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Other Wave XII Map Testing Feedback

Discussion in 'Map Submissions' started by Xelasi, Oct 9, 2016.

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  1. Xelasi

    Xelasi Well-Known Member

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    Wave XII Map Testing Feedback

    Hello, CTFers! Wave XII map testing is now available for phase three of The Wave XII Project.
    This thread is being created to help relay information to map builders for fixes as we find things while testing.

    Please keep map feedback constructive. It's best to suggest ways to fix a gameplay issue if you find one. Having fresh perspectives and ideas will help us improve the quality of these maps.


    Map testing is now available on the match servers!
    A Jmod+ can set test maps on the CTF match servers at:
    1.ctfmatch.brawl.com
    2.ctfmatch.brawl.com
    More Info:
    The Wave XII Project - Introduction
    The Wave XII Project - Update I

    Maps Currently Available For Testing:

    Reworks:
    329797 - Academy II by Daniellll & sportyman56
    307394 - Beaver Creek V by SirAbbe_
    347515 - Clocktower V by GalaThundR
    245473 - Dragon Valley V by RHOSKE, DeZilla, Doges & flyguy23ndm
    321972 - Dragon Valley V by Supernova CTF Team
    178419 - Islands III by Daniellll
    334130 - Medieval Fortress by Daniellll
    265553 - Parklife I by SoCool21 and Rhoske
    325002 - Platforms V by Dokkedal
    326956 - Valley of Ruin V by ByzakaByzantin
    327582 - Valley of Ruin V by Lugia_
    327940 - Valley of Siege by GalaThundR
    320251 - Skyglass I by Sir_Inge
    347660 - Skyworlds V by ningeek212 & Chaotic_Cavern
    345222 - Unholy Faith V by Xelasi, Shawn_, xxMinesheepxx
    New Maps:
    185051 - Alaskan Wood by sportyman56
    347230 - Candyland by sportyman56
    163262 - Chernobyl by Shawn_
    336987 - Geo by GalaThundR
    101245 - Gray Sublime Archon by ikemulti
    182736 - Industrial Desert by Congruence
    355357 - InfraQ by Coquelin
    345553 - Kauwela Shore by EddKrumbs & xxMineSheepxx
    332028 - Martian Outpost by GalaThundR
    116937 - Molokai by 1LEGODUDE13
    140791 - Nature Valley Nut Crisp by PolarizedHam9000
    326874 - Perdition by Dokkedal
    338817 - Petalburg City by Daniellll
    180223 - Pirate Cove by sportyman56
    325556 - Rocky Ruins by GalaThundR
    341643 - Shoots by Lumpi456 & LeDoener
    321596 - Subacqueo by Lugia_
    327372 - Sphinxes by Xelasi & xxMineSheepxx
    241146 - Willow Pass by Xelasi
    318744 - Wisteria Grove by EddKrumbs


    Feedback and Fixes
    Information will be updated as suggestions made and fixes are implemented.
    Suggested fixes listed also include gameplay comments and changes made since testing began.

    Reworks:
    tbd
    Suggested fixes:
    Biome freezing half of water at mid Fixed
    More archer cover
    Sponge up back wall near spawn
    tbd
    tbd
    tbd
    Suggested fixes:
    Players getting stuck in webs, remove or move up Fixed
    Archer cover Fixed
    tbd
    265553 - Parklife I by SoCool21 and sportyman56 (Config Issues Being Fixed)
    Suggested fixes:
    Clean up side paths Fixed
    Remove sponges and tower from roof, can reach spawn box Fixed
    Remove excess sponges from flag room Fixed
    Make launch sponges more visible Fixed
    tbd
    tbd
    Suggested fixes:
    Unable to headshot the water tunnels anymore, could be a detractor as far as recovery. Might be fine. Fixed
    Fire in flagroom change to lamps Fixed
    tbd
    347660 - Skyworlds V by tbd
    Suggested fixes:
    Make path going to lower level Fixed
    Archer op on upper level. Might be fine with lower level.

    New Maps:
    tbd
    Suggested fixes:
    Made the terrain a bit flatter.
    Added restrictions in the caves.
    Added some blue to the blue flag room.
    Made the candycanes on blue blue.
    Fixed
    Suggested fixes:
    Flag headshottable Fixed
    Remove 90% of tall grass Fixed
    Extend barrier to height limit Mostly fixed
    I saw a soldier still use the side of the map and find a barrier ledge toward the back of where your barriers are set. n/a not an issue
    tbd
    tbd
    Suggested fixes:
    Restriction signs need brackets corrected Fixed
    Suggested fixes:
    Wrong spawn blocks in spawn Fixed
    Can pearl into planes over mid
    tbd
    Suggested fixes:
    Flag headshottable from flagroom Fixed
    Need archer cover toward mid Fixed
    Lighting Fixed
    Suggested fixes:
    Sponge or ladders up spawn buildings?
    tbd
    Suggested fixes:
    More archer cover Fixed
    More space around flagroom Fixed
    Ninja camping spots in spawn Fixed
    Suggested fixes:
    Change red carpet in blue spawn to another color Fixed
    Make red character in blue flag room blue Fixed
    Pirate Cove Changes:
    Flag entrances are cleaner and added another 2 entrances.
    Removed the sponge from mid.
    Changed the rooves of the towers.
    Made the path blocks different (now dirt with jungle wood slabs on hills).
    Removed the glass in the water and added lilipads instead.
    Changed the rock from acacia to andesite/stone.
    tbd
    Suggested fixes:
    Make barriers solid and extend to the building height limit. Players are able to get over the barrier. Fixed
    Suggested fixes:
    Map too dark to see Fixed, locked time to day. If that isn't desired, please add lighting.
    Suggested fixes:
    Spawn direction incorrect - Fixed
    Sponge launch direction incorrect - Fixed
    Possible archer or mountain issues
    Barriers are weird
    Hiding spots under bridges Fixed
    Flagroom difficult to get the flag from - Fixed
    Map too long - Fixed
    Possible archer issues on top of mid - Lower mid structure Fixed
    tbd



