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Complete [CTF] Bistro

Discussion in 'Map Submissions' started by Flavorous, May 6, 2016.

?

Well, want to go to dinner?

  1. Oh, heck yes!

    4 vote(s)
    44.4%
  2. Na, this place just isn't for me...

    5 vote(s)
    55.6%
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  1. Flavorous

    Flavorous the help

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    CTF Map Submission

    Despite my resignation back last month, I still find a desire and pleasure in designing CTF maps. This time, I tried very hard to avoid the Ice themes I was once associated with, and went to make a beautiful restaurant with some modern and Nordic mixtures within it.
    This map features linear and non-linear game layouts, with vertical changes for soldier, long ranges for archer, and water for pyro : ^)

    The map is designed with a lot of glass panes- and that is aesthetically intentional. The glass panes provide a glimmering eye-catcher in the night of the map. The lake-floor is also well lit with sea lanterns as well as colored glass to give it a little texture.

    Bistro also features some less vibrant colors, and goes for the lighter colors, starring the natural contrast between the Bistro itself and the landscape.


    Map Name: Bistro
    Style: Intricate, Vintage, Bistro
    Creator(s): Flavorous
    Picture(s):
    [​IMG]
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    [​IMG]

    Download: MCBuild Map ID is #324699
     
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    • Creative Creative x 1
  2. Magnificent

    Magnificent Dallas Fuel

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    archers
    lots of archers
     
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    • Agree Agree x 1
  3. pandanielxd

    pandanielxd its panda daniel

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    Looks bad, game play looks bad too
     
  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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  5. Flavorous

    Flavorous the help

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    Fixed.

    Thank you for your elaborate detailing for the issues with my map as well as your constructive criticism. I will be sure to work on everything you've stated. so useful.
     
  6. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Seems to me as if most people trying to get from one side of the map to the other will be taking the bridge in the middle, as the lilipads and the land outside the lake has very little cover from archer. This could cause issues with people not being able to cross the map easily, as everyone is concentrated in a small area (issues like this occurred with the old Shattered Rift and Canyon, as they too had one small, main way from one side to the other).
     
    • Agree Agree x 1
  7. pandanielxd

    pandanielxd its panda daniel

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    You cant stop saying that things I make/say have a lack of detail, can you? ^-^.
     
    • Winner Winner x 2
  8. Flavorous

    Flavorous the help

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    Thank you for having an actual response :smile:

    I will fix that asap
     
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  9. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Personally, I'd add more cover on the outside of the lake and thicken the land around it, so traversing it is more feasible. Perhaps some underground tunnels would be nice too, but one of the things I do like about this map is its simplicity, and adding too many tunnels could ruin that.
     
  10. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    You really can't judge by the pictures and that is why I asked to have permission to view. Looking tomorrow,thanks.
     
  11. DeadRhos

    DeadRhos Minimum Brain Size

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    The whole map's way too open. Archers will have a field day, as will engineers and to an extent mages. Seriously, ther
    e's no cover anywhere except perhaps on the bridge, this is just a flatter Unholy Faith.

    Aesthetics look really lazy, especially considering what you're capable of doing. Harvest is way too detailed to the point of being distracting, and you may well be trying to move away from that sort of style, but IMO you've moved too far in the opposite direction. The theme is boring, it's just standard grass/wood/stone, and there's not really anything to show that it's "Nordic". I also don't count restaurants as a theme because they can look like anything - you can just put some tables and chairs in a structure and voila, restaurant. So, at the moment, there's no clear theme and no adventurous block palette like in Harvest. Boring.

    Some other things:
    - glass panes are laggy for people on lower end computers; there's a reason they have a history of being restricted in WE. The coloured ones also don't look as great as you think they do.
    - None of the blue clays look blue from afar, so don't use them as indicators to show which side you're on.
    - The single-block flagroom looks gross from behind
    - Using //replace to make your floor look detailed just makes it look amateurish. If you use structures instead, it won't look empty, it won't look as messy and horrible as it does now, and as a bonus you'll create some much needed cover.
    - The lily pads are nice but you're not going to notice them while playing, it seems like you've made them the focus of the map to the detriment of gameplay.
    - The flagroom is just various shades of gray. People are going to be spending a lot of time in there, why not make it look nice?

    One more thing, try not be sarcastic to people giving feedback even if it's not the feedback you wanted and even if you're holding an existing grudge. Just makes you look like a twat.
     
  12. Xelasi

    Xelasi Well-Known Member

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    Okay.
    [​IMG]
    The red path is the path most people will take. The glass arches provide some archer cover, but it still funnels most players into a single 10-block-wide space that will be hard to get through.

    The yellow paths are all at an even level, so it will be easy to be hit into the water by a mage (or any other player), and archers can easily snipe players stuck in the water.

    The orange path is the most reasonable path for anyone actually capping to take, but there isn't much cover there, either.

    Overall, I think it needs more navigability and archer cover.
    Suggestions for fixes:
    - Glass does cause some lag issues, replace most of it with solid-colored blocks. I think you can leave some glass for aesthetics as long as it's pretty minimal and on the outside of the solid blocks. The solid blocks will also provide more archer cover because the blocks are thicker. It will also make your cover more obvious to people providing feedback on here.
    - Change your lilypad paths into thicker, solid paths. This will make the route more obvious, widening a bit can help prevent falling off and make this a legitimate choice for travel.
    - Make more options for going back and forth between orange, red, and yellow areas.
    - Change the glass trees in the water to solid pillars with connecting arches or roofing of some sort. You can add this height in the middle without being too soldier OP as long as there is a wide enough gap between your tall objects and the flag room (and a couple ways up). Make the soldiers touch the ground for a little bit before reaching the flag room to give recovery a chance.
    - Keep repeating the triangular arch design that you started on the sides for more cover.

    Here, i tried to make a pic of what I think could work. White is cover.

    [​IMG]

    I like the map concept and I think you could make these changes without changing the style too much.

    I totally just discovered your tunnels on each side

    also, your sponge system under the water
    like, it's really interesting. you can fall in at just about any point and wander to a sponge within a couple blocks

    i like the vine decor you started.
     
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  13. DyvingPenguins

    DyvingPenguins Professional ',:V'er

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    It looks good! I like it! But I have to agree with @Xelasi.

    Good Luck!
     
  14. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Please, water and lillypads are just death
     
    • Like Like x 1
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