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Complete Arabic Palaces

Discussion in 'Map Submissions' started by JustALizardKing, Apr 6, 2017.

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  1. JustALizardKing

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    Arabic Palaces
    By: JustALizardKing


    From the builder that introduced Aquafus (before a username change) comes a journey propelling players to the far east.

    Background
    I constructed Arabic Palaces as a solo project many years ago, and it has been untouched until very recently. After my first map submission Aquafus got accepted (If I'm not mistaken, version IV should be in rotation?), I went back to the drawing board to build Arabic Palaces (working title was Hubal Palaces). I managed to finish it with the assist of one or two comrades.

    I submitted the map, excited and enthusiastic for it's response. The thread, however, went largely unnoticed on my old account and was swallowed into the archives. Shortly after submitting the map, life got in the way and I stopped playing Minecraft. That was about four years ago. Only recently, during free time in college, did I get the time to replay this game. I discovered my map was still in one piece. With a new username at hand (the old one was Old_Spice_), I tweaked the map and decided to resubmit it.

    Style
    Arabic Palaces is a Middle-Eastern inspired map, swarmed with culture referencing Persian palaces, the Grand Bazaar, Mesopotamia and oases. The map features:
    -Two red/blue palaces which hold the flags
    -A center tower where both world collide
    -Four large archer towers
    -Arabic-inspired spawn areas
    -Heavy contrast of color between red and blue
    -Plenty of sponges, hiding spots, and PvP areas

    Builders
    Main builder: JustALizardKing
    Touch-Ups: Decptive, new_instance

    *It is important to note that these two may no longer be playing Minecraft, or they may not have these usernames. They still deserve credit for their work, whether they still play or not. They are the only names I have on record who contributed, so that is who I am going with.

    Download
    MC Build Map ID: 76589

    Photographs
    Resource Pack: FaithfulVenom 64x, MrMeeps Shaders (Lite). Taken on: 5/10/17.

    2017-05-10_13.34.41.png 2017-05-10_13.35.14.png 2017-05-10_13.35.49.png 2017-05-10_13.36.53.png 2017-05-10_13.37.15.png 2017-05-10_13.37.23.png 2017-05-10_13.37.34.png

    Change Log
    -Added sponges at the base of the center tower for easy access to the roof
    -Made the time of day night
    -Tweaks and minor adjustments
    ---
    -Removed the lava in the map
    -Removed vines and grass
    -Removed excess trees
    -Removed any clutter
    -Added more sponges for
    entrances
    -Removed ladder access to the top
    -Restricted engineering building
    -Replaced flag room glass panes
    ---
    -Removed more excess clutter
    -Replaced all glowstone with torches to remove lag
    -Adjusted sponges as necessary
    -Removed bases of water features; either swim or fall to your death!
    -Added herobrine
    ---
    -Redid the center tower
    -Replaced all glass panes with glass blocks
    -Minor tweaks and adjustments
    ---
    -Configured map with sings
    -Added more block 97

    Any feedback/criticism is encouraged and accepted. It would be a dream come true to let this map be a part of the rotation. Please leave your thoughts below!

    Take care,
    -JustALizardKing

     
    • Like Like x 6
    • Creative Creative x 1
    #1 JustALizardKing, Apr 6, 2017
    Last edited: May 19, 2017
  2. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    Shawn the Sheep #0146
    Oh my god... I still remember this... Before I check it out I just want to know what changed you've added.
     
    • Agree Agree x 1
  3. JustALizardKing

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    Wow, surprised that my map is remembered by some! Reminds me of Brian Wilson's lost Smile album, something that would have been truly revolutionary back in the sixties.

    Anywho, the changes I made are essentially minimal; making the map a bit more fair by removing water, adjusting the spawn area, and a couple of minor tweaks.
     
    • Informative Informative x 1
  4. Freedom_35

    Freedom_35 Well-Known Member

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    Loved it. I looked at the map. Was awesome man! It may be a little soldier friendly though. They could really dominate this map when they have flag. But most maps in the rotation are kinda soldier friendly, so that's not a prob. Oh man, I'm gonna love playing this map in map testing. Even if it's not selected, I'll be glad to have played this in map testing. +1

    ONE thing though, can you plz add:
    A: maybe a few sponges to go up.
    B: make it night, and keep it night. That has the best effect, trust me.
     
    • Useful Useful x 1
  5. JustALizardKing

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    Thank you for the warm feedback! I have noticed that it does appeal to soldiers quite a bit; I suppose there is not much of a way around it.

    When you mentioned sponges, do you mean adding sponges that would launch you to the top of the towers? If that is the case, I'm happy to add some to the towers for easy access. Shouldn't be a problem as long as they are visible and not hard to get to.

    I was wondering whether I should keep it at night...I was on the edge for a long time about it and I'm starting to lean towards night again. It does make the palaces look totally awesome.

    Again, thank you for the warm feedback! I'll hop back on and see if I can update the changes.
     
