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Complete Lighthouse VI

Discussion in 'Map Submissions' started by Bath_Maintenance, Feb 16, 2021.

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  1. Bath_Maintenance

    Bath_Maintenance Well-Known Member

    Joined:
    Feb 8, 2017
    Messages:
    132
    Ratings:
    +105
    CTF Map Submission

    Map Name: Lighthouse VI
    Map ID: 451278
    Style: Old
    Creator(s): Bath_Maintenance
    Time of Day: Day
    Configured (yes/no): Yes
    Number of Caps:3
    Pictures:

    Click to view imgur album!
     
    • Like Like x 7
  2. Fireshadow007

    Fireshadow007 Party Manager/Build & BT Sub-Manager

    Joined:
    Dec 8, 2020
    Messages:
    111
    Ratings:
    +33
    Nice map, I really like the design of it how it looks from above
     
  3. Zernaa

    Zernaa Member

    Joined:
    Aug 21, 2016
    Messages:
    55
    Ratings:
    +28
    Ooo I’m vibing with this map Bath, the Casual Warrior members are just too talented
     
    • Agree Agree x 1
  4. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

    Joined:
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    Messages:
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    Ratings:
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    It's nice to see Lighthouse again. It's one of my favourite classic maps, it'd be awesome to have this in the rotation again. Unfortunately though, I think this map suffers from many of the same flaws as the previous version did.

    It looks like it will unbalanced towards defence on this map. The flagroom is very difficult to get out of - the main exit looks very easy to stop cappers from escaping, due to the switchback and being able to knock any cappers down from the stairs. All exits are very long, giving defence plenty of time to kill any cappers. Also, the spawnside exit takes you right in front of spawn, which makes this exit virtually useless against any defence that respawns. The spawn is also incredibly close to the flag - it takes about 7 seconds for people to get back to the flag from spawn, and a ninja pearling would probably take just 2 or 3 seconds.

    Once you're out of the flagroom, you then have to cross an incredibly open map. You're pretty much always at risk from archers, especially so when you're crossing the frozen lake in the middle of the map. The map is also very large - there are some sponges, but you land right in the middle of the frozen lake, and I don't think maps should rely on sponges to be traversed quickly.

    Overall, I think the original version of Lighthouse has a lot of problems, and this map (like most other Lighthouse reworks) doesn't do enough to address these problems. I don't think they're insurmountable, but it'll require quite a lot of changes.
    • The flagroom should be reworked IMO. I think the switchback in the main entrance should be removed, and the side exits should take less time to run through.
    • A lot more cover needs to be added, especially at the frozen lake. I love the idea of making the shipwreck larger so you can run through it for cover. You could also add some icebergs, or make the island bigger and add some more trees or some walls.
    • The map should be shortened a little. It's currently 200 blocks long - about 150 blocks would be better IMO.

    I apologise for how negative all this is - this is by no means a bad rework; it's probably the best Lighthouse rework I've seen, but the original map has a lot of problems and it'd require a huge rework to fix these problems IMO.
     
  5. Bath_Maintenance

    Bath_Maintenance Well-Known Member

    Joined:
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    Messages:
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    Ratings:
    +105

    thanks for the feedback, I’ll definitely fix all the potential issues on the map.


    om so regarding the flagroom rework, im having troubles with the redesign, is there a specific way you want it? (im regarding in theme aswell, castle, cave all that)
     
    • Like Like x 1
  6. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

    Joined:
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    Messages:
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    The theme is all fine, it's just the layout of the flagroom that's the problem.

    The things that need to be fixed, IMO are:
    • Getting rid of the switchback in the main entrance to the flagroom
    • Making the side entrances shorter to take
    • Making the spawnside entrance not be right next to spawn

    upload_2021-3-2_12-36-41.png

    The flag could be moved down to here (maybe make the room a bit bigger there, and add a bit of cover so it's not headshottable).

    upload_2021-3-2_12-37-40.png

    Add 2 exits here.

    upload_2021-3-2_12-38-4.png

    Keep this exit (the one opposite to spawn), but move the exit a lot closer to the flag than it is currently.

    The spawnside exit can probably just be removed.
     
  7. Fourteenyr

    Fourteenyr New Member

    Joined:
    Mar 1, 2021
    Messages:
    8
    Ratings:
    +3
    Love the map, saw it when he was turning it in!
     
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