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Disappointment with New Maps & why Blackout is the Best Map

Discussion in 'Capture the Flag' started by ACE_BLUE2, Feb 18, 2020.

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  1. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Disappointment with New Maps

    Before I get into this, let me say a few things:

    1. I am not an experienced map maker, however I have played many maps in my 5-6+ years playing CTF, so I know what I like.

    2. This is not a personal attack on the people who have made maps for the new testing phase. I understand that these maps take quite a bit of time and effort to produce, but that does not make them exempt from criticism.

    3. If you happen to like these new maps, cool, good for you. That still does not exempt them from criticism.

      Now, with that out of the way, I will begin. After playing a good portion of the new maps multiple times, I will say I am thoroughly disappointed with many of the new maps that have been introduced. Most of these maps pick some form of theme and run with it, for example Mustafar by @915 (I love you man, but I despise this map). Many of these maps are over designed, overly complex, and whenever they are played the chat is usually flooded with “Oh god why”; these new maps tend to focus on design and being visually unique rather than being functional CTF maps, or they try not to be too OP for one particular class (namely archer). With that said, I will compare these new maps to what I feel is the best CTF map as of right now, Blackout.


      Why Blackout is the Best Map

      This is more of a matter of opinion, but when it comes down to it, Blackout is functionally the best map, and here’s why:
      1. Simplicity

        1. Blackout is a simple map. Every surface is flat and easy to move across, there are no trees, mountains, or really any obstacles. And this leads into a point I really want to emphasize: maps should enhance gameplay, not hinder it. Nobody asks where the flagroom is on Blackout because when you spawn, you can see it; as soon as you spawn in, you know exactly what you’re looking at.
      2. Non-Linear

        1. For as simple as it is, Blackout allows for multiple offensive routes to be taken. This allows for more complex offensive strategies and an inherent defense against archers. Instead of having more obstacles to hide behind, Blackout allows for different routes to be taken, making it rare for an entire offense to be wiped out before getting to the flagroom. Teams like T.C. have used this non-linear design to great effect, having an offense on Blackout that was seemingly unstoppable for years, which leads into my next point.
      3. Offensive Bias
        1. A common criticism of Blackout is that it is too offensively biased, and I would argue that this is a good thing. Having a slight offensive bias allows for more fast paced and dynamic gameplay, which makes the game both more fun to play and more fun to watch. Yes, I said *slight* offensive bias, Blackout isn’t as biased to offense as many people claim. From the many matches I’ve played, despite what many people claim, most MVP’s I’ve seen on Blackout tend to be defense players, particularly pyros and ninjas, which then leads into my last point.
      4. Every Class Works
        1. Most of these new maps tend to put a lot of emphasis on not having classes like archer and soldier be too OP, which in turn makes other classes more OP as a result. Blackout, instead, opts to make every class good, and this goes back to my previous point that maps should strive to enhance gameplay. Anyone can use any class on Blackout and it will work, every class is usable on Blackout. Yes, archer is OP in Blackout, but so is elf, and soldier, and pyro, and ninja, (you get it). In my opinion, instead of making maps that hinder the gameplay of certain classes, maps should be made to enhance the gameplay of every class so everyone can have a good time.

          Conclusion

          I feel the new maps in this testing phase have been disappointing, as they miss the point of what CTF maps should try to accomplish. Instead of picking a super unique design, I feel map makers should focus on creating maps that are visually simple, open, and easy to maneuver through. Obstacles like trees, water, hills, etc, should be kept to a bare minimum. It should be obvious where the flagroom is, and the flagroom should also be simple and easy to get in and out of; focus on having a slight offense and recovery bias to make gameplay fast paced and dynamic. Instead of trying not to make a map that is too OP for one class, try to make maps that are good for every class. In my opinion, it doesn’t matter how good the map looks nor how complex and unique the design is, if the map is functionally confusing and difficult to play on, it won’t be well received.

     
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  2. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    shut up filthy archer main
     
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  3. notfleb

    notfleb Well-Known Member

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    Not going to disagree entirely, but there are still a few weeks for these maps to be tested and show the opinions of the greater player base. Of course everyone is going to think differently based on experience, and veterans aren't going to get everything they want, but we should admire the efforts of the CTF community and encourage map making so that builders new and old can improve and produce adequate maps. CTF and Brawl in general have been in a very rough spot until 2020, and it will simply take patience (and a little bit of empathy) to allow the healing process to take place for this gamemode. Just my thoughts.
     