    • Like Like x 1
  6. Xelasi

    Xelasi Well-Known Member

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    ive played this map on @5ive_Head's server lmao like yearrrrs ago
     
    • Informative Informative x 2
  7. Freedom_35

    Freedom_35 Well-Known Member

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    first time I've heard of it lol
     
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  8. JustALizardKing

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    Heh, I didn't even know it was used on somebody else's server! Not that I don't mind, but that's rather trivial!

    Update: I have since changed my username to I_ate_some_pi, and the credits will be changed accordingly.
     
    • Agree Agree x 1
  9. pandanielxd

    pandanielxd its panda daniel

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    Just some feedback.
    1. The map is incredibly archer OP:
    [​IMG]
    [​IMG]
    [​IMG]
    I'd say making these roofs inaccessible would be better, archer can literally snipe everyone from there. I don't think they are good for recovery either, a soldier can just camp up there with the flag.
    2. Engineer:
    [​IMG]
    There's quite a lot of spaces like this around the map, I'm not sure if you restricted them (with stonemonsteregg blocks) or not. But if you didn't this would be quite OP for engineer to camp in.
    3. Cobwebs
    [​IMG]
    I don't think this is very bad, but it doesn't improve gameplay either. If someone gets stuck in these it's literally a pain to get out. Also it looks a little out of place, but that could be me.
    4. The map is TINY:
    [​IMG]
    [​IMG]
    Ninja can just pearl through these panes with the flag and then they only have to throw (maybe?) 1 pearl and capture.
    5. Cluttered places:
    [​IMG]
    Just an example here. This area here would be very good for soldier specifically because I can't really seem to find any way up there except jumping from the highest places on the flagroom.
    6. Height differences:
    [​IMG]
    I agree with differing height is good, but doing it in such a small place will just make it very hard to walk. I would make it flat.
    7. Flagroom exits:
    [​IMG]
    I think there is four of these. You'd think that they are only usable as exit, which would be great. Though this would be very OP for soldier, they could just wallclimb up there instead of waiting 10 hours (exaggerating here) till you finally "swim" up there. I'd say adding a sponge under the waterfall would be good so everyone can get there easily instead of just high mobility classes.
    8. Party still exits:
    [​IMG]
    Pyro got a rework on brawl removing the instakill. They now have a frenzy, after 4 hits you can rightclick and people will be set on fire, when they're on fire you do (I think) 7.5 true damage per hit. I'd say this is less OP than old pyro, meaning that having water this close to the flagroom would kinda make pyro underpowered in this map.

    That's it for now. I'd say it's a decent map but it needs a lot of updating :wink:.
     
    • Agree Agree x 2
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  10. Sayan

    Sayan Well-Known Member

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    Heck, I remember this thing... gj
     
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  11. JustALizardKing

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    My goodness, thank you! Honest feedback is what I need the most, and this helps a lot. I can tweak this up and add it in the change log.

    Made a couple updates to the changelog!

    Removed more clutter, replaced all the glowstone with torches, and removed most lag-inducing blocks.
     
    • Winner Winner x 1
  12. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Oh man, I remember this map. Looks nice! The problem I see with it is that Archer would dominate, but that's fixable.
     
    • Informative Informative x 1
  13. JustALizardKing

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    I did fix some of the archer issues by removing the ladders to the bulbs of the palaces (see changelog), do you have any suggestions to balance archers even more?
     
  14. TheZombieKat

    TheZombieKat CTFer since May 2012

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    That was the main concern I had, but removing access to it by Archers fixes that problem.
     
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  15. JustALizardKing

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    Good news! More changes were added today, including a major redo of the center tower. Glass panes have been replaced completely, and I was able to add some proper pictures with fancy shaders.
     
    • Like Like x 2
  16. pandanielxd

    pandanielxd its panda daniel

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    Not going to be rude (I used shaders and resourcepack myself for threads) but without those it's way easier to actually see what's going on.
     
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  17. JustALizardKing

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    You think so? I may add some photos without shaders if it helps.

    Update: Thanks to Xelani, I was able to configure my map properly and add more block 97 where necessary.
     
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    #17 JustALizardKing, May 19, 2017
    Last edited: May 20, 2017
  18. Xelasi

    Xelasi Well-Known Member

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    The main thing I need fixed before a commit is this camping spot:

    ninja camp spot in spawns got someone to help fix
    [​IMG]


    The rest needs to be dealt with as soon as you get a moment.
    This is what I've come across so far:

    Flagpole only has a 10 block restrict radius. These stairs up to flag are engi camp spots. restricted stairs
    [​IMG]

    sponges under the short part of these stairs sponge straight into the ceiling. this will get really annoying in game fixed
    [​IMG]

    these little 1x1 holes are difficult to sponge into on the first go. could you move them to the corners? filled in some of the corner to help guide up
    [​IMG]

    Anything outside of ten blocks of the flag is engi camping domain. None of this is restricted at the moment. restricted some
    [​IMG]

    Landing in the water when jumping from towers is an instant death got someone to fix
    [​IMG]
    because of this... soldiers already have a major advantage over other classes, so i don't think that this helps
    [​IMG]
     
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    #18 Xelasi, Jul 14, 2017
    Last edited: Jul 16, 2017
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