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Complete Enceladus

Discussion in 'Map Submissions' started by 9016, Jun 13, 2017.

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  1. 9016

    9016 Member

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    CTF Map Submission

    Map Name: Enceladus
    Map ID: 381444
    Style: Celestial
    Creator(s): Parmellith
    Structure Restricted Areas: Spawn, Flagroom, Space Probes
    Configured (yes/no): Yes
    Number of Caps: 3
    Pictures:
     

    Attached Files:

  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I can't comment on the gameplay aspects because I haven't been online to check it out but from the pictures this map looks very dull and (sort of) ugly. Most of the map is one color - gray - with the only variation being how gray different blocks are. The stone trees are creative but (imo) it'd look better if you replaced the stone with wood and leaves if, for no other reason, than color variation.
    The map is very flat and the spawn is tiny so those are things to improve on from both an aesthetic and gameplay PoV.

    Also, the entrances to the flagroom are a bit small and could be easily blocked by a few well placed Engineer turrets which is definitely an issue. Most flagrooms tend to have multiple different entrances that can't be 'walled off' as these can. Speaking of the flagroom... while I'm glad to see some water pools it doesn't seem like you have enough to provide an effective counter to Pyros. I'm no map builder so take what I say with a grain of salt. Curious to see someone who has a much better idea of what they're talking about, @Xelasi @GoToBed give an opinion on it

    gl with your map m8
     
  3. 9016

    9016 Member

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    I put restrictions near the flagroom and in the space probe... thread said so. Also, it is a moon so it shouldn't be too colorful imo. If you think otherwise, that's your opinion. I don't want to hurt players' eyes with a drastic color change though. Also in your concern of elevation.. I didn't picture too much of it so you'd have to see the map. Thanks for your input anyway. Also this is my first map, so that makes two of us who are inexperienced XD
     
  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Fine. I think you'd agree, however, that the flagroom (as you have it) would easily get very crowded.

    I didn't know it was a moon :stuck_out_tongue: That said, there are plenty of ways to make it look a bit nicer (i.e. using clay blocks and maybe adding a few more structures to mix things up a bit).

    What would make things easier on my eyes is more lighting. I know its a moon so it's not the most lit place, but you could add some outside lighting from the structures, etc.

    I mean it looks flat, but you're right I'd have to see the map to get a better idea of the terrain.

    You should see my first map *shiver*
     
  5. 9016

    9016 Member

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    Celestial means it relates to space. Enceladus is a moon of Saturn, and is also the brightest one in the Solar System. You are right about putting light in the outside area though, I could've put some.

    Bump.
     
  6. Xelasi

    Xelasi Well-Known Member

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    could you try making the ground a different material from the trees? and add lighting if it's going to be a nighttime map?
    I tried running around on it, but everything kind of blends together when it's all the same color.
     
  7. 9016

    9016 Member

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    I'll just switch the trees, kinda wanna keep the ground. Thankfully this got some attention.

    Done @Xelasi

    Sorry for gravedigging, but nothing has been done here... this was almost completely ignored.
     

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  8. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    I think the reason it's been almost completely ignored is because,
    • the newest map wave was just completed
    • no one really knows how to comment on this
    from seeing it ingame, the entire map seems a little bit flat and there doesn't seem to be much direction with how you set up the map. It's almost like you just said "we need some cover, so I'll add trees and some rocks everywhere" without really designating paths.

    Also, don't get me wrong. I know how frustrating it is to spend a lot of time on a map, only for people to come and say the color is all wrong, but here the color really is all wrong. Although you're using an actual moon for a starting point on your map, this is minecraft and you don't need everything to be completely realistic. From my time on the map, the one word that came to mind when I was walking around was "grey". And although that's not necessarily a bad thing, adding some color would really help open up some ideas for cool buildings, lighting, etc.
     
    • Agree Agree x 2
  9. Xelasi

    Xelasi Well-Known Member

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    hey.
    I can take some time to pick at this, but I'm wanting to know how thorough you want me to be.

