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Complete Woodcastle Arena I

Discussion in 'Map Submissions' started by Xelasi, Apr 15, 2017.

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  1. Xelasi

    Xelasi Well-Known Member

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    Continuing in my series of maps-people-liked-so-let's-try-to-bring-it-back, thank you @DeZilla for letting me try my hand at this one.


    CTF Map Submission


    Map Name: Woodcastle Arena I
    Style: Rework
    Creators: Rework by Xelasi, @Nightowl, and @Daniellll , original by DeZilla
    Map ID: 377015


    Included pics of original for comparison.
    If you have more ideas for this map, please let me know.

    Rework: Notice midfield, spawns, buildings, paths.
    [​IMG]
    Original:
    [​IMG]



    Rework: Midfield overhauled. No sponges in the middle ring, should force more players toward the flag room. Less confusion.
    [​IMG]
    Original:
    [​IMG]



    Rework: Removed building. Placed some structures to help de-engi.

    [​IMG]
    Original:
    [​IMG]



    Rework: Filled in the entire underground level on side opposite flagroom. Also, alternates ways to different elevations.
    [​IMG]
    Original:
    [​IMG]



    Rework: [Readded wall] limited water to prevent camping and getting hit into it.
    [​IMG]
    Original:
    [​IMG]



    Rework: Removed two excess hallways, stairs now lead to surface.
    [​IMG]
    Original:
    [​IMG]



    Rework: The inside of this building/underground area no longer exists, created confusion on the map previously.
    [​IMG]
    Original:
    [​IMG]



    Rework: Cleaner path where the building used to be on top.
    [​IMG]
    Original:
    [​IMG]



    Rework: De-archered the top of the entire map. It's now open, archers can't hide nearly as easily, and they can get sniped. Also added sponges and ladders. Also, mid is super different.
    [​IMG]
    Original:
    [​IMG]



    Rework: Spawn is covered.
    [​IMG]
    Original:
    [​IMG]



    Rework: Removed the wall blocking the direct path to the flagroom.
    [​IMG]
    Original:
    [​IMG]



    Rework: Moved stairs closer to spawn
    [​IMG]
    Original:
    [​IMG]



    Rework: Cleaned this.
    [​IMG]
    Original:
    [​IMG]



    Rework: Made this ledge easier to access.
    [​IMG]
    Original:
    [​IMG]



    Rework: Pathing cleaned up, put emphasis on pathing going to useful places. Sponges added for access.
    [​IMG]
    Original:
    [​IMG]



    Rework: Opened up really tight stairways and entryways.
    [​IMG]
    Original:
    [​IMG]




    Rework: Raised height of hallways
    [​IMG]
    Original:
    [​IMG]

    Additional changes during rework
    Red building for locating flagroom, bigger, single flag.
    [​IMG]

    Midfield sponges removed to change traffic flow. There isn't a reason to send players on top of those buildings.
    [​IMG]

    Goodbye awkward parkour. Still some cover to run between.
    [​IMG]

    More options besides being bad at parkour and falling 10 blocks
    [​IMG]

    Thanks for swinging by ^^
     
    • Like Like x 10
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    #1 Xelasi, Apr 15, 2017
    Last edited: May 26, 2017
  2. 19Cameron91

    19Cameron91 Well-Known Member

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    I love that you're reworking these older, shelved maps. Seeing them really brings back memories.
     
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  3. Xelasi

    Xelasi Well-Known Member

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    There are a lot of good maps that have just a couple of game breaking flaws that I think could be fixed. I'd love to see some of the old ones back in rotation.
     
    • Agree Agree x 2
    #3 Xelasi, Apr 15, 2017
    Last edited: Apr 16, 2017
  4. Nightowl

    Nightowl Well-Known Member

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    #4 Nightowl, Apr 16, 2017
    Last edited: Jan 8, 2018
  5. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

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    Hey Xelasi, could you take a look at possibly fixing Opposites Collide V? Or IV, unless someone else is doing it. But so far, haven't noticed if someone else is doing that.
     
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  6. Kelsang

    Kelsang Brawler

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    I think it looks good, but I don't know anything about gameplay :v
     
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  7. pandanielxd

    pandanielxd its panda daniel

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    I actually thought the wallblocking exit was good to make sure the enemy team couldn't kill you on sight
     
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  8. TwisterPvP

    TwisterPvP Raid Mod / Squirtle

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    Is this map for Capture the Flag? I don't play the game personally so I don't know if it would be good in that respect, but looking at it from an outsiders view, I really like the acute details which have been tampered to make it just right.
     
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  9. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Well it's kind of in the Capture the Flag Map Submission section. If you don't play the game why are you commenting?
     
  10. Brendoom

    Brendoom Well-Known Member

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    He just said. As an "outsiders view." Wouldn't it be great to lift people up instead of dragging them down all the time? "Look at me I'm Mr Sour Bill sporty". Dude just stop. I'm trying to be helpful here, stop being so mean to people and being so sour. It's not our fault you were demoted from the team. Don't take it out on Brawl.
     
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  11. TwisterPvP

    TwisterPvP Raid Mod / Squirtle

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    Because despite what server you play on, you can still appreciate a good build. There's no need for any hostility. I liked the build and wanted to show that.
     
  12. Freedom_35

    Freedom_35 Well-Known Member

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    Just curious, what was the ID of the original? (I'll post feedback and comments later today)
     
  13. Freedom_35

    Freedom_35 Well-Known Member

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    That's where this wonderful thing called map testing comes in handy :smile:
    Kiddin'. Don't mean to sound rude. But I agree with you, the looks are good, but how does it play? Nice that we have map testing to see what can be changed/added/removed. In the meantime, +1

    Now my opinion on the map itself:


    I like how you added some anti-engi stuff. And perhaps some anti-archer stuff. I don't really care personally if a class can abuse a certain area, but I know others do, so I'm glad you added these stuff. Nice work!
     
  14. Xelasi

    Xelasi Well-Known Member

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    Back on topic plz, I'd rather not have flame in my thread.

    For some reason the rows of little structures look super familiar to me. Like there was some historic site that had something similar, but my brain might be making stuff up. @DeZilla were those inspired by anything specific? Lol

    If you could PM some things that you want fixed with the map I'll look into it.

    I might put the wall back, then, since you're the second person to say they liked the wall there.
     
    • Informative Informative x 1
  15. DeZilla

    DeZilla wat

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  16. Freedom_35

    Freedom_35 Well-Known Member

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    Thanks!
     
  17. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I'm the 3rd, there are too many exits now.
     
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  18. Carnotauros

    Carnotauros Raid & Events Manager

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    Nice. I like the changes.
     
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  19. DeZilla

    DeZilla wat

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    the middle structures are not really inspired by anything, the layout was simply built to avoid geting shot by enemy

    (i also kind of liked it)
     
    • Informative Informative x 1
    #19 DeZilla, Apr 16, 2017
    Last edited: Apr 16, 2017
  20. Xelasi

    Xelasi Well-Known Member

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    We readded that wall in the flagroom.

    @Nightowl I'm trying something with those middle structures. made them more into rises with a bit of cover. Yay or nay? I think this might be better for giving recov a chance.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    @Daniellll @Nightowl The things you guys helped with are super significant, adding you to rework credit
     
    • Like Like x 3
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    #20 Xelasi, Apr 19, 2017
    Last edited: Apr 23, 2017
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