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Complete Skyworlds III

Discussion in 'Map Submissions' started by puhdgy, Mar 25, 2017.

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  1. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    pudgy#6136
    CTF Map Submission

    Map Name: Skyworlds III
    Style: Rework / If I had to say an actual style.. I’d say in my head it’s fantasy.
    Creator(s): puhdgy w/ assistance from lauten, Creux, and MegaRainbowz
    Desc: We tried to improve the Skyworlds in rotation to what we thought could improve it and also to what other people have told me could improve it.
    Download: MinecraftBuild ID: 331935

    Picture(s):
    Entire Map
    [​IMG]

    Spawn
    [​IMG]

    Flag Building
    [​IMG]

    Midfield
    [​IMG]

    New Tunnel Entrance
    [​IMG]

    Underground Tunnels
    [​IMG]

    Critique is accepted and appreciated. Thanks for viewing and thank you to everyone who helped and gave feedback! Changelog is below.


    - General Changes
    > Sponges. Moved the sponge on the peak/ledge(in front of where the old spawn was) back a bit so you don’t go as far across the map when you take it. I believe that sponge was originally put there to balance out how annoying getting out of the flag was. Plus the spawn was right in front of it. Since it seemed a bit too much, right in front of current spawn there is now a sponge that also takes you a bit further than the one on the ledge does, so recovery can now catch up to offense.

    > Bridge. Added a bridge connecting the main island to the flagroom island (on the right side of the map), did this so it's less of a 'leap of faith, hope I don't get knocked off by an invisible ninja' situation.

    > Edges. This is tricky to explain without seeing it.. but in original Skyworlds and the one in rotation, they've been islands that have slumped downward along the border, making it very easy to knock people into the void with little they can do to stop it. I added some edges/barriers to the border of the islands so it's not so easy to knock someone off the map anymore. Yes, it's still possible. It's just not as easy.

    > Archer Cover. Adding trees near the midfield lake, more bushes.. just more general cover from projectiles. I've tried to tone down archer's effectiveness on this map but also not completely shut down archer power. From what I've seen there is virtually nowhere 'campable' that an archer cannot headshot, besides the flagroom but that's for obvious reasons.

    > Aesthetics. Yes, I know gameplay is more important than aesthetics, so I tried my very best to make it so the aesthetics did not interfere with gameplay. (i.e. tall grass is added but designated to be at the edges of the map so it doesn't get in the way of PVP so much). There are lots of small aesthetic changes that I won't get into, but the castle buildings now have more structure to them, less bland. I have made sure to put barriers where I found necessary.

    > 'Color Coding'. Putting more red blocks on the red side and more blue blocks on the blue side to recognize which side of the map you're on, so you don't try to grab your own teams flag and look like an idiot. Although, I've absolutely never done that... (i.e. color differentiated glass in the tunnels, spruce vs oak wood, etc)

    > Symmetry. There is nothing more displeasing to me(as far as maps go) than it being asymmetrical and looking awkward. I fixed this as best as it seemed possible, I hope other people enjoy this as much as I do. (Did you know the peak coming out of the spawn on Skyworlds I is incredibly off? I hate it.) Speaking of that same peak/ledge, the sponge that was on that peak was known to take players across the entire map, now it is set further back so it doesn't take them as far.

    > Underground Tunnels. The tunnel going straight down middle has been changed by making it not a straight line and adding small barriers, this was to make it less headshottable but also to be able to knock flag holders into the barriers so they can't just speed down the tunnel with minimal danger, they are now able to be cornered a bit. The tunnels that allow you to go into the fortress in front of the flag building and also to the little building to the left side of the map now have another pathway. This is also a bit difficult to explain, but if you were running down that tunnel, before you were able to go straight forward or left. Now you can also go right which will lead you into the wooden house on the right side of the map. The left and right tunnels are also a bit wider making PVP a bit smoother. Also got rid of some of the pillars down these tunnels, but enough still remain to knock people into them and avoid headshots.

    > Soldier Parkour. I realized how much fun people had with this on Walrus Creek and I didn't see it affecting gameplay at all. I don't see any harm in it. (The parkour is under the map)
    - Flagroom Changes
    I think it's important to note that with Skyworlds, defense has definitely been made easy in the current and past versions. Not only due to how close the spawn was to the flagroom, but also due to how deep the flagroom went. If someone got the flag, it was pretty easy to just knock them back into the flagroom and keep them in the flagroom until they die.
    > Depth. Made flagroom less deep. Pushing people into the flagroom consistently is still possible, but I've made it slightly easier to get out granted your defense doesn't break.

