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Complete Opposites Collide VI

Discussion in 'Map Submissions' started by puhdgy, Jun 29, 2017.

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  1. puhdgy

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

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    CTF Map Submission

    Map Name: Opposites Collide VI
    Map ID: 369228
    Style: Rework / Natural
    Creator(s): puhdgy & lauten
    Desc: We tried to improve the Opposites Collide in the rotation to what we thought could improve it and also to what other people have told me could improve it.
    Structure Restricted Areas: Flagroom, directly outside flagbuilding, all tunnels.
    Configured (yes/no): yes
    Number of Caps: 3
    *Note: I'd really appreciate people going to the map on build and exploring it rather than just looking at the screenshots, I don't know how well the screenshots do it justice to be honest. I'm kind of scared of the feedback this may get, because there were a few things I wasn't sure of whether to keep or change. I would like to see how this could do in rotation though, and so I spent way too much time within the past 3 days trying to finish this up. I really would appreciate feedback on this map, if I should change anything before the deadline for map submissions hits, please let me know. Or if this map was a complete fail, that's fine too xD

    Picture(s):
    Entire Map
    [​IMG]

    Spawn
    [​IMG]

    Flagroom
    [​IMG]

    Midfield
    [​IMG]

    Underground
    [​IMG]
    (hi coca) @NotDonald_Trump

    Critique is accepted and appreciated. Thanks for viewing and thank you to everyone who helped and gave feedback! Changelog is below.


    - General Changes
    > Sponge Removals. There used to be sponges close to middle that just boosted you to your own flagroom. With how many people complained to me that recovery is such a pain on Opposites for multiple reasons, I just removed these. There were also sponges on the arch that sat above middle, flinging you right to your base, those were also removed but I'm not sure if removing them was a good idea or not.

    > Better Transit. One of my favorite additions, if not my favorite addition, is the middle transits. An issue I've heard be brought up by a majority of people I've asked on what they disliked from Opposites is that you basically have to choose if you're going above ground or under ground from spawn. If you want to switch levels, it's a pain on the versions in rotation. Granted, there were transits on the current version, except they were awkwardly positioned and barely had any effect for recovery. I made cave tunnels in middle, they alone provide an extra route and some cover. But better than that, they hold drop downs so you can drop down to the underground. You can also take the sponge up. I may have not worded this great(it's 3am and i'm on a deadline, sorry).

    > Watertube. At first glance, it's not obvious what this is for and it looks pretty dumb probably. But this is to make it so you can recover off people who take the arch route, you can now get to the top of it from middle(there is a sponge up). Initially, I only put the sponge there. Then I realized without anything surrounding it(making it a tube), it's a camping sponge and can make a ninja's pearls really powerful. I feel like if I left it like it was, I would have regret it. I put glass around the area of the sponge(where you're boosted up), so you can't throw pearls when you're being boosted. There is also barriers on the outside of the glass so soldiers cannot climb it, the water surrounding it simply made it look less stupid at that point.

    > Aesthetics. While gameplay is more important than aesthetics, it doesn't hurt to attempt to make things look nice. There is detail to the underground cave system and just more detail to the entire map.

    > 'Color Coding'. Most of the color coding I've done is basic(wool, stained glass, lava/water(doesn't give advantages for either team), etc. But I've also made lapis lazuli ore indicate blue side and redstone ore indicate red side in the underground(hopefully people will realize that's how you tell what side you're on..)

    > Underground. The previous underground was pretty much completely open. I redesigned the underground(god this was a pain) to make it into wide tunneling and also placed structures to areas that I thought could use more cover/obstacle.
    - Flagroom Changes
    With Opposites Collide(Original), it was crazy good for defense. Most people you ask would agree to that. When Opposites Collide V was made, it tried fixing that, which it did too well according to many people. I tried 'meshing' the two versions. The flagpost is not as far back as the original Opposites Collide, but still further back than OC V. I'm hoping this works well and can balance offense and defense a bit.

    > Removing Back Entrance. On Opposites Collide V, there was an extra exit tunnel in the back of the flagroom. Since I tried bringing both versions of Opposites Collide together, I got rid of that tunnel.

    > Flagpost. The old 2x1 flagpost is now a 1x1 flagpost, which I don't know about you but I like those a lot better, I hope others agree.

    > Staircase Adjustment. I already know this will be annoying to try to explain, but I'll try. Opposites Collide V had technically 5 exits. I changed it so there are not two staircases on the left and right side of the flagroom, but just one in the middle. I also made these tunnels a lot wider so webs cannot be spammed and make as big of an effect as they used to and so PVP is a bit more fluid(as much as it can get for staircases).

