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Complete Metro Rework

Discussion in 'Map Submissions' started by puhdgy, Oct 12, 2017.

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  1. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    CTF Map Submission

    Map Name: Metro II (or whatever # it'd be)
    Map ID: #383891
    Style: Rework / Futuristic-y
    Creator(s): puhdgy
    Structure Restricted Areas: trains/metros, coal tracks, some spots in mid, and around spawns and flags
    Configured (yes/no): yes
    Number of Caps: 3

    Picture(s):
    Entire Map
    [​IMG]

    Spawn
    [​IMG]

    Flag Room
    [​IMG]

    Midfield
    [​IMG]


    [​IMG]

    Improved Metros
    [​IMG]

    Side Lanes
    [​IMG]
    (idk why some images are smaller, but it's annoying me)

    Critique is accepted and appreciated. Thanks for viewing and thank you to everyone who helped and gave feedback! Changelog is below.


    - General Changes
    > Sponges. I added a mid sponge that just speeds up your travel from your spawn to their flag(if flag carriers take this route, since it's right in front of spawn I don't think it'll be that bad?) Could change, not sure.

    > Side Lanes. Before there were quite a lot of side lanes, providing dead space and nothing else. There are still side lanes just so routes can vary, but less of them, this also should make the map less confusing. With the side lanes I kept, I added tall pillars(no you can't get on top of them) to prevent headshots and to make it so you can knock flag carriers into them if you're recovering.

    > Metros. I made the metros wider and taller(they looked too unproportionate if I didn't make them taller, but there are sponges to get to the top of them). This was so getting cornered and crit out wasn't as easy, it helps the flow of pvp, but also gives you the option to run away. Them being wider also makes them less web-spammable. Making the metros taller also made the soldier class more viable, before in my opinion it wasn't since the map was short and enclosed.

    > No ladders next to the sponges. In the original version, there were sponges next to the metros(click here for example) theoretically so you could get on top of them, but the roof was too short and ladders slowed you down anyways, so getting on top of the metros was possible(with lag), but it was still difficult for no reason.

    > Raised ceilings. In order to make the metros taller, I needed to do this anyways, but it's not like it's tall enough for soldiers to wall climb on for 10 years. This also allowed me to make entrances taller and not small like they were on the original Metro.

    > Hopefully less confusing. Before, Metro was a maze for a lot of people. Partly because of the amount of dead space on the sides, but also because of how everything looked alike. I made the side lanes more identifiable by either adding structures or other detail/decor that changed the appearance up just a bit.

    > Pathing/Routes. This kind of goes along with the confusing-maze-like aspect of the original Metro. But as for making the routes balanced, I made it so you can't continue running along the side lanes the entire way across the map, you're forced to be near mid at some point. This should hopefully make recovery a little easier and support necessary, as it should be. If you go near the enemies spawn with the flag, you make a risk of getting people respawning and more people killing you, but you get the reward of the sponge(it doesn't go that far,.. but it's still kind of a reward?!?!)
    - Flagroom Changes
    > Depth. Made flagroom just a little less deep. Pushing people into the flagroom consistently is still possible, but I've made it more escapable granted the defense doesn't break.

    > Entrances. There are still 3 entrances to the flagroom, but they are taller and wider for easier use and to make knocking people away from the flag more of a challenge.

    > Flagpost. A few blocks forward.
    - Spawn Changes
    > Spawn location. I don't know about everyone else, but for me the way the spawn was located on the original added to how confusing Metro could be(especially for newer players). I located spawn where I did to try and make sure recovery had more than one chance to recover given someone takes their flag, but also to try and make offense have a chance. So basically, I tried making it balanced. I think for the most part that worked, the only issue I can see being possible is assassin respawning, but even then I don't think it'll be as big of an issue as it is on other maps(i.e. Skyworlds). Since there's a roof right outside of spawn, one issue that could happen is spawn camping with the flag, making it (possibly) too difficult to recover. I tried preventing this by adding sponges so you can get to the top of that roof, and also adding an area in the back making it possible to headshot the top of the flagroom.

    - Possible Issues? (input on this stuff is especially appreciated)
    > Spawn location, The issues that could possibly arise with the location of spawn is assassin respawn and also camping next to spawn(I explained this further in the Spawn Changes spoiler up above).

