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Complete Beaver Creek V

Discussion in 'Map Submissions' started by DeadRhos, Apr 17, 2017.

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  1. DeadRhos

    DeadRhos Minimum Brain Size

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    CTF Map Submission

    Map Name: Beaver Creek V
    Style: yes
    Creator(s): Rhoske
    Picture(s):
    Click to view imgur album!

    Download: /map 377178 (type /warp go mid)

    Fifth time lucky! I've been trying my hand at fixing the atrocity that is Beaver Creek on recommendation from @SoCool21. Here's a few changes that I made, and the problems that they fix.

    Gameplay Changes

    1. Moved the hole in the top of the flag building. It's now closer to where the underground tunnels meet. This completely fixes a lot of the main problems I have with the map, the main one being the ease in which Soldiers can steal. As a bonus, it's harder (maybe impossible) for Ninjas to ghost cap, and the flag is no longer headshottable.

    2. Placed a 10-block thick barrier block ceiling. This'll stop Soldiers being able to run along the top of the surrounding walls, which will make them much easier to recover from. It also means that Archers can't camp up there, and makes it a bit more difficult for ninjas to move around.

    3. Added cover. It's now possible to hide from archers on the roof of the flag building. Since I want to keep it feeling like Beaver Creek, they can still camp up there, but they won't be able to control the map anywhere near as much as they can at the moment.

    4. On a related note, the roof is now easier to access. Instead of needing to take a slow ladder up to the top, there's 4 sponges you can use: one on either side of the flagroom, one behind and one inside. You'll be able to kill archers much more easily.

    5. Closed of the spawn a bit more. Unnoticeable, unless you're an archer who likes to climb the walls.

    6. Made the river easier to cross. There's a load of stepping stones you can use, as well as the bottom of the arch and even the tunnels. You're no longer at the mercy of archers - though you'll still need to be careful!

    7. Speaking of tunnels - they're now much wider. The trouble with 2-block-wide tunnels is that it's impossible to just ignore someone coming the other way. Now, they're easier to access, easier to cross and easier to play in.

    8. Put a bunch of Soul Sand everywhere. After a bit of testing with @Daniellll, we figured out that a 2-block-thick layer of Soul Sand will negate damage completely! This is way more useful than having a bunch of vines or ladders or slime blocks everywhere. To make sure everyone knows about this there's a note in spawn about it.

    Aesthetic Changes

    Beaver Creek was also heavily in need of a facelift, so I've taken a leaf out of @Xelasi's book and pretty much just copied the color palette from Tanks. :v (not really. It was a coincidence. I promise.) Anyway, it now looks a lot more like the original Halo map that it was based on, adjusted to fit into the world of Minecraft.

    The map is somewhat asymmetrical, but not enough to affect gameplay. The only significant changes are the front of the flag buildings and the position of the rocks on the ground, both roughly consistent with the Halo map. The flag buildings are exactly the same inside, and have not been changed from the original map except for the position of the hole.

    Hope you like it!

    - Rhoske
     
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  2. Spirals

    Spirals Savage!!calculatedd!

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    +1 Very nice visual changes, the color pallet is very warm and nice looking.

    I'd love to die to Archers 300 times on this map
     
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  3. SoCool21

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

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    Love the map, I'll check it out in-game soon. What handsome young man gave you the idea to rework this ;D
     
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  4. pandanielxd

    pandanielxd its panda daniel

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    The sides are still a HUGE problem :frowning:

    EDIT: shouldve checked the thread, barriers fix that 100%
     
    #4 pandanielxd, Apr 17, 2017
    Last edited: Apr 17, 2017
  5. Pat_The_Trick

    Pat_The_Trick Well-Known Member

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    nice map, can tell you really put effort into remaking it (and cos you said so lol)
     
  6. Xelasi

    Xelasi Well-Known Member

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    Omg it's actually Beaver Creek now. I'm having old Xbox flashbacks :') good memories

    "Style: yes"
     
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    #6 Xelasi, Apr 17, 2017
    Last edited: Apr 17, 2017
  7. TheZombieKat

    TheZombieKat CTFer since May 2012

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    Looks pretty good to me. I'm glad you blocked off the tops of the mountains; makes playing the map competitively much more viable.
     
