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Complete Citadel II

Discussion in 'Map Submissions' started by _Pai, Feb 5, 2018.

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  1. _Pai

    _Pai Well-Known Member

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    CTF Map Submission

    Map Name: Citadel II
    Map ID: 401547
    Style: Desert/Castle
    Creator(s): Creeperflame
    Structure Restricted Areas: spawn, just outside the citadel, top flag area, stairs down to underground
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures: (see attached, with explanations)

    This is my rework of Citadel, the old CTF map created by xxxxdead. I've reworked almost everything about the map while trying to keep the original structures intact, and rethemed it into a desert citadel with ruins in the ravine below.

    Overview of the map
    [​IMG]

    Overview of red citadel:

    [​IMG]

    View from the top of the waterfall:

    [​IMG]

    View from the other side of the ravine:

    [​IMG]

    Center building at mid:

    [​IMG]

    View of underground:

    [​IMG]

    Here are some of the key gameplay changes made to the map:

    Formerly, the flag room was a small, enclosed room at the top of the tower smaller than reach distance, meaning it could easily be camped by one dwarf or pyro, or 2-3 people playing other classes. The flag has been moved to the roof , a much more open space with 4 entrances: front, back, and diagonally front-right and front-left.

    [​IMG]
    [​IMG]

    The fifth and largest entrance is obviously from above, but I've made some changes to prevent easy soldier bombing and ghost capping. First is that the roof has a large "lip" extending inwards 3 blocks. This prevents soldiers from easily climbing the interior walls and restricts the angle at which ninjas can pearl out of the flag room, meaning they'll have to throw it more vertically and lose a lot of horizontal movement. In fact, if they try to pearl directly from the flag, the pearl wouldn't land out of the citadel. Second is that this roof has been made easily accessible to all classes via a ladder and sponge on the inside and outside of the building, preventing soldiers from camping on the roof without being punished.

    [​IMG]

    There are multiple ways to get up to this flagroom, all with advantages and disadvantages. The first is the conventional way and formerly the only way, via the stairs. The second is a route up the inside front of the building, using a sponge and a ladder to get up to the top, seen here in the background.

    [​IMG]

    This route leads onto the second level platform, usually used by archers. Though this route is sneakier, you run the risk of having to deal with them, which could be messy and may end with you being bowpunched off. This also helps balance the archer area, forcing them to stay on their toes. The platform and the final ladder to the top is shown below.
    [​IMG]

    The third route are the side routes, accessible by ground and by a stairway to the underground area (only on once side). It uses a triple sponge to launch you to the top platform. Additionally, the triangle shaped carpet covers double soul sand. There are two more similar triangles at the front of the building. These facilitate capping with classes other than ninja and soldier, allowing them an easy way to get down and an easy way for recoverers to follow them. The side with the stairway is shown below.
    [​IMG]
    A problem with the old Citadel is that there was no easy way for people from spawn to get to the flag. You either had to take the route that went to the front of the building and go back inside, or take a side staircase to the back of the building that was not immediately apparent and hard to find. To combat this, I opened up a new route from spawn, giving direct access to the main room and a sponge up to the top of the staircase to the flag, ensuring defenders can get to the flag room quicker.
    [​IMG]
    In the underground area, I made the path to the top easier to use by adding stairs:
    [​IMG]
    and made a new stairway that faces forward, going to the ravine. The exit of the siair and one of the desert ruins is shown:
    [​IMG]

    This wall of text and images probably doesn't do the map justice, so to see it for yourself do "/map 401547" on Build to explore it. Though this map is "complete", I am very open to changing any part of it, so please give me your feedback.
     
    • Creative Creative x 2
    • Like Like x 1
  2. fatmog

    fatmog Active Member

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    cool and good
     
  3. Spades_

    Spades_ Former CTF Mod

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    From the pictures, the map looks like it's well done and would be fun to play. I'll hop on a little later to take a closer look at it, and update my response then.
     