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  4. ACE_BLUE2

    ACE_BLUE2 Sup'

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    I feel like you missed the point I was trying to get across, and that's mainly my fault for not making myself clearer, so I apologize. It's not that I don't admire the efforts put forth by the map makers, far from it; I could never produce maps half as good as the ones in testing. I'm simply not happy with the result of that effort. I also didn't post this to discourage any map makers from trying to make and improve maps, rather I offered some insight into what I feel may help improve the overall quality of the maps being produced; while criticism can be hard to take, and may discourage some builders from trying again, if no criticism is given then the maps will never improve beyond their current state, and improvement should be the main focus.

    While I also understand CTF has been going through a hard time, I'm not so sure how this relates to being disappointed about the new maps being tested. If I came across as unsympathetic I apologize, but felt it necessary to be rather blunt to get my point across.
     
  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I know exactly what you mean about preferring simpler maps, I agree a lot of these new maps are very overcomplicated, however wouldn’t you find it boring if all maps were simple and played similarly to blackout? I do think that some of these maps are actually pretty good, just need a few tweaks to make them better.
     
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  6. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

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    I think you missed the whole point of the thread, he isn't bashing anyone's effort. He clearly said this isn't towards anyone personally, but he's stating that these maps are more for looks and one class now a days. He provided clear details on why Blackout is a simple map that everyone clearly likes because of how easy it is to get the hang of it. But newer maps seem to be all over the place and make the game a bit less enjoyable to play and I'll be honest, I think it's true. I forgot what map it was but it was made of glass and I think it was meant to be in space? I have clear glass on so this map was a pure nightmare and I had to change my pack to even play it. Even then it was too confusing which is not the route CTF maps should go in. There is new players playing CTF everyday but even then if something is too hard to get a hold of, no one is going to stay. It's not about going back to "the old days", it's about improving an aspect to the game that is being forgotten.
     
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  7. ACE_BLUE2

    ACE_BLUE2 Sup'

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    Yes, if all the maps played similarly to Blackout, then the game would be pretty stale. A unique design is important, however I feel that in this new map wave more emphasis was placed on unique design rather than functionality. For example, on Mustafar, the mid is a series of bars that I have gotten stuck in multiple times while trying to strafe. Or on the map Netherlands, the design of the map actually destroys my FPS due to all of the free flowing lava. That's part of what I mean when design is chosen over gameplay, unnecessary features on a map that add little, if any, visual appeal and actually hinder gameplay.
     
  8. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Do agree with those 2 and their are certainly others like them I guess,
     
  9. notfleb

    notfleb Well-Known Member

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    I was well aware of the intended message. I never said he was bashing anyone's effort; I was trying to point out that flat out saying "your maps are disappointments" can be taken the wrong way. Constructive criticism is key to improvement, but choice of words can play a part in the effectiveness of such; While he did offer tips below, that line still stands out like a sore thumb, all I'm saying.

    I only mentioned CTF's past to emphasize the time it takes to improve maps. I also forgot to mention alongside it that the class meta has changed quite a bit, and will probably still be changing, which also affects the competitive integrity of a map. I'm not sure how you took it as me wanting to undo progress, and I disagree that this aspect of the game is being forgotten; The map submissions have boomed since 2019, and It's just going to take a while for everyone to figure things out before we get major progress in this area. My apologies if I came off as trying to deter the objective of this post.
     
  10. Avivox

    Avivox Well-Known Member

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    i dont even play this game anymore but

    blackout is a classic it will always be #1
     
  11. katana_mage

    katana_mage Member

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    @ACE_BLUE2 I agree entirely! Blackout is the most balanced map we have currently. I'm striving to make my (1) new map that will eventually come out similarly easy gameplay wise but obviously also for aesthetics. A lot of maps in the new wave I felt like were too focused on aesthetics and not enough on actual gameplay.
     
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  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    hi i read none of this just stopping by to say that Beaver creek is the best map and yall blackout ****s can suck my left nut
     
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