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Minecraft Build: Guide to making CTF Maps

Discussion in 'Guides' started by Flavorous, Jul 20, 2015.

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  1. Flavorous

    Flavorous the help

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    CTF Map Making Guide
    by Flavorous
    __________________________________________

    Hello MCBuild community, and if you're reading this, you're probably from the CTF community as well.
    This is my first guide, and I'm going to try to make the best in-depth tutorial and guidelines for making a CTF Map. Some of the guidelines will be followed from Quarrelt's CTF Map Requirement and Submission Thread.
    This guide was made for Map Making newcomers, and if you're an experienced map maker, this probably won't have any new information for you.

    As my example for the guide, I will be using CTF Maps that I have made or reworked (They will be listed and identified.)

    ______________________________________________________________________________

    [​IMG] Part 1: Map Basic Requirements

    First things first, your map has to follow specific guidelines. For extra information, please consult Quarrelt's post (Above).
    • Your map should comfortably fit 20 people.
    • Keep in mind the distance between the Spawn and the Flag (Your team should be able to get to their flag before the enemy team).
    • When choosing a spawn block, be sure to not use it elsewhere on the map where it can be stepped on as spawn effects (death, flag restoration etc..) will still be in effect.
    • Must be the exact same on both sides, symmetrical. (There can not be anything different under game-play, however you can change blocks on each side.)
    • The minimum size of the map 100x100 and the maximum size of the map should not exceed 300x300.
    • There should be 1 Red, and 1 Blue spawn. Spawn blocks should not appear anywhere else on the map.
    ______________________________________________________________________

    [​IMG] [​IMG] Part 2: Aesthetics and Game-play

    Now moving on to the more important part of the map. How it looks, and the functionality of it in-game.

    Just as an example for aesthetics,
    People would enjoy it more if you had your map like this (Harvest):

    [​IMG]

    In comparison to this (Airlock Original):
    [​IMG]

    Although game-play is very important to your map, aesthetics are important as well. Everyone has their own building style, but aesthetics are a very important say in getting your map accepted.
    When you complete your map, you should make sure you don't have any problems when you submit it. If you have second thoughts about anything that looks funny, or you trip on this one fence, you should fix it and re-flip the map.

    TL;DR? However both are extremely important, Gameplay > Aesthetics. Although if your gameplay is good, and your map makes everyone's eyes bleed - you might want to fix that... soon.

    [​IMG] Flag Room:
    My thoughts from personal experience, Flag rooms are require to have a minimum of 3 main entrances. However, it is best that you have anywhere from 5-15 entrances (Multiple entrances in each direction, I.E. North, East, West, South, Up and Down. Just as ways to get in... You don't need to make a decagon out of a flag room to make entrances.) However multiple entrances are a good thing, too many can make the flag room seem too open and vulnerable... Just make however you think are appropriate depending on the size of the flag room, and where the flag is located.
    The Flag should have a fence and a skull on top of it to indicate that it is said flag. Try to defend the flag from the prospective of each class, and which class might it be too strong/weak for. Try to accommodate for those strengths and weaknesses with walls, water, barriers, etc.
    Also feel free to completely tear down your flag room [MAKE SURE TO MAKE A COPY OF IT FIRST] and start fresh. Much like math, flag rooms may be more successful if you start over with a clean slate.

    [​IMG] The Field (Mid-Field):
    The mid-field should have easy mobility from one side to the other, and if you can, have an underground (Unless the map is considerably large.) If the map is small, try to refrain from the use of sponges to get across the map. Sponges to get into the flag room however, are acceptable. There should be cover from archers, places for engineers to camp, places to get head-shot, and places that soldiers can't abuse.
    Yes this sounds pretty strange, but it's how most CTF maps function. You should indeed allow about 40% of your map to be vulnerable to archers and engineers (and Necro ;-; )
    You should also add little bits of the appropriate color (Red/Blue) throughout each side so that players aren't confused to which side they're on. Especially when they go through an Engineer teleporter.

    The absolute key is to have balance throughout your map, so that the mid-field is just as favorable as the flag room / area.

    [​IMG] Linear Building:
    "Linear maps, like having spawn and flag rooms all in one line to each other - is kinda bad. It means fighting will go on along those lines, and it's better to have spawn and flag rooms in unusual places or corners; so that the playing area is more... spread out."
    - @Nohox

    Note from Flavor: This is a factor towards judging maps. Please take it highly in consideration.


    ______________________________________________________________________

    I hope you guys found this helpful, if you have any suggestions and/or questions, please contact me via the links under my signature!



    ~N




     
    • Informative Informative x 6
    • Like Like x 1
    #1 Flavorous, Jul 20, 2015
    Last edited: Aug 23, 2016
  2. Xavier1974

    Xavier1974 I cream scarecrows

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    I personally do not have any intentions of building a CTF map, but this guide is incredibly helpful to people who do. Whiten the next few months (for the time it takes to build maps) I'm sure there will be several more map submissions.
     
    • Like Like x 1
  3. Trego_7777777

    Trego_7777777 Active Member

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    15 flagroom entrances?

    New life goal.
     
  4. Flavorous

    Flavorous the help

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    There can be a lot xD
     
  5. furtles

    furtles Well-Known Member

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    15 is rather extensive, but that doesn't mean 15 major entrances.
     
  6. Flavorous

    Flavorous the help

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    Exactly, it's just ways to get in.
     
  7. Trebr

    Trebr Well-Known Member

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    I mean, the four trapdoors in Forest of Rivals, are four separate entrances, what Alex said, just minor entrances.
     
  8. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Like on my map 6 main entrances but 4 other ones but those r exits.
     
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