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Complete Monument [ID 3902]

Discussion in 'Map Submissions' started by Bassoon, Jun 14, 2019.

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  1. Bassoon

    Bassoon Member

    Joined:
    Jun 18, 2015
    Messages:
    4
    Ratings:
    +5
    CTF Map Submission (updated 6/24)
    [​IMG]
    Map Name:
    Monument
    Map ID: 3902
    Style: Inspired by the prismarine block set. Inspired by Blackout, the map which most consistently prevails map wave after map wave, and it is also one of my favorites.
    Creator(s): myself
    Structure Restricted Areas: No
    Configured (yes/no): yes, except for the spawn box
    Number of Caps: 5
    Pictures (on 20% brightness):
    [​IMG]
    [​IMG]
    [​IMG] [​IMG]
    [​IMG]
    [​IMG] [​IMG]

    [​IMG][​IMG] [​IMG] [​IMG] [​IMG]
    Notes:

    I will note that many of the issues (ninja/soldier) I found in the map have analog issues in Blackout and in that other 5 cap map, and those two maps still do well. I have of course remedied the issues which I thought could be safely fixed without an overhaul (which has a risk of merely replacing existing issues with new ones).

    The congestion of the map fairly counters ninja capping, and unlike Blackout there are no easy means to ghost.

    Archers have plenty of range but there are also plenty of obstructions.

    Soldiers will have no special, fast access to certain areas. Their lack of fall damage is much more their strength in this map.

    The flag area has many entrances but can still be camped, possibly less easily than other maps. I have tuned the scale in the flag area so soldiers do not have an unfair advantage upon escape.

    Gameplay (particularly the flag room) came first with this map, though I do not think the aesthetics are shabby.

    Thanks, and please take a look at 3902 if you're interested. I would love for your feedback, especially well-thought criticisms and suggestions about the map's size/congestion and flag room.

    Updates:
    • Added more blockades at spawn exits to make them significantly harder to headshot
    • Added stairs to a set of sponges in the flag room
    • Added much more lighting throughout the map
    • Added two (symmetrical) underground tunnels. I have made these tunnels relatively straight as to not overpower chemist on the map as well as added multiple spots for assassins around the tunnels
    • Significantly increased wall density to prevent glitching out of the map
    • Removed flag room web
     
    • Like Like x 4
    • Creative Creative x 1
    #1 Bassoon, Jun 14, 2019
    Last edited: Jun 24, 2019
  2. Foodcourt

    Foodcourt CTF MOD

    Joined:
    Dec 8, 2015
    Messages:
    141
    Ratings:
    +189
    Discord:
    Foodcourt#6408
    Interesting map design. I personally saw no big issues with the map, but here are my critiques:

    I like the sizing of the map, I think it is on the smaller side, but considering it is five capture map, this suits it well. However, I think in general it is too dark and more lighting should be added if possible:

    [​IMG]

    Both spawn exits are able to be headshot, I would provide more cover or rework spawn to fix this issue:

    [​IMG]

    [​IMG]

    In the hallway beside the flagroom, there is a web. I would remove the web considering it is a 2 block wide hallway and can easily be blocked via medic webs:

    [​IMG]

    In general, I do not have a problem with the flagroom and think it is well-designed. The only thing I would suggest is (if possible) make these into stairs in order to make it easier for the offense to exit the flagroom:

    [​IMG]
     
    • Agree Agree x 1
    #2 Foodcourt, Jun 15, 2019
    Last edited: Jun 16, 2019
  3. Shawn_

    Shawn_ Playing CTF and making maps since 2012

    Joined:
    May 17, 2015
    Messages:
    901
    Ratings:
    +436
    Discord:
    Shawn the Sheep #0146
    I agree with most of what @Foodcourt said. One other thing I am concerned with is that players could easily escape the map. I would suggest encasing the entire map in a solid cube of stone so it would be much more difficult to escape.

    [​IMG]
     
    • Agree Agree x 1
  4. Bassoon

    Bassoon Member

    Joined:
    Jun 18, 2015
    Messages:
    4
    Ratings:
    +5
    Yes. You're right, I was planning to get a moderator to help me with that, but then I realized there was no radius limit on //fill or //hcyl anymore.


    And @Foodcourt, thank you for your suggestions, they are very helpful, and I will implement them when I can (I still have to consider the stairs suggestion more).

    Ty!:blue_heart:

    I have updated the map and the post accordingly
    • Added more blockades at spawn exits to make them significantly harder to headshot
    • Added stairs to a set of sponges in the flag room
    • Added much more lighting throughout the map
    • Added two (symmetrical) underground tunnels. I have made these tunnels relatively straight as to not overpower chemist on the map as well as added multiple spots for assassins around the tunnels
    • Significantly increased wall density to prevent glitching out of the map
    • Removed flag room web
     
    • Like Like x 1
  5. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    Here are my thoughts:

    Too small of a map, and the middle building seems unnecessarily tall for soldiers. Ninjas might have a very strong advantage considering the size and how fast they can capture if they manage to steal the flag. No real safe way to get down the middle buildings besides two close water puddles to jump to (if you jump from the edge), there are barely close enough. I would suggest moving them closer or considering soulsand. Lighting is bad too and could use more glowstone or sea lanterns to light it up.
    Underground path doesn't add anything to the map and it’s a bit tight.
    2020-01-11_01.42.15.png
    2020-01-11_01.42.47.png
     
    • Like Like x 1
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