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Complete skytown

Discussion in 'Map Submissions' started by November, Apr 20, 2017.

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  1. November

    November november

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    epic ctf map made by november and pizze

    it is combination of clocktower and skyworlds and also reskinned

    aside from the obvious changes we edited the flag room slightly, changed spawn so assassins dropping from spawn shouldnt be as much of an issue, moved the big sponge to behind the tower and removed the underground

    there are some bits that are unfinished but its just small stuff like some vines that WEed wrong and ppart of the map is the wrong biome

    plz like

    id on build is 376623

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    • Like Like x 17
    • Informative Informative x 3
    • Useful Useful x 1
    • MVP Honor MVP Honor x 1
  2. Decelvice

    Decelvice Well-Known Member

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    informative and useful post November thank you for contributing
     
    • Agree Agree x 4
    • Like Like x 1
    • Informative Informative x 1
  3. Spades_

    Spades_ Former CTF Mod

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    +10000000000 for this change alone
     
  4. Snowleak14

    Snowleak14 Well-Known Member

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    I helped with the bridge so I give it a like because the bridge looks cool
     
  5. Nightowl

    Nightowl Well-Known Member

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    -
     
    #5 Nightowl, Apr 21, 2017
    Last edited: Jan 8, 2018
  6. GalaThundR

    GalaThundR Mcpvp Veteran

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    I don't really like this. It seems to just be Skyworlds, Clockower IV, and Slums smushed together. The buildings are pretty cluttered and will make pvp annoying, the overall color scheme is very bland with it all being brown, and the overall gameplay issue of classes like soldier, elf, etc being able to escape most classes very easily.

    If you remove some of the buildings and add more color and block variations to the rest it would be a lot nicer.
     
    • Agree Agree x 3
  7. Avivox

    Avivox Well-Known Member

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    Gud map 10/10 will play
     
  8. EddKrumbs

    EddKrumbs Well-Known Member

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    looks dope and the concept is pretty neat but I don't think gameplay would work very well. I still like it tho +1
     
  9. Xelasi

    Xelasi Well-Known Member

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    I have concerns about building navigability. I think a lot of people might end up running straight down mid... but it might work out. Could you possibly add sponges at the bottoms of a couple more ladders? I'm lazy and chasing soldiers sucks.

    More of the corners of the railing on buildings could use slabs to make it easier to get up without having to run 6 blocks over for a step.

    Also, a couple sponges are either short half the time or barely making it to the top at 99% gamespeed. It's hard to measure sponges when there's lag on build because they make you go higher. Could you double check them on an empty server?

    Beautiful map, though.
     
    • Useful Useful x 1
  10. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Now all it needs is no restrictions and it could replace slums 9.9/10
     
  11. Claod

    Claod Well-Known Member

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    Looks like soldier would cap 9/10 if it got out of flag room because mid has so many buildings. I shouldn't complain because I sort of soldier main but other than being a little soldier op, the map looks pretty balanced and has enough archer cover. Great job!
     
  12. juyy

    juyy Member

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  13. CommunistBelgian

    CommunistBelgian Well-Known Member

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    I have some problems with the map
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    #1 as you can see here there's an extra entrance to the flagroom, it's already very easy to get in the Original Skyworlds flagroom so I don't really get why you're making it even easier by having another entrance. In the current meta open flagrooms are terrible for defences that don't consist of a really good pyro and some heavies. Either move it more to the sides so you don't get to run straight in to the flagroom.

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    #2 Can't really blame you for this cuz in Original skyworlds the problem existed as well.
    However it is very unlikely to happen, the flagroom is headshottable. And there are plenty of archers who dare to go offensive in order to support their offense, and they could take out a pyro/assassin/whatsoever that is standing next to the flagroom in no time. It's not your fault but I'd like to see this minor problem solved.

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    #3a I have some issues with the height of the buildings. They make soldier a ridiculous overpowered class and without ninjas who are good with pearls or soldiers who manage to turn around and catch up to the other team's flag carrier there is barely any chance of recovery. You have placed many sponges yes but a soldier with buffs is faster than anything else (apart from ninja and assassin) with buffs and sponges. It's mobility is ridiculously overpowered because of the many buildings.

    #3b The height of the building takes out the archer aspect on Skyworlds. I agree that Skyworlds I is pretty archer op but you almost completely nerfed archer in my opinion. Archer has to stay near their spawn (eg pic 1) in order to get a good view over the map, most of the different paths are covered in buildings and offer protection from the archers. However, an archer camping near spawn is hard to kill meaning that once you have stolen it's hard to get the archer + with the spawn literally being right next to what is most likely going to be the archers position your attempt to capture is at greater risk for the first 20 blocks within the archers range. But basically after you've dodged the archer, it's a class of no use anymore. In general I would just like to see a couple less buildings and a little bit lower to lower the soldier's mobility and slightly increase the archer's capacities up to 50% of the map being in sight and if with a good shot, possibly headshottable.

    Apart from these 3 "problems" cool map, keep up the good work please :smile:
     
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  14. November

    November november

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    #1 its one extra entrance, its not going to kill the map. plus skyworlds is a very defensive map anyway, it is very hard to cap on so we deliberately added another entrance. if that is still not enough for you we also moved the entire flag island back so it's more isolated and therefore a bit easier to defend people coming from mid

    #2 it's only headshottable if you stand in the corner of the little flag box area. it is a 2 block wide channel that you can hs and it is not game breaking. u can knock the archer off easily or if for some reason you cant do that, e.g. if you are a dwarf or defensive class, you can move about 2 blocks to the side and avoid the archer

    #3a i understand your issue but i'm not really sure what you expect me to do to fix this as it seems you are suggesting EVERY class should have a strong chance at recov. you named 3 classes, ninja, assassin and soldier, as being the only 3 classes that can recover from soldiers on this map on the roof top. i'm not sure what other classes you are thinking of that are capable of recovering off soldiers while they have the flag. heavy isnt good on any map, medic isnt good on any map, mage isnt good on any map, elf isnt good on any map, chemist isnt good on any map and necro isnt good on any map. pyro is occasionally good but it is better in stalemates. the 3 classes that are generally good at recovering are the 3 that you named so i don't really understand why i should change it. archer is also perfectly capable of killing flag carriers as it has full visibility of the roof tops from spawn and any soldiers that climb on them can be hsed.

    #3b archer shouldn't have free reign over the middle. you seem to be suggesting that i have made the middle too archer UP but then you are saying i have made the spawn too archer OP. i think it is fine as it is as archer completely dominates skyworlds ordinarily. i have played archer on this map in a ppm and i got over 80 kills. that was in a small team game against good players. it is even easier in regular games. i am not sure why you are defending archer on this map as nerfing its ability was completely justified. it still has vision over the map and can use the buildings at mid to get sight. you have even said yourself you think the buildings are high and, with archer, high vantage points = good vision

    i appreciate the feedback and i hope you understand why things are in palce as there is a reason for everything
     
    • Like Like x 1
  15. CommunistBelgian

    CommunistBelgian Well-Known Member

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    Thank you for clarifying :smile: would still lowkey like to see the buildings a block or 5 lower
     
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