1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

Complete Shroom Hill

Discussion in 'Map Submissions' started by cat_soop1997, May 25, 2019.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. cat_soop1997

    cat_soop1997 Member

    Joined:
    May 25, 2019
    Messages:
    24
    Ratings:
    +14
    CTF Map Submission

    Shroom Hill

    Map currently destroyed
     
    • Like Like x 2
    • Creative Creative x 1
    #1 cat_soop1997, May 25, 2019
    Last edited: Mar 22, 2020
  2. Foodcourt

    Foodcourt CTF MOD

    Joined:
    Dec 8, 2015
    Messages:
    141
    Ratings:
    +189
    Discord:
    Foodcourt#6408
    Could you change the permissions of the map so anyone can visit it and take a closer look? Thank you.
     
    • Agree Agree x 1
  3. cat_soop1997

    cat_soop1997 Member

    Joined:
    May 25, 2019
    Messages:
    24
    Ratings:
    +14
    Done, forgot to change to public.
     
  4. Foodcourt

    Foodcourt CTF MOD

    Joined:
    Dec 8, 2015
    Messages:
    141
    Ratings:
    +189
    Discord:
    Foodcourt#6408
    I think aesthetically it's a well put together map. I think the flagroom is designed well and there are plenty of sponges to help get around the map. My critiques:

    There are few indications throughout the map as to which side you are on (blue/red). Besides the redstone and lapis ores on certain structures, there is not much there:

    [​IMG]

    [​IMG]

    With the spawn, there are no sponges that take you on top. Meaning, in the event of a stalemate situation, a soldier could hold on top of spawn which would make it difficult to recover the flag. Consider adding a method so any class can get on top (also, there is a random stone block visible).

    [​IMG]

    Spawn is able to be headshot from many different angles, I would rework the spawn in order to fix this issue:

    [​IMG]

    The map is very wide open with a lack of cover and structures, there is not much to protect against archers, adding more cover to protect against headshots would be a good idea:

    [​IMG]

    Flagroom design is fine, and although not a major problem (just something to be aware of), it is ghost cappable from three different spots:

    [​IMG]

    [​IMG]

    The map itself is rather large. This is not necessarily a bad thing, but given the openness and size of it in addition to it being archer-friendly, it may be defensive biased. Maybe considering scaling it down a little bit, length and width wise:

    [​IMG]

    Again with the size, the underground tunnels you implemented are extremely long and I think they should be smaller. If you scaled down the entire map in general, this would fix the sizing:

    [​IMG]

    [​IMG]
     
    • Agree Agree x 4
  5. Shawn_

    Shawn_ Playing CTF and making maps since 2012

    Joined:
    May 17, 2015
    Messages:
    901
    Ratings:
    +436
    Discord:
    Shawn the Sheep #0146
    Most of the feedback I would have said has already been mentioned, but here are some minor nitpicks.

    Please remove enderchests, they cause a game-breaking glitch that I'm pretty sure has not been patched yet.

    The redstone clock for the secret room is most likely going to break/cause lag when it's transferred to CTF. I suggest just using a button/lever/etc to retract the piston.
     
  6. cat_soop1997

    cat_soop1997 Member

    Joined:
    May 25, 2019
    Messages:
    24
    Ratings:
    +14
    Fixed, thank you.
     
Loading...
Similar Threads Forum Date
Complete Magic Mushroom Map Submissions Feb 1, 2021
Mooshroom Raid Oct 6, 2020
Complete Mushroom Tavern Map Submissions Feb 7, 2020
Complete CTF Map - Mushroom Grove Map Submissions May 19, 2019
Complete Mushroom Skyline Map Submissions Dec 4, 2018
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...