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Complete Split

Discussion in 'Map Submissions' started by juyy, Jul 28, 2017.

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  1. juyy

    juyy Member

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    CTF Map Submission

    Map Name: Split
    Map ID: 386693
    Style: Forest, Stone Buildings, Caves.
    Creator(s): juyy (me) SledgeHammer51
    Structure Restricted Areas: Inside & Around the spawn, Inside the flag room
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures: 1.PNG 2.PNG 3.PNG 4.PNG 5.PNG 6.PNG 7.PNG 8.PNG


    PS: I understand I will get criticism. And also, I know the forest looks like a maze, but under all the trees there are not too many trees around, Its just the leaves touching eachother. Thank you!
     
    • Like Like x 1
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    too many trees and flagroom needs water for pyros

    will add more criticism/feedback once i see the map in game.
     
  3. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    The map is private :frowning:
     
  4. juyy

    juyy Member

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    I added water, And removed some trees!

    Its public Now :stuck_out_tongue:
     
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  5. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    might be a good idea to add restrict signs in and around flagroom. would hate to have engi's there
     
  6. juyy

    juyy Member

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    i used restriction blocks there, its all covered already :smile:
     
  7. featherpaw

    featherpaw Your friendly neighborhood kitten! :3

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    Sweet! I'll take a look at it ingame in a little bit
     
  8. LoopyLooperson

    LoopyLooperson Leaker Leaker Leaker!

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    Could be better but great start
     
  9. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    Warning! Wall of text incoming (with spoilers to make your life easy)! (and a note: take everything w/a grain of salt. What do I know?)

    First, I love the concept! (You kinda ninja'd me on it, to be honest) Using the treetops as a second level and the ground as an "underground" is awesome! However, the treetops are far too open and flat. There are spots where an archer can headshot almost a third of the map.
    2017-07-31_00.04.21.png
    Pretty much anywhere on these treetops is exposed to an archer anywhere else. I would either vary tree height or raise the buildings to provide view blocks.
    Second, and absolutely the biggest problem, the map is not close to symmetrical. The sides are quite blatantly different.
    2017-07-31_00.14.55.png
    As you can see, the red side is bigger and more heavily forested, whereas the blue side is smaller and sparser. There are also differences around the flag rooms:
    2017-07-31_00.01.40.png
    2017-07-31_00.01.20.png
    As well as inside the flag rooms:
    2017-07-31_00.01.54.png
    2017-07-31_00.01.05.png
    Red flagroom has water, whereas blue flagroom doesn't. These asymmetries have a gameplay impact and need to be standardized.
    Bucking the trend, but still asymmetrical is the wall and sponge out in front of spawn.
    2017-07-31_00.06.57.png
    2017-07-31_00.06.34.png
    I prefer the red side to the blue side here; it is far easier to get down from the top of the wall than on the blue side.
    For most of the rest of this, I will assume that the red side is the side that you prefer due to it being bigger and more developed. Some (but not all) of these critiques apply to the blue side as well.
    Returning to flagroom design, the water pools are kinda small and hard to fall into.
    2017-07-31_00.01.50.png
    It is almost impossible to fall into these to put yourself out, especially in combat. Many flagrooms with water have them cascading from the ceiling to make it easier to get into to be put out.
    I like the top entrance to the flagroom and like the addition of a cover on top of it.
    2017-07-31_00.12.23.png
    It adds an interesting dimension in that the top entrance can be practically defended by classes such as heavy, and not just a hole for soldiers to fall into. However, the flag is still ghostable, and the pearl will put the ninja far out of range of any recovery that's not already halfway across the map.

    (Continued over the next few posts b/cause pretty pics)
     
    #9 Sqrt_MinusOne, Jul 31, 2017
    Last edited: Jul 31, 2017
  10. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    In terms of restrictions, both the flag room and the spawn are built with monster brick, making them auto-restricted. However, it appears that there are no other restrictions on the map, even in small tunnels (note: I don't have perms and am therefore unable to select regions or count blocks, so they may be restricted by hidden blocks).
    2017-07-31_01.07.24.png
    There should probably either be restrictions here or else it should be made larger.
    Additionally, there are many areas in among the trees in which an engineer is almost unassailable. These areas probably need to be either restricted or removed.
    2017-07-31_00.02.20.png
    Killing either an engineer or a mage in such a tight space is a nightmare, and in general pvp in among the trees is going to be difficult at best.
    Next, as much as it pains me to do this being an archer main, I need to ruin my own dreams a bit. Every exit from spawn is easily headshottable, and the same is true of the flagroom. (Pay attention to the coordinates!)
    Spawn toward flag:
    2017-07-31_00.11.25.png
    2017-07-31_00.11.44.png
    Flag toward mid:
    2017-07-31_00.13.06.png
    2017-07-31_00.13.27.png
    And spawn towards mid:
    2017-07-31_00.13.58.png
    2017-07-31_00.14.09.png
    All of these shots are virtually unimpeded; even a few view blocks would go a long way to protecting the flagroom and spawn from archer camping.
    Moving on to smaller, "grab bag" issues (or maybe they're features and I'm just being silly), ladders like this are almost always rage-inducing for me. There's always some idiot hitting you off three-quarters of the way up.
    2017-07-31_00.08.09.png
    Adding a sponge would really help in terms of mobility. Additionally, with drops like this, I find that having some form of fall absorption really helps; I can never stay on the ladder.
     
