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Complete Battle of Geonosis

Discussion in 'Map Submissions' started by maniwo, Mar 28, 2018.

?

How it is? :D

  1. Star what?!?

    0 vote(s)
    0.0%
  2. Great

    55.6%
  3. mh... here and there some more terraforming, detailing, ...

    22.2%
  4. could be ... some sort of good

    0 vote(s)
    0.0%
  5. what the ...?

    0 vote(s)
    0.0%
  6. I´m a Trekki... you´re hurting my heart...

    22.2%
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  1. maniwo

    maniwo Member

    Joined:
    Jun 5, 2016
    Messages:
    33
    Ratings:
    +31
    CTF Map Submission

    Hey there Force participants and Padawans;


    I´m proud to present you the final Stage of my map: Battle of Geonosis.

    Map Name: Battle of Geonosis
    Map ID: 141369
    Configured: Yes
    Caps: 3
    Style: Sci-fi
    Creators: my humble self


    Restricted areas are only the spawn (inclusive the tunnels) and the area around the flagroom(tunnels,..).

    I tried to make this map as balanced as I could possibly make. There are enough covers to hide from archers (or: the archers couldn´t snipe around the map because of those “hills“). But the hills aren´t too high to grant soldiers a massive advantage and the most are easy to get on by half steps.

    The underground paths allows a capture, even if the surface is crowded by archers. The Flagroom also grants nobody a direct advantage against other classes.

    Hope you enjoy the nostalgia.


    Make sure to find the eastereggs ^^


    May the force be with you.


    Pictures:
    Click to view imgur album!
     
    • Like Like x 3
    • Creative Creative x 2
  2. CommunistBelgian

    CommunistBelgian Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    1,689
    Ratings:
    +457
    Discord:
    Unifier#8807
    Have checked out the map before and I approve of this.
    Good luck mate
     
  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    4,309
    Ratings:
    +876
    Too many hills and slabs, would be horrible for PvP which is the current meta. -1
     
  4. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    Aesthetically, it's very well done for the theme you chose and you are a talented builder. I'm sure this map took a long time to put together and the theme is very cool.

    Gameplay-wise, scale will be an issue. Trying to recover on a map this large will be very difficult, and it can get very maze-like between stone arches.
     
  5. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

    Joined:
    May 17, 2015
    Messages:
    668
    Ratings:
    +453
    Discord:
    Jul13n#9311
    going off of what xel said, if there's no sponges to cross some distance then id definitely find few spots to add some bc it seems like a big map, but ofc it isnt necessary - it all depends how u want the games to play out on the map (if it were to be accepted)

    other than that, seems good!
     
  6. maniwo

    maniwo Member

    Joined:
    Jun 5, 2016
    Messages:
    33
    Ratings:
    +31
    there are right at the spawn 4 sponges with 3 to travel onto the hills in front of them and one to go to the "Palace".
    Under the AV-7 Antivehicle Cannon (right side of the spawn when Standing in it facing to the other enemy) there are aswell sponges launching to the next hill (around 30 blocks ).
    On this hill are 2 sponges with one launching to the middle Bridge and the other one to right the outside of the map.

    I would prefer to look at Picture 21 for a good overview :grinning:
     
    • Like Like x 1
  7. Monster_Bridge

    Joined:
    Dec 16, 2017
    Messages:
    4
    Ratings:
    +4
    ok so here's my thoughts, i spent about 15 min looking thru the maps.

    the good:

    - uh i really like the spectator spawn (the one in the air) it's reallly cool
    - good flag room, flag position (better for defense) offsets the ~7 entrances
    - lots of ways to travel the map! underground, main level w/ bridges, archers

    the not so good:

    - it's way way way too big
    --> the underground areas are crazy confusing, i got lost trying to get out of them
    --> also there's an inside joke trap area that's too accessible to players (the soul sand one with the VFXnerd message)
    - massive decorative structures and the hills are kinda archer op, the hills make it soldier op too
     
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