    > Water. There's two water spouts in the flagroom, since if you are playing pyro in this flagroom, you can stand behind the flagpost and see every entrance. Offense has to work together to take on the defense, but the water should definitely help if you're on fire trying to escape the flagroom.
    - Spawn Changes
    > Spawn Location & Spawn Camping. Spawn has been relocated to be higher up. Since it's higher up, the sponges that used to bring you to the top floor aren't there anymore simply because they would serve no purpose anymore. Before, spawn had a lot of camping room. That was another huge complaint from many people, that Opposites Collide has always been Stalemate Central. It is not nearly as spawn campable with the flag anymore. If you go near your spawn, it is very risky as you can get hit in easily.
     
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    #1 puhdgy, Jun 29, 2017
    Last edited: Jun 29, 2017
  2. Sycicys

    Sycicys Active Member

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    yes yes yes yes yes
     
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  3. Agge42

    Agge42 Active Member

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  4. November

    November november

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    cool :smile: rework :smile:
     
  5. puhdgy

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

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    woah!! November replied to my thread, omg nice OG name November :open_mouth::confused::confused::sunglasses:
     
  6. Versions

    Versions CTF Moderator

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    +1 puydgy
     
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  7. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Flagroom looks worse than OCV in my opinion. A player is able to see all entrances at once (in other words, no back/top to flagroom). Just as cramped as before.
    I do love the way the sides have been marked with the ore and mushrooms, very creative!
     
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  8. Sayan

    Sayan Well-Known Member

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    aMaZiNg +1
     
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  9. puhdgy

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

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    Well, I definitely see where you're coming from. A part of me wanted to change that, but I don't think this flagroom is impossible to capture on by any means(I'm mainly talking about casual games here). Hell, people were even able to capture on Opposites Original, so I don't think this flagroom should be that bad, but I could be wrong. I'm hoping the flagroom design will encourage offense working together a bit, but not sure. Thank you for the compliment !
     
  10. Magnificent

    Magnificent Dallas Fuel

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    This flagroom is infinitely superior to OC V and original OC, for both offense and defense. It actually makes F5 Pyro a reasonable option and decreases the ability to ninjacap, since people get so pissy over that. You don't hit your head every damn time you walk down the stairs. This looks easy to cap on if you're semi-good at the game.
     
  11. Sycicys

    Sycicys Active Member

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    semi - good
     
  12. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Just don't take the stairs.
    Either way, not many maps have only three entrances into the flag room for obvious reasons. And a player on defence shouldn't be able to see all entrances clearly without turning their head, it's a recipe for disaster, like with OC original.
     
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  13. iDevice

    iDevice Member

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    Nice map :smile:. Good luck on it getting added!
     
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  14. Xelasi

    Xelasi Well-Known Member

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    There's still a couple random things in blue spawn.
    If you could polish up the small things it would be gr8 ^^ config looks good, thank you.
     
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  15. puhdgy

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

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    I believe it's good now!
     
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  16. Freedom_35

    Freedom_35 Well-Known Member

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    Trust me, I really like this map. I've seen it, and I think it's awesome! But the problem is, we already have two maps of Opposites Collide. Once again, trust me, I'd love to play this map in-game, but we already have two. Anyhow, I wouldn't mind horribly if this map replaced Opposites Collide V. +0.5 for now. Anyways, best of luck! I like the changes from desert to valley and think it's a really nice change :smile:

    PS sorry if I bumped this a little, I just didnt notice this in the map section before XD
     
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  17. puhdgy

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

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    Yeah I wish there would be updates so a lot of the map versions got removed with the new wave coming up. The amount of blackouts is a bit much and I just think reworks should replace the one in rotation if they go through testing, but iduno. Thank you for the support though c:
     
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  18. Freedom_35

    Freedom_35 Well-Known Member

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    Yeah, we do have a rediculous amount of Blackouts CX
     
  19. Rejeqted

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    Map looks wonderful :grinning:
    Only thing i dont like is the Spawn. You cant come from the bottom up (at spawn) and u cant camp and fall into water anymore :frowning:
    Other then that map should be added
    gl
     
  20. Spades_

    Spades_ Former CTF Mod

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    The map looks fantastic! (Maybe I'm biased towards Opposites Collide lol) but Midfield is very well put together, and I'd love to check it out in game some time :grinning:
     
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