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  8. Xelasi

    Xelasi Well-Known Member

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    Oh, I just remembered: I had to remove all of the barrier from the tops of structures on Sphinxes because gameplay lagged out horribly. I'm afraid of it happening on this map as well, so heads up.

    @Shawn_ had a similar problem with barriers when we were testing his map out a while ago, I think.
     
    #8 Xelasi, Apr 17, 2017
    Last edited: Apr 17, 2017
  9. DeadRhos

    DeadRhos Minimum Brain Size

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    Oh seriously? I thought it would be fine :< we need to get to the bottom of that, it's gotta be a problem with ctf because they're fine on build and ww
     
    #9 DeadRhos, Apr 18, 2017
    Last edited: Apr 18, 2017
  10. Champloo

    Champloo Guest

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    Nice, Ive always been a fan of the 'yes' style.
     
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  11. Xelasi

    Xelasi Well-Known Member

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    Yeah, it's super weird, isn't noticeable until you try to start pvping in an area near a ton of it. Probably didn't help that we had it stacked like 60 blocks high; 10 blocks might actually be okay.
     
  12. Dokkeboi

    Dokkeboi Guest

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    Saw this ingame and have the same reaction here: ''Wow''. Great job rhoskie!
     
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  13. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Hey look, a version of Beaver Creek that isn't the worst thing ever

    amazing!
     
  14. Nightowl

    Nightowl Well-Known Member

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    #14 Nightowl, Apr 18, 2017
    Last edited by a moderator: Feb 1, 2018
  15. Xelasi

    Xelasi Well-Known Member

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    I've had confirmation that the barriers need to go because of the lag they cause. We might be able to get away with 2-thick barriers, but I can't guarantee it.

    I know that you've worked really hard to make this map almost exactly the way it is in Halo, but the gameplay of the flag rooms might not work for CTF. People are mentioning the asymmetry problem possibly giving one side and advantage over the other, and that the flagroom is very closed off.

    And the soulsand will get annoying to run on. In areas that aren't crucial to have soulsand for falls, can it be replaced with something else? Cracked dirt? The building has always been low enough that people just jump and take the fall damage most of the time.
     
    #15 Xelasi, Jun 24, 2017
    Last edited: Jun 24, 2017
  16. DeadRhos

    DeadRhos Minimum Brain Size

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    I won't be on mc for the foreseeable future, but you can do what you want with it ^^
     
  17. Xelasi

    Xelasi Well-Known Member

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    does this mean I have permission to be permed on it
     
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  18. DeadRhos

    DeadRhos Minimum Brain Size

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  19. Xelasi

    Xelasi Well-Known Member

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    Made a backup copy of the map before changes at: 383319, you're added to it.

    My apologies for killing a lot of the things done on the map.
    Changes:
    - Removed barrier :frowning:
    - Used elements of both buildings on flagroom and made symmetrical
    - Replaced soul sand with cracked dirt
    - Removed the spiral staircases that trigger me and make me rage on irrational levels. Filled in those holes with glass for light.
    - Added additional doorways out the back of the flagroom to try to open it a bit.
    - Added additional ways up the building, made them more obvious with supplemental ladders.
    - Widened narrow mage halls.


    [​IMG]
    [​IMG]

    [​IMG]

    [​IMG]

    Need to do:
    - Clean up outside edges of map
    - Fix spots where grass is stacked on top of grass
    - Might need to Walrus Creek-ify the top of the map, but holding off for now.
     
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    #19 Xelasi, Jun 27, 2017
    Last edited: Jun 28, 2017
  20. pandanielxd

    pandanielxd its panda daniel

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    wasnt the soulsand there so you didnt take falldamage when jumping off?
     
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