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Complete Night Raid III

Discussion in 'Map Submissions' started by dady100, Jul 1, 2020.

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  1. dady100

    dady100 Member

    Joined:
    Apr 29, 2020
    Messages:
    35
    Ratings:
    +12
    CTF Map Submission

    Map Name: Night Raid III
    Map ID: 442330
    Style: same as before (castle-ish)
    Creator(s): dady100
    Time of Day: midnight
    Configured (yes/no): should be yea
    Number of Caps: 3 (could maybe be 4 idk)
    Pictures: https://imgur.com/gallery/rrReBJY

    Night Raid II was a pain in casual because the map was simply too big and personally I found it annoying to cross, so I changed that...
    Changes:
    1.
    Made map approximately 10 blocks shorter in middle (I don't know how much exactly but I removed the river).
    2. Moved the flag to the middle of the ring-like walls.
    3. Moved the spawn to where the flag used to be.
    4. Made an access from the flag to the underground tunnel, shortened the tunnel by making the exit earlier. (Before I don't think anyone actually used this tunnel but now it is a somewhat viable option to get to and from the flag)
    5. Added another bridge to a sponge (generally changed the sponges throughout the map).

    Let me know what you guys think!

    Final update:

    I have now aligned the map added a bunch of callout signs and made the final touches. Ready for testing!
     
    • Optimistic Optimistic x 1
    #1 dady100, Jul 1, 2020
    Last edited: Aug 4, 2020
  2. Rejeqted

    Joined:
    Jul 7, 2016
    Messages:
    231
    Ratings:
    +141
    Hey Dady100,
    I have some feedback for you:
    - I would suggest making the edges of this map into a straight line.
    2020-07-02_11.14.22.png


    - Remove those two sponges, they make ghost-capping easier. There are quite a lot of sponges on this map anyway, remove maybe some more? Map is still pretty big, have like one or two key sponges, that are easy accessible for roaming defense.
    2020-07-02_11.17.49.png

    While in the "inner ring", there are many trees, which I would remove, but that is your call.
    With the middle river being removed (something that I like), I hope this allows recovery and capping to become easier.
    My last point would be to remove the 4 floating dirt blocks (you probably forgot about them).
    Good luck with your map!
     
  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    4,309
    Ratings:
    +876
    Positioning of flag is better but the actual flag room is not good at all. Way too overcomplicated, feels almost like a maze. Not only this but it is ridiculously defensive, rendering your changes to make the map more offensive by decreasing travel time basically useless as no one will be able to escape flag. Spawn positioning also isn't really great, having to go the opposite direction from the rest of the map is irritating and means that it takes too long for people to get to flag, + recovery is almost near impossible. Don't think this would play nicely at all -1.

    Oh and also the place where the original flag was would be so OP for stalemates, not sure why that has been kept.
     
  4. dady100

    dady100 Member

    Joined:
    Apr 29, 2020
    Messages:
    35
    Ratings:
    +12
    Alright thank you for the feedback guys.
    So first to Rejeqted's suggestions:
    -removed the sponges in the flagroom and moved the two sponges that were closest to spawn, closer to spawn so that recovery can catch up to flag carrier faster
    - carved off a few leaves of the trees to make them a bit smaller but I don't really see the need to remove them completely as they don't have a big effect on gameplay
    -I'll align the map properly later once I have a more final version of the map finished (too lazy for that rn) and as for the floating blocks I just forgot about em whoops

    To Dave's comments:
    -removed the previous spawn (the place you pointed out would be op for stalemates)
    -added another drop point into the flag as well as made the hallway a block wider and removed a part of the wall of the flag building (maybe this makes it a bit easier for offence, however I don't think the flagroom is as defensively biased as you make it out to be, but thats something we will only find out once we can actually play on the map so i guess we'll have to wait and see...)
    That being said if you have more concrete suggestions about the flagroom I'm all ears.
    -spawn has been modified to face the right direction and be less dumb
     
    • Like Like x 2
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