    > Barriers. There is a decent amount of barriers on the map(all for purposes), but I don't find that it lags me, but maybe it'd lag others?

    There's a chance I missed some changes, so I'd love if it ya could check out the map on build anyways! If you can think of more gameplay related problems, please let me know :smile:
     
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    #1 puhdgy, Oct 12, 2017
    Last edited: Oct 13, 2017
  2. Freedom_35

    Freedom_35 Well-Known Member

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    It has my +1 for testing, definitely! But, can you plz add a poll? Idk if it's necessary, but they're always nice to have to see how many people (dis)like it.

    On the map itself, I really don't see too many flaws with it. The only big problem I see is here:
    [​IMG]
    I personally don't mind an open space, but if you want to stop all the groaning and moaning about archer cover I'd add a shield here xD. Maybe a couple on the sides? Not like a huge shield, a small one would be enough.

    Other than this 'flaw' (basically just something anti-archers complain about, really) I really don't see any reason not to test this map. It's a +1 from me. But I would add a poll if I were you, to keep track of votes easier :smile:

    ADDITION: Oh, and maybe a little cover around here, too:
    [​IMG]
     
    • Agree Agree x 1
  3. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    I can definitely add a barrier in front of the entrance of the flag, yes :smile: In middle, I'll look at it more and feel it out but thank you for the feedback! Oh, and when I get back on my computer I'll add a poll.
    EDIT: I was gonna edit in a poll, but it doesn't seem like I can put a poll in after the initial thread post ):[/QUOTE]
     
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  4. Magnificent

    Magnificent Dallas Fuel

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    put in rotation or banned like me
     
  5. Catifies

    Catifies archers suck

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    I like it, But the only thing that makes me feel uncomfortable is the lack of detail. But that doesn't matter.
    +1

    Can you also add a voting poll?
     
    • Informative Informative x 1
  6. Freedom_35

    Freedom_35 Well-Known Member

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    Apparently you can't add one after a thread's been posted ¯\_(ツ)_/¯
     
  7. lnformative

    lnformative Well-Known Member

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    k well I'll guess I'll be the poll. Rate WINNER if you have positive feelings about the map, rate USEFUL to indicate that the map could use some fixes etc.
     
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  8. Rejeqted

    Joined:
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    Yay a new metro rework :smile:
    The only thing is what i find could be done different is that the sidelines are too flat
    But the rest i really like
    +1
     
    • Useful Useful x 1
  9. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    oh yea, the biggest fix i did was make it so you didn't spawn facing the wrong way. silly pavo ):
     
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  10. November

    November november

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    cool map pudg
     
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  11. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    thank you my friend November [:
     
  12. Xelasi

    Xelasi Well-Known Member

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    I've never played this in rotation before, but I got lost trying to find the spawns and flag :c
    hMmMmMm how2fix maze ...???...

    Oh, and you spawn facing your enemy. Maybe place colored glass walls right around here so people cant just run straight forward and kill each other? This is right in front of both spawns. You might also try recoloring the floor of this central spawn area to something like purple to not match everything else, and it could be a visual marker for where players are since everything looks so similar.
    [​IMG]
    The map is actually quite big because you have both the left and right sides to play on, and the left/right external tunnels. I think you could wall off/reduce some of these external hallways and still have plenty of map to play on. Color coding remaining external hallways might also help. If the halls were just on one side of the map it would work, but it might make the symmetry feel lopsided. idk. the maze thing is what i'm concerned about.
    [​IMG]

    This map is a tough one. What you've done looks nice aesthetically, but gameplay is a difficult task. I wish you luck.
     
  13. LeUniCow

    LeUniCow Well-Known Member

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    Shouldn't the signs be "{{restrict}}" not "{{restrict"??
    2018-03-29_22.55.14.png
     
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  14. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

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    Fixed ! thank you <3

    I knew before I slept I was forgetting to do something(it was reply to this >.<), but yes I like the idea of making mid stand out more from the rest of the map and ill def try that a bit tomorrow. The reason I tried keepint some of the extra paths besides just the three lanes was because with just those 3 lanes it seems fairly easy to roam defend. I think having the 3 may be alright if the map is shorter, which honestly I already made the map a little shorter but going farther with that wouldn’t be bad tbh. Thank you for the feedback :grinning:
     
    • Agree Agree x 1
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