    > Flagpost. That goddamn 2x1 flagpost is now a 1x1 flagpost, which I don't know about you but I like those a lot better, I figured it's a general preference.

    > Window. There's a window behind the flag now. This is mostly aesthetic, but it could also help see offence that is approaching. Probably not that useful, but maybe.
    - Spawn Changes
    > Spawn location. We relocated spawn because one of the top complaints I've heard when people have complained about Skyworlds, is that the defenders are so easily able to get back to defense. Assassins respawning is kind of what a lot of people know Skyworlds for. It made sense to relocate spawn... that's kind of it for spawn changes.
     
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    #1 puhdgy, Mar 25, 2017
    Last edited: Mar 25, 2017
  2. Magnificent

    Magnificent Dallas Fuel

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    great map add it into rotation IMMEDIATELY
     
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  3. b0squet

    b0squet Ozymandias

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    This map ruins flagroom archer defense, and that in itself is a sin. >_>
     
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  4. Hamzas

    Hamzas Well-Known Member

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    100% perfect, this better get accepted XD
     
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  5. Magnificent

    Magnificent Dallas Fuel

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    when in doubt play archer directly in the flagroom standing right next to the flagpost
     
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    #5 Magnificent, Mar 25, 2017
    Last edited: Mar 25, 2017
  6. Versions

    Versions CTF Moderator

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    deny this LUUUL

    ok denied this map downloadfile.png
     
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  7. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    You should rename this Skyworlds V. There has already been a Skyworlds III and IV.
     
  8. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    Oh, I searched MCBuild and didnt see any other Skyworlds III o:
     
  9. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    It's actually named Skyworlds V3, and V4 was lost somehow.
     
  10. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Still no archer protection in the middle.
    Which means I will continue to assassinate all the archers
    +0

    Although, that may change because the spawn is moved...
    +0.5
     
  11. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    The main archer cover I added is the 4 trees next to the lake and barriers underground are more effective. If you mean straight down the middle(where the path is), I didn't want to add too much cover. Since there is an underground and there are trees you can take cover with those. I think this rework makes you play smart, but also making it harder for the archers to headshot you. I don't wanna add so much cover that it's pretty easy to cap. But I'd say the difficulty of capping for most maps is debatable.
     
  12. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I'm glad you made the tunnels more open. The only flaw is that an Archer might be a little overpowered there. However, that's to be expected. What I'm every happier about is the fact that the wooden buildings now serve a purpose!

    Thank you for listing the specific stuff that was changed. It would've taken me a while to figure it out on my own.
     
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    #12 TheZombieKat, Mar 26, 2017
    Last edited: Mar 26, 2017
  13. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    No problem c: I could also do the same kind of barriers in the side tunnels as I did in the main tunnel, but that may make PvP less fluid.
     
  14. Salty_Ivan

    Salty_Ivan Well-Known Member

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    The only real problem I had was being sniped the moment I landed from the sponge. But then, like I said, I realized you moved the spawn.
     
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  15. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I don't think would be necessary. Not many people go down in the tunnels in the current version, so I doubt that there would be a problem of an Archer being powerful down there.
     
  16. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    Yeah, I didnt see it happen in game much at all so I figured it'd be best to let it be. Thank you for feedback [:
     
  17. Lewka

    Lewka Well-Known Member

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    2017-04-05_10.41.22.png
    the sponge at spawn should be easier to get to, maybe w the use of slabs or stairs to prevent wasting time if rushing as recovery
    2017-04-05_10.43.11.png
    flagroom is headshottable from this angle, which is pretty abusable for defense albeit being a small angle

    other than that +1 good map
     
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    #17 Lewka, Apr 5, 2017
    Last edited: Apr 5, 2017
  18. GalaThundR

    GalaThundR Mcpvp Veteran

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    Looks nice!
     
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  19. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    Thank you for feedback c: I did notice that headshot angle and tried adding a small fence wall to make it not headshottable, but that ended up making that staircase exit a pretty bad exit. I'll consider other things though, it has been bothering me aswell. As for the sponge, I did wanna make it more noticeable but couldn't find a way I liked, but yeah I'll definitely add slabs or stairs good point! Thanks again! :grinning:
     
  20. Hamzas

    Hamzas Well-Known Member

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    Have you counted the blocks? It might be non hsable unless you're like at the very edge of the word (like the current skyworlds), and the flagpost is I think a block closer too.
     
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