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Complete Highrise V

Discussion in 'Map Submissions' started by _Pai, Feb 28, 2021.

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  1. _Pai

    _Pai Well-Known Member

    Joined:
    May 22, 2015
    Messages:
    155
    Ratings:
    +112
    CTF Map Submission

    Map Name: Highrise V
    Map ID: 450445
    Style: Building
    Creator(s): _Pai
    Time of Day: Midnight
    Configured (yes/no): yes
    Number of Caps: 3

    After my rework Lowrise IV was not tested because it was too similar to the original, I tried to figure out what changes could be made. This resulted in three major changes:
    1. The top was enclosed and made another level of the building, massively reducing the space of the top level. Though I had tried to simplify the top area in the previous rework, it became clear that most of the space was not needed.
    2. Adding a tunnel on the far side of the building connecting to the top, adapted from Liona's Lowrise II. This plus the sponges to the top level in front of the building should decrese some of the pressure on the chokepoint of the main entrance, allowing non soldiers greater options of routes to take.
    3. Connecting the flag platform to the ledge on the other side. This will help compensate for most of the other changes (which make the map more offensive) by making it harder to hit the pyro off the platform, addressing a common complaint of defense. The bars on the bottom of the platform also prevent archers standing at spawn from headshotting the main entrance to flag.
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  2. Fireshadow007

    Fireshadow007 Party Manager/Build & BT Sub-Manager

    Joined:
    Dec 8, 2020
    Messages:
    111
    Ratings:
    +33
    I like the changes you made to the map, I hope too that it gets tested and added, I can’t wait to play this map if it gets added of course.
     
  3. SoCool21

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

    Joined:
    May 17, 2015
    Messages:
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    Ratings:
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    I quite like it, I think this is far better than the Lowrise we have in rotation. The flagroom is far better now that it's not headshottable, and the tunnels being bigger is a nice improvement.

    I'm a bit concerned about how good the top floor of the flag building will be for stalemates, but with the broken windows and sponges I think it should be fine (except for 1 area, which I've pointed out below).

    I think the map is still in need of aesthetic improvements, and more archer cover would be nice. Making the underground area a bit bigger so that it's not just 1 tunnel would probably fix this.

    upload_2021-3-2_0-5-52.png
    This looks a bit strange - I know it's needed for the staircase underneath, but imo you should extend the wall to cover it up.

    upload_2021-3-2_0-16-38.png
    There should be some slabs on the ceiling to cover up the sponge and soulsand.

    upload_2021-3-2_0-8-31.png
    I think there should be an opening here (probably just break the glass like in the layer above), for a few reasons:
    • If you're trying to escape the flagroom and go towards the windows, then left, it takes ages to leave the building. It'll probably a fairly useless route out the flagroom right now.
    • When I was going out the flagroom and got here, my instinct was to go downstairs, which just leads you back to the flagroom.
    • This is probably the most powerful spot for stalemates right now - making it headshottable would fix that.

    Other than that, this map is a pretty good improvement over the rotation Lowrise.
     
  4. Fourteenyr

    Fourteenyr New Member

    Joined:
    Mar 1, 2021
    Messages:
    8
    Ratings:
    +3
    I'm liking this ngl, good job pai!
     
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