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Complete Skyworlds II | Rework

Discussion in 'Map Submissions' started by Jellyt0ts, Jan 27, 2016.

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  1. Jellyt0ts

    Jellyt0ts Active Member

    Joined:
    Jul 11, 2015
    Messages:
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    Ratings:
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    Skyworlds II Rework
    by Pudgykerstin, BrokenRose, Lauten and Jellyt0ts
    ______________________________________________________________
    After us all being in a call playing a game of CTF playing on the map Skyworlds, we realised it could be made better. So went ahead and reworked it.

    Come visit it at build.
    Map ID: 306331

    Change-log:
    -Expanded underground
    -Redistribution of trees
    -Elongated flag room
    -Relined existing building to be symmetrical
    -Slightly expanded the radius of the map
    -Added bridge
    -Added structure
    -Bridges widened
    -Restructuring of spawn

    Screenshots:
    Click to view imgur album!


    Areas changed are circled


    Why we changed it:
    -Expanded underground
    underground
    We decided to expand the underground as it provided an extra capping route and more coverage from Archers.
    -Redistribution of trees
    We have changed the placement of trees and also added new trees trying to achieve a map where archers can have the opportunity to headshot the flag carrier, but it isn't too easy. Also soldiers will be required to touch the group a bit more with these changes.
    -Elongated flagroom
    We decided to make the flagroom longer because now it is less easy to abuse spawn protection but it also takes cappers a longer time to reach the spawn sponge (which is used a lot for capping) ultimately making recovering not as tedious a job.
    -Relined existing building to be symmetrical
    All this time the peak coming out of spawn has be off. We fixed that.
    -Slighty expanded radius of map
    The map is now wider in places at the edges, our goal was to make hitting people off the map harder, but still possible. As the current route to the left of the flagroom was virtually impossible to not get knocked off.
    -Added bridge
    Previously trying to get to the flag room from the right side was very tedious as archers spammed you from spawn so we added a bridge. Also we added a bridge down the right side of the map to give accessibility to the new underground entrance easier.
    -Added structure
    We duplicated the structure running down the left side and placed it next to the flagroom on the right. It provides coverage to the new underground entrance and also archers.
    -Widened bridges
    To reduce the likeliness of getting knocked off and only it makes it easier to avoid bow spammers.
    -Restructuring of spawn
    We decided to destroy the stairs leading up to spawn as they were useless.


    Thank you for reading over this thread. We would appreciate your criticism.

    Big thanks to: @Nohox and @ikemulti for the support.

    -Pudgykerstin, BrokenRose, Lauten and Jellyt0ts.
     
    • Optimistic Optimistic x 2
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  2. Arevoir

    Arevoir Member

    Joined:
    May 20, 2015
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    Ratings:
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    The underground is probably OP now. I don't think there's really a good reason not to use it if you don't get on the spawn sponge. I'd give it a clear disadvantage so there's a reason to risk going above ground/a strategy for recovering against tunnel users.

    I would consider removing the sponge at spawn (or at least making it shorter). I don't think it really serves a good purpose, just lets you skip half the map for free. There's no meaningful gameplay around trying to deny soldier/ninja the sponge and other classes don't really bother.

    I don't like how a defender can sit next to the flag and easily see anyone trying to come in. Not as much of a problem now that pyro doesn't 1 shot but still not great imo. Moving it farther from spawn was definitely a good choice though.

    The big tree to the left of spawn / little house thing just add soldier abuse.

    The bridge on the left side of spawn is good to avoid archer spam, might be nice to have something similar on the other side too.
     
    • Like Like x 1
  3. CrossBoone

    CrossBoone enjoy life

    Joined:
    May 29, 2015
    Messages:
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    Ratings:
    +139
    I really do like the underground update and how soldiers can't abuse spawn sponges.
    Great map @Lauten @pudgykerstin @Jellyt0ts and @BrokenRose. Great map hope it'll be aprroved of.
     
    • Like Like x 2
  4. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

    Joined:
    May 17, 2015
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    324
    Ratings:
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    Discord:
    pudgy#6136
    The disadvantage we saw to the underground is with this rework and even the previous one, archers can headshot you underground. For the most part it's safer to go above ground
     
  5. JoshyPlayzMC

    JoshyPlayzMC Active Member

    Joined:
    Jan 19, 2016
    Messages:
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    Ratings:
    +0
    awesome map but its like EXACLY the same as the last one pudgy D: also I HELP!!!
     
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