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Complete Ravine Ruins

Discussion in 'Map Submissions' started by November, Jan 30, 2018.

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  1. November

    November november

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    hello i am november and i remade a map with some friends that i made quite a while ago. the original is called river ruins and you can look at the original to see the kinds of changes we made. https://www.brawl.com/threads/42678/

    map id: 242151

    people who helped:
    @puhdgy @xAsh @xShadowLuna @Forums @Removers @Versions @lauten @Aykaka

    the map should be configed properly unless i messed something up. engi is fairlyheavily restricted, mainly around spawn/flag and in the ravine, everywhere else is open for structures to be placed. we are unsure if it should be a 3 or 5 cap map, would like some feedback on that

    screenies:
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  2. CommunistBelgian

    CommunistBelgian Well-Known Member

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    I like this. Checked the map on the build server as well and the only problem I had found is the mobility in the flagroom, both offense and defense, is very limited due to the stairs being the only way up.
    This would limit pyro's and assassin's mobility.

    Oh some other thing, I'd add a small bit of water in the surroundings of the flagroom, in the pit pyro will be dominant but as stated above, outside of it pyro will basically have a large disadvantage while attempting to recover.

    Last negative thing I saw is that spawn could easily become a deathtrap or a powerhouse when looking at the upcoming offense from the canyon. (Picture #1)

    Some good comments too!!!!
    Archery is well taken into account, middle is being given to them but nothing more, canyons are in cover
    Soldier's mobility is limited due to the glass roof but has also an advantage (^^^), flagroom access is limited due to there only being 2 entrances.
    Speaking of which, entrances are not too close to spawn either, so overpowered defensive stacking is limited too.
    Esthetics look good

    Disclaimer: you have floating grass and flowers in your flagroom please explain these physics. (Pic #2)
    Pic #1
    [​IMG]
    Pic #2
    [​IMG]
     
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  3. xAsh

    xAsh TC Leader | LGBT Leader

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    theyre supposed to look like theyre hanging from the ceiling o: like growing off it
     
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  4. November

    November november

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    ty for response

    yes i understand what you are saying about the mobility. i was weary when making this flag room because if you compare it to one of my old maps, lighthouse v5, you can see the flag design is reasonably similar. difference between this map and that map is that lighthouse has good mobility in and out of the flag room for every class and that made it very easy to defend and as a result lighthouse was really difficult to cap on. because of that i wasnt too keen on making a flag room thats close to the spawn and also has lots of mobility and is easy defend. in a way i tihnk it helps that mobility isnt that great because otherwise you get a map with a flag room like lighthouse

    we talked about water a bit too and people who saw it while we were building it mentioned that too but i am also reluctant to add it because it also provides a camping spot for flag carriers. plus i think pyro is a weak class anyway and i personally think adding water to flag rooms is unnecessary

    spawn is another thing we talked about a lot. we changed it 3 times while making it and i agree with what you are saying. originally spawn was fully exposed like on the original map. we then changed it so it was in a cave but you could basically shoot down the spawn cave from anywhere at mid. the current spawn is the best we could really come up with. its set back to avoid direct spawn shooting and the exit leads off to the side towards the teams flag, meaning if anyone were to try and spawn shoot they would have to be doing it from the other teams flag which is a difficult position to do it from.

    also the flowers are meant to be hanging from the ceiling lol
     
  5. super_mii2

    super_mii2 Well-Known Member

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    Sick map!

    Since it's mostly positive I'll mention some of my personal issues. There isn't an obvious main path to the opponent, or if there is, it's really awkward in position. Aside from that, this map looks really good.

    The tunnels try to fix the issue of engineers, but at both entrances a turret can afaik be placed above it to shoot anyone that goes through. The tree on the secondary entrance to flag has a few spots where you can also place turrets/tps.

    Archers are really balanced, though there is a potential to spawn camp.

