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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. Sayan

    Sayan Well-Known Member

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    Imo just add more enterences/exits. I feel like if I go down there I'll get trapped
     
  2. TomD53

    TomD53 Well-Known Member

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    This is one of my favourite maps on the rotation, because I don't usually deal with soldiers on def; I usually play offensive chemist. However, defensive chemist is fairly op on skyglass as there are fairly long hallways around the flag, but like @sportyman56 said, the sponge towers shouldn't have a sponge pointing at spawn.
     
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  3. DeadRhos

    DeadRhos Minimum Brain Size

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    Have several paths instead of just one, or even turn it into a whole separate level like in opposites collide.
     
  4. Sir_Inge

    Sir_Inge Well-Known Member

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    How about multiple exits that connect to the same middle?
     
    • Like Like x 1
  5. TomD53

    TomD53 Well-Known Member

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    I like that idea, but it could get too OP for capping.
     
  6. Sir_Inge

    Sir_Inge Well-Known Member

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    Well, the flag room is very deffensive oriented.
     
    • Informative Informative x 1
  7. pookeythekid

    pookeythekid Well-Known Member

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    asdfjdksafjdlskajf guuyysss read da worrrdssss!11! (like seriously I said all of that in one post)

     
  8. ReubenS

    ReubenS Well-Known Member

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    Alot of the trees have leaves that get in the way, especially around the big underground entrance near the flagroom. And quartz/stained clay are overused materials.. It'd be nice if you added some sort of interesting theme to it
     
    • Agree Agree x 2
  9. iMuffles

    iMuffles Well-Known Member

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    How exactly is a flagroom with 4 entrances (6 if you're soldier), 3 exits from the main flagroom and the flagroom building, with a flag in the middle of the flagroom, water in the flagroom, and trees immediately outside at all "defensively oriented"?
     
    • Agree Agree x 2
  10. xxMineSheepxx

    xxMineSheepxx baaaahh

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    I quite like playing on skyglass tbh, but the aesthetics could use some work.
     
  11. Sir_Inge

    Sir_Inge Well-Known Member

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    Two words:
    Big hallways

    This was done pre-pyro nerf with easy capping but hard stealing in mind.



    Now, ANNOUNCEMENT:
    I am reworking this. I've changed up the stairs to the underground so they face the opposite direction of the ravine. I'm adding custom trees, and added a new color scheme.
     
    • Like Like x 1
  12. pandanielxd

    pandanielxd its panda daniel

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    would you like any help? Im not that bad at aesthetics if I can say so myself.
     
    • Agree Agree x 1
  13. Sir_Inge

    Sir_Inge Well-Known Member

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    I think I'm good, but if I need help I'll msg you.
     
  14. iMuffles

    iMuffles Well-Known Member

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    Because "big hallways" come into play when you can just sponge out of the flagroom, right? And when there are exits at both ends of the hallways, you really can't push someone into a corner.

    And having big hallways makes an otherwise ridiculously offensively stacked flagroom into a "deffensive oriented" one? Please.
     
  15. Sir_Inge

    Sir_Inge Well-Known Member

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    The flagroom only has three edits. They're all easily defendable IMO
     
  16. xxMineSheepxx

    xxMineSheepxx baaaahh

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    Not really, the corridors are wide and short, making an easy escape. Not really defendable unless you have 10 people crowding there.
     
    • Agree Agree x 2
  17. Winneon

    Winneon Member

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    Skyglass is one of those maps I have trouble on, mainly because I'm just not very good at it with my main classes :stuck_out_tongue:. Objectively, I feel Skyglass is a little too small for what it tries to do, and the spawn area is always riddled with archer spawn campers from the other team. The flagroom is also not the easiest to work with, because it's hard to exit the front when tons of people are coming in from the front, and it's difficult to exit to back when there's the map's edge right there and how others can just hit you off. Other than those points though, I find Skyglass to be a fun yet challenging, competitive map. I just wish the size was a wee bit bigger.
     
  18. pookeythekid

    pookeythekid Well-Known Member

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    Yesterday I found elf capping fairly easy on this map, actually. Easier than even Castle Wars, due to that map's much larger size. (that map was in no way built expecting a flying class to be introduced to the game xD) At least, it's a fairly easy cap when using the underground route. Steal the flag, take sponge out, jump off of building, wind puff to the stairs, do a little running, take the sponge up the stairs to your base, cap. This is with even the nerfed elf.

    However! Elf is still not OP. It still gets destroid in a flag room with a few people in it. >.>
     
  19. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    All I have to add is that the underground is somewhat bland & underused. It is only used by the occasional capper when its not a soldier. Js
     
  20. pookeythekid

    pookeythekid Well-Known Member

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    Tbh it's used all the time for cappers, and it's the first place I look when I recover (kind of... I'll go to the enemy base above ground bscause, crossing over the river, it's a little faster than underground, and then I'll jump down into the tunnel to meet the FC coming home.)
     
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