consideration)

    Those areas are meant to ensure that fallen players are able to return to the battlefield, rather than being stranded in the water. For future reference, pictures in the imgur album generally have a caption that explains the area.

    Will be addressed as soon as I'm able to go on build.
    The flag room has been very controversial throughout construction and (with feedback) is unlikely to remain in its current state.
    Barriers were placed in that area in order to prevent that from occurring. If none are currently present, then that is simply an error which will be fixed as soon as possible.
    Will be addressed, we actually have a few ideas to give the water a modicum of viability; lily pads are definitely a good idea.
    A sponge is already in place, it shouldn't be difficult to find.
    The name isn't derived from the map itself, but rather from its inspiration; I expected nearly nobody to understand. A simple google search should alleviate that. If anything, the mountains were colored such as to be of reference to it. Your suggestions are definitely not bad if we do decide to change the name, however.

    Thank you for the feedback. Although not all has been quoted/replied to, I read each and every part and will take any and all suggestions into consideration.
     
    #5 Krabzz, Jul 19, 2015
    Last edited: Jul 19, 2015
  6. November

    November november

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    krab i will look later and give you more feedback if my laptop does not overheat and die again
     
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  7. Tenshirox

    Tenshirox C a p t u r e F l a g

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    • The black glass is to allow players to move around the trees themselves, no reasoning to remove them were given so I don't really see why they should be
    • Engineer will be taken into account for map restrictions, and as Krabzz said those rooms are to allow players to not be stranded.
    • You can fall down the lower deck through the glass/iron bars. I changed it to be a bit easier to notice though.
    • The river sponges are a minor issue but may be addressed if they feel it so
    • I had the same arguments against the flagroom, they will change it if people think the same way
    • Barrier blocks prevent Chandelier camping
    • I had the same issues with the flagroom, it's intended to be innovative.
    • Not many situations involve falling into the water nor is the water intended to really be a method of mobility in the first place, they're working on making returning the land easier.
    • Aesthetics don't harm gameplay so its a nonissue
    • agreed
    • No reason to use 1 fence type
    • I dont think the gameplay is meant to have a clash rather than a spread area of fighting.
    • They were flattened and eventually we concluded it'd make camping way too easy. It will most likely stay as is.
    • I can see your point on the trees
    • There is a sponge.

    The gameplay feedback is appreciated even though your main argument about no mobility in water is obvious in another map currently in rotation that only uses 2 ships and disregards the entire middle. They are going to work on making returning back to the game easier but in the end falling into the water will almost always cause a player to just change class no matter the methods of returning up. Besides that the aesthetic advice has little to no reasoning and doesn't really help the map at all really, gameplay>aesthetics as usual.

    It was named Red Cliff because of one of their old maps, and they used to have a cliff-like mountain in the map before I accidentally obliterated it.

    @SportyMinecraft No clue how the entrances make it soldier OP, but they're meant to give the player the ability to return back up if they fall into the waterfall.
     
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  8. Gh0st_92

    Gh0st_92 Active Member

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    Uguuuuuu :3

    I'll check out the map and give out my opinions if I have time

    For those of you who don't know the map ip is kinda screwed up somehow, to access the map type in "/map redcliff"
     
  9. Krabzz

    Krabzz Active Member

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    Fixed, the ID is now as stated in the original post.

    UPDATE:
    This map has undergone several changes in an attempt to alleviate certain gameplay issues. As such, the given images may be outdated, and do not display the true, finished product. I would highly insist that any reviewers, if going to review the map, to visit build until further notice.
    • Flag room has been altered slightly
    • Lily pads have been added in certain areas in order to enhance mobility
    • More barriers have been added
    Red Cliff has been submitted, bump for additional feedback.
     
    #9 Krabzz, Sep 21, 2015
    Last edited: Sep 21, 2015
  10. obikenobi21

    obikenobi21 Delta Force Jedi

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    Blatant rip-off of Chunez imo
     
  11. Krabzz

    Krabzz Active Member

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    Every map is a rip-off of Chunez imo
     
  12. Subjugating

    Subjugating Well-Known Member

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    I really would like to see this map ingame. Excellent work!
     
  13. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    check it out on build then
     
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