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Complete Lowrise (flagroom rework)

Discussion in 'Map Submissions' started by dady100, May 6, 2020.

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  1. dady100

    dady100 Member

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    CTF Map Submission

    Map Name: Lowrise
    Map ID: 438870
    Style: Industrialish (no change)
    Creator(s): dady100
    Time of Day: midnight
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures:
    Personally I just did not find the flag roomie the original ideal so I extended it back a bit and added 2 hallway/tunnels in the buildings. Any feedback would be great!
    Edit: The pictures are now updated. I have now moved the flag forward, added signs to make things clearer, took away two back entrances and added one more central one. Hopefully this somewhat balances it out a bit more. Let me know what you think!
     

    Attached Files:

    #1 dady100, May 6, 2020
    Last edited: May 11, 2020
  2. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Whale#7514
    I think that this flagroom is way too defensive, and the building with the added tunnels and reroutes becomes a bit messy.

    While there are a lot of entrances, all of them are quite far away from the flag. The closest ones are basically where the current entrances are, and those were a bit too far from the flag for classes without mobility to be effective at capping. Combined with the fact that Soldier and Elf can no longer easily jump off the platform, I feel like Medic, Pyro and bulk classes would be a huge problem in the flagroom.

    There are also quite a few more tunnels and routes in the building, and I feel like this could get quite overwhelming for newer players and players who have not played the map before. I definitely had to take a couple of minutes to properly figure out where all the different tunnels lead and where all the flagroom entrances go.

    I would suggest removing an entrance or two, move the flagroom to the centre of the stone brick area, and remove the majority of the stone slab area of the flagroom (but keep the pathway over the area at the bottom) so it keeps more of the current Lowrise's gameplay but also fixes some of its issues like the platform being extremely narrow and not viable for classes without mobility.
     
  3. dady100

    dady100 Member

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    Thank you! I'll take another crack at it.
     
  4. Foodcourt

    Foodcourt CTF MOD

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    I agree with Ivan that this flagroom is incredibly defense biased. I could just imagine having difficulty with the iron bars in addition to the lack of entrances that take you immediately to the flag.

    Interesting concept for sure, I think it does need some tweaking though. The main complaint I see from Lowrise's flagroom is the fact that Pyro gets knocked off too easily due to the flagpost's proximity to the edge, so that may be a point you want to focus on when considering a rework to the flagroom.

    Good concept, looking forward to see if you come up with any other variations!
     
  5. dady100

    dady100 Member

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    the updated version is now complete if you guys want to check it out!
     
  6. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Looks a lot better! May still be a little too big but that's no problem. Can't wait to test it out.
     
  7. dady100

    dady100 Member

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    Thanks for the input!
     
  8. Ubau

    Ubau Member

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    I could see where you were going with this design but I believe this makes it too defensive. Being an elf main, this lowers my chances of stealing and getting out of the flag room significantly. Lowrise is probably one of my favorite maps, and I really enjoy the pyro mechanic that the flag room offers. I feel like this map makes me shine with elf in that it gives a harder time with the pyro to kill me. Anyways I don’t think that lowrise should get a flagroom rework, but I could see what you were thinking of here.
     
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