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Complete Petra

Discussion in 'Map Submissions' started by arkham2012, Dec 6, 2018.

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  1. arkham2012

    arkham2012 Member

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    Oct 17, 2016
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    CTF Map Submission

    Map Name: Petra
    Map ID: 420035
    Style: Jordan Ruins
    Creator(s): PV__nRT, arkham2012, Woulffy, Lceman502
    Structure Restricted Areas: Flagroom entrance/exits, around flag, in and around spawn
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures:
     

    Attached Files:

    • Like Like x 6
    • Creative Creative x 1
  2. Kayrex

    Kayrex Ex JMOD

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    Very clean. +1
     
  3. scapezar

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

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    Discord:
    Jul13n#9311
    so having checked it out on build, i have few big technical points that i hope could be fixed to some extent–
    (i highlighted the main point in each paragraph :sweat_smile: sorry for much text)

    i really love the map (the minute detail and overall ancient Egyptian ruin design is on point), but my biggest concern is how big it is
    ....now length isnt a problem if there is a lot of buildings and structures to provide cover and fill up the space, but although there is some light cover en route from spawn to mid with the spawn sponges (i'm disregarding aimlessly running to center mid where it's a 100% death sentence by archer firing squad) when you reach the opposing side and most especially when you have to cross the mid-line section on the opposing side to go toward the opposing flag, the decent manageable archer cover becomes near to thin air, while also keeping in mind archers could have even greater bird's eye view at any of the higher elevation points

    ...to go off of that, if there were additional sponges, then that could help mitigate the need for archer cover.
    For example, if there was an additional sponge on the far, opposite side of spawn so your team's offense could spend more time but to be much safer from archers by crossing the mid-line on their side through some tunnels/structures while then providing a bit less effective horizontal sponge (than the ones at spawn) to be propelled in the direction of the majority of incoming enemy offense but being put nearly right next to the flag building, then thatd be a great other option
    ...also, tbh itd be helpful if the large aqueduct had at least one vertical sponge on an end to help prevent a soldier-dominated game as well, bc it's hella high and the only other vertical sponges afaik are two on complementary sides of the temple entrance at the far middle end on each team's side of the map

    .....to go off of all of that, which could help fix a lot of it, is the location of spawn and the flagroom – it's such a big map yet theyre so close to each other, adjacent on the same side of the map, and it requires the opposing offense, coming from the spawn sponges, to run another 1/2 of the primary offensive route distance, of which is the most open and susceptible to archer fire, just to reach the enemy flag (compared to if the flagroom was on the other side of the map from spawn)
    even if the spawn sponge took the offense to nearly just outside of the enemy flagroom, i think itd be fair, because, the map being so large, the travel back to their own flag would be very long and strenuous against archer fire with light cover, high elevation, and no underground and for there being no sponge to horizontally send the flag carrier back (the enemy team's spawn sponge is out of question since they could just respawn and/or hit the flagcarrier into the spawn)

    so theres a few ways to improve the map tbh, not to say that it wouldnt work well as is, just not optimal, but if u need any more help or if u want further feedback lmk!
     
    • Winner Winner x 1
    #3 scapezar, Dec 8, 2018
    Last edited: Dec 8, 2018
  4. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    I like how unique this map is, the positioning of the flagrooms is also something to note. I think perhaps a sign pointing in the direction of the flagroom would be great, to make it more evident as to where the flagroom is.
     
  5. PastelVox

    PastelVox Active Member

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    We're experimenting with a sponge that starts here

    https://imgur.com/12L5yFz

    and lands you right around here

    https://imgur.com/vRjpLYG

    You access this sponge through this tunnel behind spawn (which was already there, but I'm not sure if it stands out enough; that might be another thing to change)

    https://imgur.com/nZb2Z56


    These two sponges will send you up at different heights, but both enough to land you on top of the aqueduct where you are entering.

    https://imgur.com/A7bIKDj
    https://imgur.com/QHZxxHm


    I definitely agree that the current spawn sponge is too short; it's good you pointed out the distance. In your opinion, should the adjusted sponge send you here

    https://imgur.com/w9rKDaZ
    https://imgur.com/auScwN9

    or here?

    https://imgur.com/kl9NxGn
    https://imgur.com/dI5EIRZ


    Other than these issues and adding more archer cover, are there any issues you'd like to point out?
     
  6. scapezar

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

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    @PV__nRT, https://imgur.com/12L5yFz
    i really like the far sponge showed there, but the one closer to the flag.... it send u into an open area (also depicted as a pink circle in the image at the very end of the post)2019-01-15_03.22.27.png ...and it's 3 jumps to the nearest cover, 5 if u want to strafe/dodge against archer– 2019-01-15_03.22.20.png
    over view from the cover– 2019-01-15_03.24.24.png
    which leads me to my archer cover suggestion picture at the end of this post....


    and i like the tunnel part and the tunnel sponge and how it relates to the sponge mentioned above, seems good

    o idk if i missed those aqueduct sponges, seems great


    regarding the last set of pictures, i like the first, less far option
    https://imgur.com/auScwN9 only bc itd still gives the player some cool depth of the map - wouldnt just be a straight, direct path (from a 90º turn) to the flag that offers less of a view/experience xP

    however... it's a bit farther from the flag and has a bit more open space, so heres the cover id add [the red would be a must--to expand upon it, the blue less important but still needed (green filled blue is to expand upon the archer cover there), and each purple a bit optional but still good - the pink is where the sponge i referenced at the start of the post lands u]
    Click to view imgur album!

    Here r the 3 blue highlighted suggested archer cover placements behind the aqueduct (closer to the flag) for better visibility/clarification–
    Click to view imgur album!


    just suggestions/what id do, but with that covered (bad pun not intended), nice +1 tbh, any more suggestion would be me nitpicking the archer cover xP
     
    #6 scapezar, Jan 15, 2019
    Last edited: Jan 15, 2019
  7. Catifies

    Catifies archers suck

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    Jan 20, 2017
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    Petra from minecraft story mode
     
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