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W.I.P. ES's CTF map

Discussion in 'Map Submissions' started by minecraftnoob999, Feb 16, 2017.

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  1. minecraftnoob999

    minecraftnoob999 Well-Known Member

    Joined:
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    CTF Map Submission
    Can't believe I'm here again. So a little backstory... This map was something I was working on during MCPVP it had it's full thread on the forums. Once I heard that MCPVP was essentially shutting down, I stopped working on this build for years, however, I recently found the map file, and have been working on it.
    Now I want to start off with the fact that there are a lot of issues with this map. I have corrected some, but I am posting it here to save myself the trouble of having to redo things when a community member could just point it out ahead of time.

    Known issues or negative quirks with this map so far have been related to it's unique layout. The entire thing is to be underwater using tunnels and passageways to move around the map. This presents an issue with things such as Archer's, Engineers, necros. Having tight spaces making it difficult and annoying for other classes to maneuver around the map. There is a video linked below, however, this covers the original design that I showed back on MCPVP. As pointed out back then, the tunnel system was just way to small and narrow to navigate and would just be an outright headache.

    In the pictures, you'll see a modified version of the tunnels, which I have already fixed as part of the general build.

    What I am looking for:
    • Constructive criticism. Be honest, but be polite. While I've been playing CTF for years, this is my first attempt at building a map and submitting it publically.
    • Issues with Archer headshots.
    • Issues with Engineer camping/necro camping.
    • Not sure if this is an issue at the moment, but I feel the map itself may be a little small.
    • Flag room design.
    Right now, the main structures where the flagroom is kept are pretty bare. There's really nothing put into it as of yet. That's where you guys come in. There have been suggestions in the past to make the bottom level of the main structures a maze as part of a challenge, but I feel it could be to OP.

    As you will see in the video, there are 2 sets of tunnels one on top of the other that run throughout the map. I intend to keep this design for the time being and will be making changes throughout these tunnels to allow easy access in between. That way it will be difficult for individuals to get cut off during gameplay.

    With that, enjoy.

    Map Name: Haven't decided.
    Style: Underwater/science themed.
    Creator(s): Chemicalcompound

    Picture(s)
    :
    Outside view of the tunnel:
    [​IMG]

    Inside view of tunnel:
    [​IMG]

    Flag room concept #1.
    [​IMG]
    Download: N/A

     
  2. Shawn_

    Shawn_ Playing CTF and making maps since 2012

    Joined:
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    Shawn the Sheep #0146
    I'm just gonna warn you that maps with a lot of water cause lots of lag. Other than that, I'm glad another player has picked up mapmaking. Good luck! :smile:
     
  3. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
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    Discord:
    GalaThundR#7914
    I always wanted a good underwater ctf map but honestly, this isn't one. The overall gameplay seems terrible and the aesthetics could use improvement. Here's the problems I found through the screenshots and video:

    1. Anything ranged would dominate. The map mostly consists of long, narrow tunnels which is a big no no. Mage, Elf, Archer, and Engineer will have a field day on this. This also makes pvp very difficult and allows classes like chemist which have an AOF that applies knockback to escape a lot easier.
    2. As @Shawn_ said, the mix of large amounts of water and glass will cause people with lower-end computers to lag. This was the major issue with Atlantis, apart from all it's other flaws.
    3. Mobility classes such as Soldier (and on a lower scale, Elf and Ninja) would be quite useless. The map is so confined and has no ledges or elevations to allow these classes to be fully effective.
    4. Ninjas can pearl through the glass into the water. This was also another issue with Atlantis. This would make recovering off a ninja that clipped impossible unless you had a ninja on your team that can clip through the glass and kill him.
    5. Very flat. Pvp-centered classes such and Heavy and Chemist will dominate. Mage will also be very difficult to fight against aswell.
    6. Flagroom has entrances on all 4 sides which would make defending quite complicated. The mixture of the very-open flagroom along with the tiny entrances around it would make capping a nightmare. The ledges in the flagroom above the entrances are unreachable by anything except Soldier, Elf, and Ninja which would allow easy camping.
    7. There doesn't seem to be any restriction blocks so Enginner would be more of a nuisance than normal. There's no way you're gonna kill an engi in a 3x3 tunnel with the turret and 20 teammates guarding it.
    8. The flag has to be just 1 oak fence.

    The feedback I can give is pretty limited since all I have to work with is 3 screenshots and a video, so take it as you will.
    The map has to be on McBuild for it to be accepted so you'll need to get a developer to import it in for you if you want it to have a chance of acceptance, but after the whole Sidewalk incident I doubt they'd be too thrilled about that.

    Glad you're taking up map making. Don't let this one get you down, by building more maps you'll just naturally improve.
     
    • Like Like x 1
  4. hollaween

    hollaween nimb

    Joined:
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    Okay so I was the first one to comment, as I said "first"but I see that has been removed by Roke for being "off topic", so ill be more on topic now.
    I have to agree with Gala, the map doesn't seem playable enough to the point where I would enjoy it. It needs to be more open and without narrow passage ways. I play assassin so the open area would be very op, as I can move around without having to jump anything. Id like to see it more open and with more structures. Maybe making it larger with more tunnels would help. You should also make the tunnels a lot larger, seeing how it's very range op.

    I hope to see new faces in the building community.

    Thank you, Nimbo
     
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