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Complete Quintet Falls I

Discussion in 'Map Submissions' started by LeUniCow, Mar 20, 2018.

?

Should this map be added?

  1. Yes

    7 vote(s)
    87.5%
  2. No (but state why)

    0 vote(s)
    0.0%
  3. Yes but... (state why)

    1 vote(s)
    12.5%
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  1. LeUniCow

    LeUniCow Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    91
    Ratings:
    +92
    CTF Map Submission

    Map Name: Quintet Falls I
    Map ID: 389315
    Style: Castle
    Creator(s): LeUniCow + Insomniac__
    Structure Restricted Areas: Yes
    Configured (yes/no): Yes
    Number of Caps: 3
    Pic1.png
    Pic2.png
    Pic3.png
    Pic4.png
    Pic5.png
    Pic6.png
    Pic7.png
    Pic8.png
    Pic9.png
     
    • Like Like x 6
    #1 LeUniCow, Mar 20, 2018
    Last edited: Mar 29, 2018
  2. b0squet

    b0squet Ozymandias

    Joined:
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    +549
    Real quick; placing your spawn signs on Stone Brick means that Stone Brick will be your spawn block as opposed to Netherrack / Lapis, so you're going to need to change that. Will look at it more in depth at some later point.
     
  3. LeUniCow

    LeUniCow Well-Known Member

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    Fixed
     
    #3 LeUniCow, Mar 20, 2018
    Last edited: Mar 21, 2018
  4. Versions

    Versions CTF Moderator

    Joined:
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    Messages:
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    Discord:
    Matt | Versions#5719
    This is a very well-made rework of the original Quintet Falls, well done! It is certainly better than the original, especially the design of the flagrooms. However, there are some drawbacks I found which may be impactive:
    • The flagroom is located very close to spawn, which may result in issues like respawn abuse and etc. Even though the flagroom is in the same region as it was in the original version of Quintet Falls, the flagroom in that version was located higher up and this one is at the bottom, making it very fast for the opposition to return to the flagroom. This problem is similar to Skyworlds.
    • The flagroom is snipeable even though you have built a small wall outside the flagroom, you can still flagshoot.
    • As a flag carrier, you don't have many options of where to camp if you don't want to get headshot, other than the stairs opposite of the flagpost inside the flagroom. I'm not sure how you would fix this though, possibly add a small structure near the flagroom. I don't know how that will turn out though.
    • There are five entrances in the flagroom which may be difficult to defend against. You could possibly remove the two holes in the ceiling corners where the sponges are to solve this issue.
    There are probably more drawbacks that other people may find but that is all I saw, and there may not be a viable fix for all of these drawbacks, but certainly for some of them there are. Overall this map is quite good, good job!
     
    • Funny Funny x 2
  5. LeUniCow

    LeUniCow Well-Known Member

    Joined:
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    Thank you for your feedback Verizon. Your opinions have been noted:
    Moved the ceiling entrances to the other side, making it easier to defend against.

    Fixed

    Skyworlds is in rotation in 3 different verizons, so I should follow suit. Also I don't believe the spawn proximity will be an issue due to the convenience and easiness of being able to get in and out of the flag room- Therefore I believe this map is more recovery based, rather than all out defense. Same goes for the flag holding issue- don't want to make it too hard to recover as this may cause imbalanced gameplay.
    However, your comments are valid and only proper testing of the map will show if the stated issues will cause a problem.
     
    • Like Like x 1
  6. Xelasi

    Xelasi Well-Known Member

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    Hi! I think your map is a viable option for rotation, so I'm going to get nitpicky with some things. I think you did a really good job with it so far!

    I know Versions mentioned the assassin respawn thing with the flagroom, but it looks closer than it actually is. It takes 7 seconds to get from the actual spawn point (way back down the hallway) to the flag, so this would probably be fine. If it makes it to testing and people complain, close off the left hallway and put a bridge over the water from the right side.
    [​IMG]
    I see that trees were added for archer cover. Could you possibly reduce the amount of trees?
    Right now it looks like soldiers could go from tree to tree while hardly touching the ground, and that will difficult for recovery. I experienced this problem when I tried to keep all of my trees and high structures in Willow Pass... and that got pulled from rotation.
    Highly advising reducing trees and forcing soldiers to touch ground in spots. That little birch one in center left of pic can go. And maybe 1-2 more.
    [​IMG]
    Could we help recovery a bit and make it so they can get over this wall? Either raising floor or lowering sides or putting a more accessible escape hole somewhere?
    [​IMG]
    Soldiers and ninjas are gonna be able to grab that thing from here fast, and anything to free up recovery mobility would be good.
    [​IMG]

    Those are the things I'm noticing right now. Nice work.
     
  7. LeUniCow

    LeUniCow Well-Known Member

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    @Xelasi Appreciate the comments, looks like you’ve provided the solutions as well :upside_down:
    Will look into the above stated problems.

    Ok so:
    1. Small wall issue fixed
      2018-03-29_09.53.02.png
    2. Did some hedge trimming, but the little birch you mentioned was a necessary archer cover for the flag room. The trees removed were ones which weren't deemed to be essential archer cover
      2018-03-29_09.53.24.png
    3. Also restricted archer's ability to snipe map-wide from mid
      2018-03-29_09.53.34.png
     
    • Like Like x 1
    #7 LeUniCow, Mar 29, 2018
    Last edited: Mar 29, 2018
  8. Xelasi

    Xelasi Well-Known Member

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    Awesome, thanks^^
     
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