    Super quick look:
    massive navigability issues:
    - you have to hop up 10+ blocks to get into the rocket building; i'd lower it and use stairs. it will be hard to get into the rocket building without getting shot off by mages/archers/engineers if left how it is now.
    - stairs inside the buildings will cause lots of fall damage from being constantly knocked off
    - trees cut off pathways; there aren't really clear pathways, just kind of a free-for-all across the field; not really my personal style, but if you can clean it up a bit it might work. i like paths personally because people like to be shown where to go and it adds an aesthetic style.
    - soldier can get across most of the map via treetops; i'm thinking of problems Willow Pass had with that. my map got pulled from rotation.
    - web decor problem- people will get maged into the webs under flagroom building and pummeled to death
    - sponges that are supposed to go to the top of the building don't reach. do /lag on build servers to see if it's lagging before testing sponges.
    - soldier campable structures with no way up
    - lots of fall damage going to happen from sheer size of building. there's a lot of dead/useless space inside the building that can probably be filled in or something. the building could probably be shrunken down a bit tbh
    - there's 8 seconds worth of ladder climb just to get into the flag room. i'd prefer to not be climbing on a ladder for that long personally
    - check your travel time between flag rooms. max time from room to room shouldn't be more than 30 seconds
    - soldier camping ledges in rooms near flag
    - window entryways that only soldiers and ninjas can get into because 2 blocks up
    - maybe find some other creative ways to cope with fall damage? suspended water or double soul sand with carpets are a couple ideas.


    I could go into deeper detail, but there's a starting point. Think about how one class would have advantages over another, and try to cater the map for classes that run across the ground. Do /mode s and run around and see how much fall damage you have. if something is annoying (like running into tree branches or getting snagged on doorways or having to jump up 10 blocks), then it's going to be 10 times more annoying when pvp gets involved.
     
    #9 Xelasi, Aug 28, 2017
    Last edited: Aug 28, 2017
  10. 9016

    9016 Member

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    There are stairs to the upper floors inside of the rocket, btw. I also added some reasonably large soul sand pits on the map to counter fall-damage issues. If you haven't actually peeked at the map and navigated it, it would help to do so, and give more of the jazz you want to say.

    Without hurting the eyes and sight of innocent players who come on to CTF frequently? What do you recommend?
     
  11. Xelasi

    Xelasi Well-Known Member

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    I'm not sure how I would've been able to make that list up there without going in game and looking at it.

     
    #11 Xelasi, Aug 29, 2017
    Last edited: Aug 29, 2017
  12. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    First, about the color scheme, I like it. Its different and cool-looking, but I think some lighting (especially if its space-probe themed) is needed.

    The probe is too big. There's really no good way around it; it just needs to be smaller. Elf, mage and archer will knock people off all day long; soldier will spend all day long zipping up and down. From the exit to outside near the top of the probe an archer can headshot most of the map (Its literally 30 blocks to the ground = headshot straight down). It just needs to be smaller; that will fix half the problems I see with the map.

    The other half is the terrain. I would like to see clear paths and contoured terrain (maybe some smaller buildings in the middle as well?) and lighting, especially along paths. Most of the map is flat and its unclear where to go. After playing a couple games people pick up how a CTF game goes, but a newcomer who first spawns on this map would be completely lost.

    Spawn is headshottable; there needs to be more cover or contouring to counterbalance archer.

    (A side note: the map isn't symmetrical. This can be seen in a cream block near the entrance to red spawn that is absent at blue spawn. I don't know about the rest of the map, but I'd remirror it just to be safe.)

    There are a number of small tunnels in the few hills on the map; they are super engi op. A number of them could have a flag carrier behind 2 turrets in a 1x1 tunnel. If they aren't already restricted, they should be, or just removed altogether, the only purpose I can see them serving is being an op engi spot.

    All in all, I really like the concept, but it needs some work on execution.
     
    • Useful Useful x 1
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