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Why is Skyglass bad?

Discussion in 'Capture the Flag' started by Sir_Inge, Feb 27, 2016.

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Why is skyglass bad

  1. Looks bad

    14.7%
  2. Gameplay is bad

    32.4%
  3. Both are

    29.4%
  4. Neither are

    23.5%
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  1. Sir_Inge

    Sir_Inge Well-Known Member

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    Since I'd like this map to remain in rotation, community feedback to why the map is and would be appreciated.
    Is it aesthetic or gameplay, and what do you recommend doing to fix it?
     
    • Funny Funny x 1
  2. GalaThundR

    GalaThundR Mcpvp Veteran

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    Skyglass is not a bad map, but I feel that the map is very linear and that makes for some stale gameplay.
     
    • Funny Funny x 3
    • Agree Agree x 1
  3. Serine1002

    Serine1002 A shadow in the night

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    i like it cuz i dwarf heavy's
     
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  4. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Skyglass isn't my favorite map to play on, that's only because I'm an archer. Other than that, this map is pretty good. I'm assuming this thread is in response to @Admiral_Trump 's comments on it earlier.
     
  5. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    I personally enjoy skyglass
     
    • Agree Agree x 1
  6. TheZombieKat

    TheZombieKat CTFer since May 2012

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    It's bad 'cause you made it, duh.
     
    • Agree Agree x 2
    • Winner Winner x 1
  7. GreenNature

    GreenNature Nature is Creative

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    If you can somehow make the the underground relevant and be used that would be an improvement also connect the 2 sides so there's more "diversity".
     
    • Agree Agree x 1
  8. Sir_Inge

    Sir_Inge Well-Known Member

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  9. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    what... I didn't vote until just now.
    I don't like mid, it's a little weird, and the flagroom is okayish but the sponges in the corner and the general shape of the flagroom is too based on the corners of the hallways (I dunno, I could probably rephrase that better if you wanted me to)
     
    • Like Like x 2
  10. Sir_Inge

    Sir_Inge Well-Known Member

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    Ok. Like the weird u-shape? And I'm still confused as to how mid is weird.
     
  11. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    Yeah, I guess the U-shape could be it. I could try to rebuild an improved version of the flagroom if you want sometime, and also show you how the mid is strange (might be just me, though) within the next few days if my computer doesn't die from the disk problem it's having.
     
  12. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Aesthetically it's not good, quartz with pine trees? I don't rlly like gameplay to much coz a lot of soldiers just dummy up and down and if u get to the sponge tower u have basically capped cos it takes u to spawn sponge.
     
    • Agree Agree x 2
  13. iMuffles

    iMuffles Well-Known Member

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    Flagroom roof is too high, water in the flagroom, too many flagroom entries, flag in the middle of the flagroom in a flagroom with too many entries, and there are too many sponges.

    Also a ninja can pearl straight up and glitch into the glass right after stealing the flag.
     
  14. pookeythekid

    pookeythekid Well-Known Member

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    @Sir_Inge

    Yep. The undergound is pretty much just for running the flag, otherwise it doesn't seem to be used much; pathways above the void doesn't provide much of a place for midfielders to roam, i.e. Opposites Collide. Also, the entrances to the underground are at the beginning and end of the paths, so following a flag carrier above ground is just as if not more ineffective as following them underground. I suggest making the caves much larger, providing for much larger platforms for running around. I'd also suggest, after clearing space, putting some sponges at the bottom of the entrance that you find right after sponging into midfield.

    I'd say the mid looks/feels a little weird because of the water pit. It's really hard to cross, and simply can't be crossed at mid without elf, soldier, or ninja. I don't really think it's necessary, since water already takes long enough to cross. In fact I'm not really sure the water is necessary at all. If it were removed, I think the map would feel a little more spacious.

    For the flag room, ye, it could be better. I think it could be better if you just kept everything the same, except you move the flag to the corner where you currently drop in from the roof (not actually in the corner, leave at 1 block gap or so between post and wall), then make a more open drop-in point above where the flag originally was (closing off the original drop-in). The hallways are also a little long, lots of people die in them... idk if that's an intentional map mechanic, since the stairs to freedom are right outside of the flag room, but maybe they could be shortened a little.

    That too.

    Overall, I don't mind every time Skyglass comes about in the rotation. I don't like or dislike it. My only real complaint is that it's pretty awkward for archers, but I suppose that's a good thing with the class's power :stuck_out_tongue:
     
  15. Nohox

    Nohox [MCPVP]

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    Gameplay wise it reminds me of Discovery, it's not that bad. I just don't fancy the looks of it, because I feel it is hard to navigate the map effectively.
     
    • Like Like x 2
  16. FHTzoob

    FHTzoob Active Member

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    haven't played ctf much recently, but i've been on this map a few times and personally i like it
     
  17. DeadRhos

    DeadRhos Minimum Brain Size

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    The underground needs to be less useless and the aesthetics need to be worked on. Quartz is a pretty terrible building material.
     
  18. Sir_Inge

    Sir_Inge Well-Known Member

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    Ok. Why is the underground bad?
     
  19. November

    November november

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    it doesnt have a purpose. if you removed it from the map the gameplay would hardly change. all it means is flag carriers can use it with little problems from recov
     
    • Agree Agree x 2
  20. Sir_Inge

    Sir_Inge Well-Known Member

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    How would you make it more useful?
     
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