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W.I.P. Industrial

Discussion in 'Map Submissions' started by Roll0fSushi, Jun 27, 2018.

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  1. Roll0fSushi

    Roll0fSushi Well-Known Member

    Joined:
    Aug 7, 2015
    Messages:
    105
    Ratings:
    +67
    Discord:
    Roll0fSushi #9690
    CTF Map Submission

    Map Name: Industrial
    Map ID: 405260
    Style: Brick
    Creator(s): Roll0fSushi
    Structure Restricted Areas: Flagroom, Spawns, outside doors, all tunnels
    Configured (yes/no): Yes
    Number of Caps: 3

    I have been working on this map for awhile and I've been setting off posting it on forums (mostly because i procrastinate a lot) but also because since it is my first map I wanted to build and then come back to it to see if I can generate some ideas of my own. However i think it is ready now for the public eye and I would love if anyone could comment what could be edited/fixed and help with game play. Thanks!!

    And here are a few pictures...
    [​IMG][​IMG] [​IMG]
     
    • Like Like x 2
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
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    Messages:
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    Haven't had a look in game but please take the pictures in default or a more default looking texture pack.
     
    • Agree Agree x 1
  3. Netflikx

    Netflikx Well-Known Member

    Joined:
    May 19, 2015
    Messages:
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    Ratings:
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    The resource pack the pictures are in don't really matter and this texture pack doesn't even make much of a difference anyways. You are still able to make out important structures and details with them.

    After checking out the map I have a lot of critiques to say, both minor and major ones.

    Minor Critiques:
    The flagroom as a whole is fleshed out well and is a good design. However the hole in the ceiling right above the flag needs to go. Just completely remove it, don't even think about putting it somewhere else, just get rid of it imo.

    The sponges at mid that cross the river make the bridges completely useless, they should be removed.

    All of the trees need to be fleshed out a lot more. Planting a sapling and bonemealing it just doesnt work anymore :/

    Major Critiques:
    The entire underground system needs to be removed. The fact of the matter is is that you can travel from the enemy team's base to your base entirely underground, and that is not okay. I know it sucks to hear because I bet it took a while to make but what can you do. However I do think you should keep the underground part under the bridge, therefore offering a good alternative path for archer coverage. The entire underground system isn't needed tho.

    The back hills need to be pushed up against the back of the main building. Before you begin to flesh this part out, it's size needs to be reduced. It's kind of just dead space.

    That's all the advice I can think to give you. Hope it helps sooshie <3
     
    • Agree Agree x 1
  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
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    Aesthetically all maps should in theory should be designed for the default texture pack, if a map is designed to look aesthetically pleasing in another pack that doesn't look too much like the default one, it could lead to bad aesthetics in the default one which is the one the majority of people use. I am also unable to differentiate between certain blocks as I don't know their textures, e.g the wood could be spruce or dark oak. However, it isn't a big deal.
     
    • Agree Agree x 1
  5. Roll0fSushi

    Roll0fSushi Well-Known Member

    Joined:
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    Messages:
    105
    Ratings:
    +67
    Discord:
    Roll0fSushi #9690
    Thank you for your feedback!! i will definitely work on my map to fix these errors. this really helps a lot thank you :smile:
     
    • Like Like x 1
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