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Complete [CTF] Subacqueo

Discussion in 'Map Submissions' started by Lugia_, Mar 18, 2016.

?

What's your general opinion of this map?

  1. I really like it, I'd like to see it in rotation

    25.0%
  2. I like it, but not enough for it to be in rotation

    50.0%
  3. There are a lot of problems with it therefore I dislike it, I don't want to see this in rotation

    25.0%
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  1. Lugia_

    Lugia_ support =D

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    +515
    Subacqueo
    Map by Lugia_
    Build ID: 321596

    ------------------------------------------------------------------------------------------------------------------------

    Why I'm still making maps for this gamemode, I truly don't know.

    Well, I decided to do an original map since I had some free time and I was looking for something to build. I decided to go with an underwater palace theme, since that's something I've never done before and I thought would be rather interesting. With that being said, this map actually has no water, which is strange considering this map's theme is "underwater." The reason why I didn't add water was because the map Atlantis had water everywhere and it caused a lot of lag. So, I decided to be a half decent person and not add water, yet make the map in a way that it can be visualized underwater. Imagination!

    The actual map itself is built in a way that it's wide rather than long. The flag rooms are also completely centered, and they match up perfectly with each other. I'm not sure if this map would be best suited for three or five captures, either way I don't mind, but that's up to the moderators. There is also no underground on this map, as that would make the map unnecessarily large and leave a lot of wasted space. The time of this map should be approximately noon, but I don't have the time locked on the world as of right now.

    When giving feedback for this map,
    please do not comment on the aesthetics. I don't care what you think in that regard, as aesthetics are not that important. With that being said, I would appreciate gameplay criticism and any other thoughts about the map, whether they're minor or major. In the making of this map, I had absolutely no feedback so I don't know what people think, even in the slightest. I went based off of my own judgement completely. With that being said, if a lot of people comment on this being rather Archer OP, I completely understand. However, that's slightly out of my control as Archer is broken as ****, but let's save that for another thread.

    Now that the essay is over, here are some screenshots of the map:

    Click to view imgur album!


    I apologize for the bad birds-eye view picture, I'm just way too lazy to re-upload everything to fix one picture.

    I also made a video for all of the lazy people out there that can't be bothered to log onto build and take a look at the map:



    Turn up your audio, the video is fairly quiet and the microphone I used isn't very good.

    Even with the screenshots and the video, I highly encourage you to take some time and check out the map on build, as that will give you the best perspective on the map. Once again, the build ID is 321596.

    Lastly, I'd like to thank a couple of people for their help:

    felix_mystery @felix_mystery - building the seaweed model & other general additions
    Hugmaster @Hugmaster - helping out with the WorldEdit & flipping the map

    For the third time, the build ID is 321596. Feedback is appreciated, thank you.
     
  2. pandanielxd

    pandanielxd its panda daniel

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    It isnt looking that great, and it looks very archer OP, this could be just me but, design your map on classes, and not try to make others design classes for your maps.

    edit: ninja op
     
    • Agree Agree x 1
  3. Plautius

    Plautius Well-Known Member

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    Eh, if I may..
    First off, good looks and good gameplay, but imagine capping as any other class than soldier. Discovery or Castle Village II are annoying enough, but with all the elevations on this map, just running from one side to the other with flag and ninjas behind you and stuff.. ergh. I wouldn't enjoy it.
     
    • Agree Agree x 1
  4. Lugia_

    Lugia_ support =D

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    I completely understand what you mean by that, I didn't slab the hills on this map because I didn't really like how it was. If enough people feel the same way, however, I will go ahead and slab the hills so they are easier to run on.
     
  5. Katmorder_

    Katmorder_ Well-Known Member

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    I can't tell, but is there only one entrance/exit from the main building? That might make it way Easier to spawn kill, along with the fact that once you step outside u could be hsed, maybe add more cover or something
     
  6. Lugia_

    Lugia_ support =D

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    There are three, one per side and one in the front.
     
