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Complete Pearls CTF map

Discussion in 'Map Submissions' started by Razor_leaf, Apr 29, 2016.

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  1. Razor_leaf

    Razor_leaf Member

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    CTF Map Submission

    Map Name: Pearls (Original: https://www.brawl.com/threads/55903/)
    Style:Water, Quartz, Emerald
    Creator(s): Razor_leaf (The_Basset_Hound)
    Picture(s): None, another video showcase with a fire song (this one is better imo)

    Download:

    I reworked the map, redid the flag towers and rooms (which I still don't really like), added four new towers, and MORE WATER. If you would like to see the map watch the video, edited by me as well. Feedback is very greatly appreciated. I'll try to change whatever seems to be a problem.
    Thanks for taking a look!

    Things I anticipate people to mention:
    • The flag rooms, too open, too accessible
    • The side stair passages, being kind of rough
    • I have yet to add more color to both sides.
    I will update this thread with any changes.
     

    Attached Files:

    #1 Razor_leaf, Apr 29, 2016
    Last edited: Apr 29, 2016
  2. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

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    This is extremely soldier op, and this doesn't look anything like Atlantis..
     
  3. Sayan

    Sayan Well-Known Member

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    The soldier main approves.
     
  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Does it say it's meant to look like Atlantis?
     
  5. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

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    Aren't reworks supposed to look like the original map..?
     
  6. EddKrumbs

    EddKrumbs Well-Known Member

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    Like others have said, the map is incredibly Soldier/Archer OP. You use a lot of tall tower structures which leads to an overuse of sponges/stairs to get around. This ends up making areas like the flag room difficult to move around in and strange looking.
    The map looks great, though, and I especially love the water walls, but it's way too open and soldier abusable.
     
  7. Birdgirl

    Birdgirl Well-Known Member

    Joined:
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    Hello Razor_leaf,

    Thank you for submitting this map!

    Pros:
    • As many have said previously, the aesthetics of this map are great. I love the curves you have everywhere.
    • The creative use of water as a decoration in this map isn't something I've seen often in maps. It's an interesting concept in theory (more on this below).
    • Good dimensions on the map (roughly 80 wide and 200 long).
    Cons:
    • The majority of this map is made out of quartz, glowstone, and emerald blocks. The shape of the map is pretty, but the lack of variation in block type blends everything together and takes away from the overall structure.
    • Besides the spawn blocks, there are no red/blue blocks on either side of the map to denote which side of the map a player is on. It's a good rule of thumb to always place colored blocks on a map so players know which side they're on and are less likely to be confused about where they are.
    • The water. As I stated above, I like your creative use of water on the map. However, in a game like CTF where quick movement is the key to capturing or recovering a flag, excessive water is sure to slow players down and frustrate them.
    • The flag room needs a lot of improvement.
      • Coming up from the bottom, players would have to go up three levels before getting to the sponge. Normally, this wouldn't be so bad except for the fact that sponges are the only way up. For laggy players or players who are sponge challenged, this is a nightmare. Forget getting to the flag room. Coming from the top is a little easier; players only have to go down one level. However, the only way up is still sponge.
      • Considering this flag room from the eyes of a defender, it would be difficult to defend. The flag platform itself is a few blocks wide and any defender standing on it would be easily knocked off. Standing on the thin platforms above would be a better option, but being further from the flag gives defenders less time to respond to any offenders entering the flag room.
      • Considering this flag room from the eyes of an offender, this flag room is easily abused by ninjas. As mentioned in previous posts, ninjas could easily throw a pearl from the top of the flag room, jump in, grab the flag, and be halfway across the map before the defenders knew what happened. For other classes, escaping with the flag would be much more difficult. Once fighting their way up or down the sponge levels and eventually getting the flag, their options of escape would be to go down three levels quickly (taking fall damage all the way), to go slowly down three levels and land in water (which would avoid fall damage, but give defenders more time to attack you), or attempt to take two sponges to the top of the map. Say the flag carrier makes it to the top. Their options are to take the left or right bridges. Assuming they make it to the other end of the bridge and don't get knocked off by defenders (and fall to their deaths assuming they are not soldier or elf), they would have to make their way down a tall tower using only a waterfall to break their fall and hope they don't fall to their death. Overall, it's not looking good for the flag carrier.
    • Midfield of the map could also use some improvement. Many players on CTF play it to PVP one another, not capture flags. Pools of water in the middle of the map are not conducive to players fighting, as they'd constantly get knocked into the pools.

    Overall, the height differences on this map may be too great and take away from the player experience. With sponges and water as the only respective ways up and down in many areas, laggy players and non-mobile classes would have their movement restricted.

    Thank you.
     
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