    Note to Map Builders:
    If you make changes on your maps, please post which changes were made here so map statuses can be updated. Keep in mind that altered maps will need a new commit for changes to show on the CTF servers.



    Find any other issues we can look at? Have comments on gameplay? Post in this thread!
     
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    #1 Xelasi, Oct 9, 2016
    Last edited: Oct 23, 2016
  2. Xaethros

    Xaethros Well-Known Member

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    a lot of the maps were 800 miles long
     
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  3. Xelasi

    Xelasi Well-Known Member

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    #3 Xelasi, Oct 9, 2016
    Last edited: Oct 9, 2016
  4. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    Give me all the criticism you got. My body is ready.

    EDIT: Could you show me where the ledge for the barriers is?
     
    • Like Like x 1
    #4 Shawn_, Oct 10, 2016
    Last edited: Oct 10, 2016
  5. Nakatago

    Nakatago Well-Known Member

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    #5 Nakatago, Oct 10, 2016
    Last edited: Oct 10, 2016
  6. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I cri errytime
     
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  7. Xelasi

    Xelasi Well-Known Member

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    Tanks was small, Harvest took 8 seconds to get across, Orchid Cascade takes about eight seconds to get across, Horti is smaller.

    If you guys can list maps that absolutely need to be shortened or have sponges added, that would be helpful. We can also shift spawn and flag room positions to make it seem tighter in the map.

    I think I need to trim about 10 blocks from the middle of Willow pass. Yay or nay?
     
  8. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Willow pass from what I saw was too big, confusing and too many themes? This is what I saw in chat when testing it. I agree with everything that was said above but I don't know what they mean by too many themes, perhaps too many blocks. I also didn't like the use of netherrack and there is a bit too much contrast from that and the sandstone.

    I'm currently fixing a few of my maps (pirate cove and candyland). I will tell you what I've changed when I'm done.
     
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  9. pandanielxd

    pandanielxd its panda daniel

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    current feedback is fixed =D
     
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  10. Xelasi

    Xelasi Well-Known Member

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    I'm unable to get online tonight. @SpookyGeek would you be able to show Shawn where his barrier issue is?

    Thank you, I'll see what I can do to shrink the map size down.


    Awesome, I'll put in a message for a recommit

    Edit: @Daniellll All maps? Petal/islands ?
     
  11. pandanielxd

    pandanielxd its panda daniel

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    yup, if more covers have to be made just tell me
     
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  12. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    I don't think it was a barrier issue. It was all surrounded so I couldn't actually abuse it. All it was is that I could go around the whole building (but that won't be very useful since your wallclimb would run out at some point).
     
    • Informative Informative x 1
  13. Xelasi

    Xelasi Well-Known Member

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    Oh, I thought I saw you get on top of it. I guess I was just seeing you go around the backside of it lmao. Nevermind then, shawn

    @miskey do you remember anything from maps that can be worked on? We fixed a handful of things from that first round of testing

    @Spookyfrogdog
     
    • Informative Informative x 1
  14. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Dragon Valley by super Nova could do with more cover getting to flag (archers) and the flag is very defensive op. I don't know how to fix that.
     
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  15. Xelasi

    Xelasi Well-Known Member

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  16. GalaThundR

    GalaThundR Mcpvp Veteran

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    For Valley of Siege, there is still a archer chokepoint in the underground tunnels that allows for headshotting.
    [​IMG]
    [​IMG]

    I also changed the fire in the flagroom to redstone lamps to avoid elves extinguishing them and making it dark.
     
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  17. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    Oh that one, I don't think that was shawn's map though was it?

    I don't know which map was it but I did get behind the barriers as a ninja (and also could get on the spawn box).
     
  18. Lumpi456

    Lumpi456 Active Member

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    Refering to my map i built with LeDoener we already asked Ike about the heigh of the barriers and he said the actual height is okay and LeDoener also told me that it shouldnt be possible to climb them with soldier or rather ninja but we will make them a bit higher i guess and referring to the coal we cant do that :grinning:
     
  19. Xelasi

    Xelasi Well-Known Member

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    The note on the coal was more of a note to myself to pester people about that coding change needed.

    Ningeek was able to glitch through the initial barrier wall and was sitting on top of that wooden watch tower. I'd suggest filling that entire area in with barrier.
     
  20. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Not of the top of my head, but I'm more than willing to take a look at them again.

    Also quick side note about barriers, they shouldn't be climbable as soldier. No matter the height of the barriers a soldier can climb them. That being said, even if they aren't climbable ninjas can still pearl into the side of them to get on top.
     
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