  7. Miskey

    Miskey Leader of Annihilation | Former Media Manager

    Joined:
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    Discord:
    Miskey#5326
    9/10, too much water -IGN
     
    • Agree Agree x 1
    • Funny Funny x 1
  8. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

    Joined:
    May 18, 2015
    Messages:
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    Ratings:
    +349
    My opinions about the map:
    • Flag room is great! Overall it is balanced, offensive nor defensive is op. Flagshooting is impossible, ghosting seems to be impossible/very close to impossible
    • Aesthetics are not that great, but I won't dwell on that due to your request.
    • Archer is extremely op on this map. The wideness of the map as well as openness of it allows archers to camp on the sides and shoot... there is not much cover and is relatively flat. Maybe adding more cover overall or more downs at mid or something will help that issue.
    To address other comments:
    Actually, medic/chemist capping would be very plausible. Its not actually that bad for those classes to cap. There are plenty worse maps for medic/chemist capping that soldier capping is mostly the only one used (Desert Strike, Standoff, etc.) I think this was very well designed in terms of flag room and balance of classes (except archer as stated).

    Completely agree.
     
  9. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Going off of what ningeek said, I feel that medic and chemist could actually thrive on this map. Chemist specifically with horizontal mobility since the map is relatively flat. The map being all relatively the same height also makes medic webs simple and easy to land.
     
  10. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I like it but I feel archer could be quite op
     
  11. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Discord:
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    Not to go off topic, but I've been seeing a ton of posts about maps being Archer/Soldier op. Generally I agree with these posts, but when almost every map has an issue with one of those two classes I start to think it's the class that should be changed, not the map. Those two classes limit map design a ton, which is probably why a lot of maps have extremely similar gameplay.
     
    • Agree Agree x 2
  12. TheZombieKat

    TheZombieKat CTFer since May 2012

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    The map looks nice. I do agree with what's said above about it being a really good Chemist map. Overall, it looks like a good map. I just have one question though... how exactly do you come up with names like Subacqueo and Villaggio Chiesa. Are those even words?
     
  13. pandanielxd

    pandanielxd its panda daniel

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    search villaggio chiesa on yt, i think she made a vid on it.
     
  14. cammanduh

    cammanduh Well-Known Member

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    I believe it's italian.
     
  15. Lugia_

    Lugia_ support =D

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    The way I come up with the names is that I put an English word (for example "underwater") and then google translate it into a couple of different languages (in this case, "subacqueo" is the adjective for "underwater" in Italian.)

    I have not made a video on Villaggio Chiesa.
     
  16. pandanielxd

    pandanielxd its panda daniel

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    you explained it on some map, whatever
     
  17. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Wow what a loser. I thought you made 'em up. -13
     
    • Agree Agree x 1
    • Optimistic Optimistic x 1
  18. Palm_Top

    Palm_Top Member

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    Ratings:
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    The flagroom is appealing, but the mid leaves something to be wanted. The Archer advantage can be nullified if it were easier to approach the hills they would be held on.

    I agree with Miskey, the classes really hinder map design, but holding our breaths for an eventual nerf is pointless. It's looking good overall!
     
  19. pookeythekid

    pookeythekid Well-Known Member

    Joined:
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    This map looks absolutely--
    IIII meeeaaannnnn what a wonderful and functional map you've made here!

    More seriously tho, some sponges somewhere in the midfield could help in my opinion. Far enough into mid that you have to do some running to get there, but close enough so that your chances of getting hs'd are lowered. I don't think they should deliver you to the front gate of the enemy base, though, just somewhere a fair distance from the front entrance.

    Not only would sponges help with archer problems, but they'd be a good equalizer for classes: medic could be about as effective as chemist (I saw some things about chemist being too fast on this rather horizontal map [though I don't really have a stance on its flatness/variation]), sponging over a few of the hills gives soldier a little less of an advantage (which I also read here), and with the way the flag room is designed, with sponges in midfield, even elf has a chance! :grinning:

    also hie shadoe c:
     
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