    #10 Sqrt_MinusOne, Jul 31, 2017
    Last edited: Jul 31, 2017
  11. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    While you use coal ore around the boundaries of the map, there is none in the rift in the middle nor on the underside. With soldier having limited wall-climb this isn't really an issue, but I would put some under the map just in case.
    2017-07-31_00.03.56.png
    Additionally, the walkway there is a death trap; people are going to get knocked off left and right. While that may be an intended gameplay mechanic, I would make it wider. People will be falling off enough as it is.
    2017-07-31_00.16.34.png
    Making this a couple of blocks wider would really help, especially if you anticipate there to be pvp anywhere near this bridge.
    There is an empty void under the red flagroom, as well as some smaller ones elsewhere in the map.
    2017-07-31_01.03.34.png
    While they should be impossible to access while the map is in play, to be safe I would fill it in.
    The rest of my comments are far more fuzzy preference or aesthetic based. Your mileage may vary.
    I dislike sponges that are not up against a wall and find myself often getting stuck below the level that I am trying to reach (Dragon Valley V has a particularly egregious example of this).
    2017-07-31_00.08.32.png
    Just moving these sponges up against the wall would make them 10x easier to use.
    I am unclear what purpose this one-wide water channel serves. It seems out of place and unneeded.
    2017-07-31_01.04.03.png
    Your aesthetic appears to be forest castle and doesn't really justify a random aqueduct, but that's just me.
    Some of your coal ore is actually not doing anything. Soldiers can climb the wall anyway, and coal ore is ugly. :frowning:
    2017-07-31_00.16.14.png
    Adding some texture to this wall would make it look so much nicer and have literally zero gameplay impact.
    There are a number of locations around the map with random holes or patches of dirt (maybe from removed trees?) that look unfinished. Polishing those up would drastically improve the map's aesthetic.
    2017-07-31_00.03.18.png
    2017-07-31_00.03.04.png
    Random holes and patches of dirt make the map look unfinished, and are quite easy to fix.
    Focused more on gameplay, the map seems to lack a coherent midfield. Your pathing from spawn directs players towards the tunnel and away from the actual midfield, likely leading to most of the map being very sparsely populated with high concentrations of people in the tunnels.
    2017-07-31_00.09.35.png
    From here, even if I did try to angle to the left, the trees block off most of the midfield and funnel players away.
    2017-07-31_00.09.44.png
    Most of the midfield is only accesible via bushwacking through the jungle. While some players will do this, most will not and this will lead to crowded tunnels and empty jungle.
     
    #11 Sqrt_MinusOne, Jul 31, 2017
    Last edited: Jul 31, 2017
  12. Sqrt_MinusOne

    Sqrt_MinusOne New Member

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    The water streams in the middle go down quite a ways and are therefore campable.
    2017-07-31_00.07.22.png
    While it shouldn't be a problem to have players at the bottom of them, simply moving the map down to right above build limit would solve the problem quite handily. (or you can just add barriers to stop the water up higher. While the barriers are campable, if they are higher its less of a problem)
    There are no sponges to cross the map. For the size of the red side, having no sponges will make games drag on and tend to result in players spending most of their time running across the map and not capturing the flag.
    2017-07-31_00.17.37.png
    Adding a couple of forward sponges on top of this wall would help both with the player funneling I talked about earlier as well as help players to cross the map faster.
    There are a couple of things that could do with a bit more details. Making paths more obvious; ie more gravel and maybe some dirt/andesite to make them stand out would go a long way. Additionally, paths like this are in dire need of some detailing:
    2017-07-31_00.10.07.png
    As is they look unfinished and hurt the map's asthetic.
    Another, even less important note is that certain parts of the map are different biomes. While this has absolutely no gameplay impact, it bugs me so I'm going to talk about it because I can. Most of the map is Forest Hills, but there are parts that are Beach, Ocean and Swamp and they have different grass and leaf colors.
    2017-07-31_00.15.41.png
    (Notice that the leaves are more yellow in the beach as opposed to the Forest Hills)
    As you might have noticed from the many images I have included above, your map doesn't have a set time of day. Unless you like the day-night cycle while the map is being played, I would suggest freezing it at a specific time.
    And finally, in the spawn box your signs are all affixed to barrier blocks.
    2017-07-31_00.07.51.png
    This is an inconvenience for people trying to walk out of the spawn into the map; you can mount two signs back-to-back to fix this problem.
    ... Well, that took far longer than I expected, but I hope its helpful! If any of my suggestions don't make sense / are stupid feel free to ignore them; I tend to be nitpicky, especially asthetically. Best of luck with your map!
    TL;DR: Read it you lazy bum!
     
    #12 Sqrt_MinusOne, Jul 31, 2017
    Last edited: Jul 31, 2017
  13. Nightowl

    Nightowl Well-Known Member

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    • Agree Agree x 1
    • Funny Funny x 1
    #13 Nightowl, Aug 1, 2017
    Last edited: Jan 8, 2018
  14. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    I think you placed this in the wrong submission.
     
  15. Xelasi

    Xelasi Well-Known Member

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    LOL i did. moving it.

    The map on this thread though was either deleted or private.
     
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