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Complete Pavo's Academy Reskin

Discussion in 'Map Submissions' started by tri, Jan 20, 2020.

?

Would you like to see this reskin in future map rotations?

  1. Yes

    3 vote(s)
    100.0%
  2. No (If not, let us know what you would change)

    0 vote(s)
    0.0%
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  1. tri

    tri Member

    Joined:
    Sep 2, 2018
    Messages:
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    Ratings:
    +26
    CTF Map Submission

    Map Name: Pavo's Academy Reskin
    Map ID: 365101
    Style: Reskin
    Creator(s): woolctf & tri
    Time of Day: Noon
    Configured (yes/no): Yes
    Number of Caps: 3

    Hello. this is our reskin for Pavo's Academy, we have stuck with the sandstone/stonebrick combination but tried to give the map a bit of a facelift, we haven't gone crazy with detail because it isn't necessary in our opinion, but we have tried to add a little more to what was there previously. A few minor changes were made to gameplay but nothing much, there are a few pillars in the side tunnels toward the flagrooms to; A. prevent headshots in an open corridor & B. to just fill some of the empty space/add a little detail here and there. Spawn is pretty much the same except we have added 2 sponges at the back left & right of the flag building for easier roof access, though the sponges to middle all work the same way as they originally did. Only thing changed in the flagroom is the ledge (see last picture). We have also added a sponge to the small buildings to the left and right of spawn, so that people can access the rooftop there now. The water in middle has been removed due to it being certain death if you get stuck in there, currently its just an open room with the 4 upper exits still being there, we may add a structure/statue to the centre though.

    Please give us some feedback, visit the map & tell us what you think. :slight_smile::upside_down:

    Pictures: 2020-01-19_17.08.04.png 2020-01-19_17.07.20.png 2020-01-19_17.07.10.png 2020-01-19_17.06.51.png 2020-01-19_17.08.08.png 2020-01-19_17.07.50.png 2020-01-19_17.07.01.png 2020-01-19_17.07.32.png
    2020-01-19_17.06.55.png
    2020-01-20_13.55.23.png


     
    • Like Like x 2
  2. puhdgy

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

    Joined:
    May 17, 2015
    Messages:
    324
    Ratings:
    +339
    Discord:
    pudgy#6136
    I like the part where it said "my name is tri I have 3 braincell"
     
  3. tri

    tri Member

    Joined:
    Sep 2, 2018
    Messages:
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    Ratings:
    +26
    thank u for feedback i will try to improve this
     
    • Informative Informative x 3
    • Like Like x 1
  4. pandanielxd

    pandanielxd its panda daniel

    Joined:
    May 17, 2015
    Messages:
    2,422
    Ratings:
    +893
  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
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    +876
    Personally don’t think this is any aesthetically better than Academy II ‍♂️ may be a bit biased though lol
     
    • Agree Agree x 1
  6. Bath_Maintenance

    Bath_Maintenance Well-Known Member

    Joined:
    Feb 8, 2017
    Messages:
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    Ratings:
    +105
  7. tri

    tri Member

    Joined:
    Sep 2, 2018
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    +26
    will be public soon, aykaka is a monkey
     
  8. notfleb

    notfleb Well-Known Member

    Joined:
    Jun 13, 2015
    Messages:
    139
    Ratings:
    +62
    Discord:
    Forleb#6785
    Not trying to hate on a map for being overused, but that's exactly what I'm going to do. Academy is one of the lesser loved maps, as players have been quite vocal about it over the last year. This is the second largest map made on Brawl to ever enter rotation at 290 blocks long by 90 blocks wide, which makes capturing an obnoxiously long and often unsuccessful mission. The flag room has never been a problem to me, but coming out any direction other than spawn side makes you immediately susceptible to Archers. I know the map is themed to have a large infrastructure, but all that does is give Archers a playground going around the entire map. Mid got a massive improvement; The water filled original was quite annoying. I do appreciate the use of full height barriers in the halls, as they were problematic without them for obvious reasons. This is an overall improvement, but I'm still not sure if I would want to see it in rotation or not. 5/10
     
  9. tri

    tri Member

    Joined:
    Sep 2, 2018
    Messages:
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    Ratings:
    +26
    thank you for your response, we may look into adjusting the length of the map as you're right, it is very long and capping can be a real pain sometimes
     
    #9 tri, Jan 20, 2020
    Last edited: Jan 20, 2020
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