  4. super_mii2

    super_mii2 Well-Known Member

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    Unrelated to this map, but lowkey I wish the original citadel could be access on build

    Sick map! 2 small issues I have. Above ground feels a bit underused. Takes too long to switch between both sides and the entrances to the above ground is rather obscure. Other than that, there is huge potential for ninjas with the flag to tp glitch themselves into the glass panes in spawn. Should be an easy fix by replacing the floor blocks with solid ones. Also please upload a map with engi/necro restrictions
     
  5. _Pai

    _Pai Well-Known Member

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    You can access the original Citadel, the map ID is 1179. What cannot be accessed is Citadel I, whose map ID is 70542 but is private apparently. The engi/necro restrictions are done with block 97 under the floor, not signs, which is why you can't see them. I'll try to fix the spawn/fountain glass isssue.

    Edit: fixed it, there should no longer be a way to get from the main room to spawn via the gap in front of the fountain.

    [​IMG]
     
    #5 _Pai, Feb 5, 2018
    Last edited: Feb 5, 2018
  6. TheZombieKat

    TheZombieKat CTFer since May 2012

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    It looks cool. This is one of the first maps I remember playing, so the nostalgia is hitting really hard. Honestly, I can't wait to play this in-game one day. I'm so excited.
     
    • Agree Agree x 1
  7. super_mii2

    super_mii2 Well-Known Member

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    you missed a roof block on the top of both towers
     
  8. _Pai

    _Pai Well-Known Member

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    oops, fixed it
     
  9. FlagRecovered

    FlagRecovered Active Member

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    Bro this is awesome!!

    I'm also very excited to play on this map. I don't have any criticism other than the two tunnels underground that goes directly from one base to the other base with barely any other entrances which could be really overpowered especially to a soldier because they could easily climb the castle wall after exiting the tunnel.

    (The tunnel, looking at the blue castle on the right side from the bottom of the red castle)
     
  10. Kayrex

    Kayrex Ex JMOD

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    Discord:
    Kayrex#9118
    Looks amazing!
    Great work.
     
  11. Roll0fSushi

    Roll0fSushi Well-Known Member

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    It looks great! I use to love this map and I think your rework is awesome. If possible I would like to go onto the map and explore to possibly give more of a general feedback. But great work! My only concern would possibly be the flag room- I cant exactly tell how many exists and entrances you have- It would always be nice to be able to have more for other classes since soldiers can easily climb the walls and then climb out. But its not a major concern. anyways, great work!
     
  12. Xelasi

    Xelasi Well-Known Member

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    I was iffy on the high contrast aesthetic at first, but your gameplay actually looks pretty good. A couple suggestions:

    Maybe add sponges somewhere around the front corners (left and right sides) to get up the building fast. Also make your soulsand landing pads a bit bigger since they are small targets.
    [​IMG]

    Add a couple sponges and landing pads on the backside
    [​IMG]
    The flagroom is really open and once someone gets to the flag they'll slip out quick, so helping recovery would be good.

    Nice gameplay adjustments in mid.

    It looks like you were very thoughtful about gameplay on here, and this map might work pretty well.
     
    #12 Xelasi, Mar 28, 2018
    Last edited: Mar 29, 2018
  13. _Pai

    _Pai Well-Known Member

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    Made a large update to the map, besides the little changes I've been making in this thread.

    I rethemed the map fully to a desert and added better pathing and a cool border around the castle. New overview:

    [​IMG]

    I changed the long tunnels so they don't feed right into each other. You have to now come at least towards the middle of the underground to go from one side to the other:
    [​IMG]

    I added rear sponges/soul sand pads:
    [​IMG]
    [​IMG]

    and I made all the soul sand pads bigger, from a 5 block wide triangle to 7 blocks wide:

    [​IMG]
     
    • Like Like x 2
  14. Golondrina

    Golondrina Member

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    This map seems really fun to play, from the point of view of the photos it's look amazing. Well done!
     
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