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W.I.P. [CTF] Castle

Discussion in 'Map Submissions' started by KimtheRocketMan, Mar 7, 2016.

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  1. KimtheRocketMan

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    Welcome to my official upcoming map thread. The map is 'Castle'.

    Please note that I have removed the template needed to submit a map in this sub-forum on purpose as it's clearly not ready in the screenshots below. I just created this thread for feedback and to see what you lot think. :wink:

    So lets get started, this map is 50% complete. The 25% to do is to rotate the map and the other 25% is used on any feedback replied below. Which is why I created this thread. Or in any case where I don't get feedback, the other 50% would be rotate the map only.

    I have currently only done 1 side because if anyone wants to give me a suggestion what (else) to add, i'll add everything right away so that 1 side is 100% ready with all the suggestions taken place to be rotated.

    Screenshots:
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    Team spawn(s) will be 2 blocks high to prevent spawn camping as you can see below:

    [​IMG]


    Smart map also has coal ore all around the edge to prevent soldiers using the edge of the map as a source of camping as:

    [​IMG]

    Information:
    If you would like to see more such as the flagroom and/ore inside the castle. You can visit my map. Map ID is 320088. However, due to some recent buffoonery with what's been going on with the server (keeps crashing). I had to rebuild parts of my map due to the server crashing and not saving the maps. So don't be surprised if something goes wrong.

    Details:
    Map ID: 320088 (tp to map by doing '/map 320088')
    I have created warps on the map, use /warp to warp somewhere.
    Warps (separated by commas): Red Spawn, Red Flagroom, Center/Rotation Point.

    Length:
    Currently the length of the map is 149 x 106 blocks long. When I rotate the other side of the map, it'll be 298 x 106 blocks long.

    Thank you for reading this, and I am looking forward to hearing some feedback and suggestions.
     
    #1 KimtheRocketMan, Mar 7, 2016
    Last edited: Mar 7, 2016
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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  3. KimtheRocketMan

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    Are you sure?
    From https://www.brawl.com/threads/42582 (Map Requirements),
    in section 4 the size requirement, the size cannot be greater than 300x300, so if I make the length bigger it'll go beyond the size requirement. At the moment the longest length, 149 is going to get doubled when I flip the map over which will equal 298, which is just about the right size as it's almost reached the maximum size.
     
    #3 KimtheRocketMan, Mar 7, 2016
    Last edited: Mar 7, 2016
  4. DeadRhos

    DeadRhos Minimum Brain Size

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    It's pretty small given that most of the map is open plains. Also, 2 castles and a river is probably the most common concept in CTF mapmaking, and I can see it being rejected for that alone.
     
  5. xxMineSheepxx

    xxMineSheepxx baaaahh

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    The castle is a bit tall so it's quite soldier op. The terraform could use more depth, so it's not so linear. It's archer op, and like @Rhoske said, there's too many of these kind of maps rn.
     
  6. Flavorous

    Flavorous the help

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    This map is very similar to other maps that are already in rotation- not to mention the name is already taken (I think?)

    When I make maps, I try very hard to come up with concepts that have never been used before;
    If it helps, you can look at this thread to kinda decide what is "Unique".
     
  7. patriq

    patriq Well-Known Member

    Joined:
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    I'll just go ahead and be the aesthetic critic. The gameplay aspect of your map is surely better than most of my maps but it would be a good idea to step up your visual aspect! Currently it is easy to tell that you overdosed on the world edit, which is not bad whatsoever, however, a map will really look good for it's non-artificial appeal. [​IMG] [​IMG] I recommend adding some decay, debris, crates, etc around each or simply just shrink down the use of the block when it is in large clumps. Also it would be good to smooth out your edges or add some depth to them.

    The second thing I saw was your terraforming. [​IMG] [​IMG]
    Again, don't be afraid to use world edit, but it's not clean when you over dose and barely edit the artificial product! You can smooth out the terrain and connect some of those clumps to make it seem like a connected hill which looks pretty nice rather than several bumps. Your cave is very edgy, really just smooth it out by hand and you will be set!

    Hopefully I was able to help you today! :smile:
     
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