    Also the flag room is very good but really harms classes with weaker mobility (i.e. not soldier or ninja) because they are forced to leave through the stairs and can get bottlenecked. An assassin could stand at the top of the stairs and hold assassinate and force the opponent to block as the rest pushed him or her back into the pit.

    Finally, there is huge potential for ninja capping that I feel can be a bit overpowered. (from flag tp to sponge on secondary sponge, while with height from sponge, tp away around 1/2 to 2/3 of the map, easily reaching back to spawn to switch class.
     
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  6. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Thank you for clarifying, +1 from me my dude good luck!
     
  7. November

    November november

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    thanks for the response

    i did not think of adding a directional path to be honest. i would say the main path is probably the ravine, it leads straight to the enemy flag but if enough people think it isnt obvious enough we can change some things

    i agree on the engi point, we talked about that. the reason we didnt restrict the top area of the ravine is because we felt it was probablyyy a bit too much restriction. if we added that restriction then the only place you can put turrets is on the hills, right at mid or right on the edge of the map and they are areas no one really goes so we decided to leave the that area unrestricted

    uni also brought up the point of low flag room mobility however it was more on the contrary to your point. he was saying that it favours offense more due to low mobility for pyros/assassins, whereas you are saying it favours the defense more due to low mobility for offense classes that arent ninja/soldier. i think all things considered the mobility is just low for every class apart from ninja/soldier. with this in mind i dont think it is too much of an issue but we could open up the stairs a bit more to try and avoid bottlenecks

    i understand your point on ninja capping, its a small map so of course there is strong potential for it. i think the close proximity of spawn certainly helps with this because recovery ninjas can get to the flag quickly and across the map quickly to stop enemy ninja cappers. plus you would take 2-4 hearts of damage depending which way you went out of the flag room. i agree ninja capping is a thing on here but i think i wont be too much of an issue mainly because of the proximity of spawn and that the map is small in itself so its likely there will be people at the other flag anyway
     
  8. CommunistBelgian

    CommunistBelgian Well-Known Member

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    From what I've seen it's going to be rather hard to ninjacap on this map, there's no direct way of pearling instantly to oustide the flagroom and as you said defense can get back in relatively little time.
     
  9. Xelasi

    Xelasi Well-Known Member

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    I like the concept a lot, would like to see it tested.

    The flagroom can be a bit turtleish, but I see three exits. Might be okay. Looks like soldiers have a chance at getting out.

    The only thing I'd like to request is slabs on the pathway because I run 1.8 and am too lazy to jump.
    [​IMG]

    Would be interesting to see how this plays out. +1
     
    #9 Xelasi, Mar 28, 2018
    Last edited: Mar 29, 2018
  10. November

    November november

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    MAP UPDATE!!!!!!!!!!!!!!!!!!!
    i havent rotated these changes to the other side because i want to know what people think of them first so pls give feedback
    ty to @Roll0fSushi for help

    flag room changes:
    [​IMG]
    [​IMG]

    small update outside of flag room (added slabs):
    [​IMG]
     
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  11. LeUniCow

    LeUniCow Well-Known Member

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    In my opinion, having those slabs is going to make it very hard to get out of the flag room because if hit into them, you can get stuck :/. This would probably make for jagged gameplay.
    If 'twer me, i'd raise the floor height of the flag room, so that it only goes down a bit, as I think it is a bit too deep.
    The other images look good though and don't get me wrong, what you have done on this side I think is still an improvement from the original
     
    #11 LeUniCow, Apr 28, 2018
    Last edited: Apr 28, 2018
  12. muslim_vin

    muslim_vin Well-Known Member

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    i like the design of the map just not the builds ON the map
     
  13. November

    November november

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    good idea unicow, i have done that. i am keeping the slabs tho because they were brought up as a change by quite a few people
    [​IMG]
     
  14. LeUniCow

    LeUniCow Well-Known Member

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    Looks good now. Well done :slight_smile:
     
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