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The Wave XII Project - An Introduction

Discussion in 'Capture the Flag' started by b0squet, Sep 6, 2016.

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  1. pandanielxd

    pandanielxd its panda daniel

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    pretty sure staff said they were asking the community right after the last wave
     
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  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    ^

    My post was about class specific updates and reworks, not maps. This announcement just happened to be posted at around the same time. It had nothing to do with anything I said.
     
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    #22 EmperorTrump45, Sep 7, 2016
    Last edited: Sep 7, 2016
  3. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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  4. pandanielxd

    pandanielxd its panda daniel

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  5. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    No offense but I don't find any of the feedback very helpful as 90% of mine are to do with aesthetics. The pirate cove is nothing alike ship battle except in the sense they both have a boat. The only helpful thing is the spawn on Alaskan wood which I might fix. But thankyou.
     
  6. GalaThundR

    GalaThundR Mcpvp Veteran

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    I appreciate the feedback! I did edit the things you mentioned.

    -Random hole at 30 / 14 / 11 (x,y,z)

    -Nice sponge 59 / 27 / -103

    -Not sure if hoppers can be used to item glitched, but I would watch out for the hoppers under the trapdoors at the gallows and at the water tower

    Fixed the hole with other minor errors.
    I went to those coords but I ended up in the void?
    That was patched a few months ago so it's good.
    -Flagroom is headshottable from adjacent tunnel

    I could shorten the length of it, but I'm not entirely sure on how that would effect the other tunnel systems. I'll try to find a solution.
    -Are the clay blocks at -10 / 74 / -121 necessary?

    I'm not entirely sure what you mean by this. If you're referring to the rocks I put around the tree there then no. I just put them there to add some variation in that otherwise flat area. If it becomes an issue with gameplay it could easily be removed.
    -Spawn is easily headshottable

    -Aha nice hub (i get it cuz like it’s supposed to be a ufo on a martian map xDdddDDdD i am so clever i suprise myself somtimes)

    There's not much I can do about the spawn that wouldn't change gameplay too drastically.

    ur so clevr omggg i lold so herd!1
    -Spawn easily headshottable

    -Moria 2.0 (I like it)
    Again, not much I can do that wont drastically change gameplay. The border I put in front of spawn may cause some spawn camping archer issues, but if that becomes a big problem that can easily be removed.
    It was inspired by Moria. (It's my favorite out of all the maps I've made so far :stuck_out_tongue:) <3
     
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  7. pandanielxd

    pandanielxd its panda daniel

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    Fixed everything except the sides on Medieval Fortress, I really don't see this as a problem.
     
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  8. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Posted my feedback / explanations in blue.
    @sportyman56 I wouldn't say that most of my feedback was aesthetics related. Unless you count sponges to enhance gameplay or adding coal on the sides to prevent wallspam "aesthetics." But even if a majority of my advice did have to do with how your map looked overall, that doesn't make it invalid, and the rest of my feedback could still be useful. (This is still just my opinions, so none if this is necessary, but I think that fixing these issues would make these maps more "rotation ready" so to speak) Namely
    • Adding vertical sponges on Candyland to the structures at mid
    • Adding coal to the side of Rocky Falls (and I still have no clue where spawn is)
    • Ship Battle's masts are terrible for gameplay, as it encouraged camping for soldiers / engineers. Even if more of the gameplay may be focused on the enlarged midfield, the No.1 spot for camping is going to be on those masts. Although there are sponges up to the top of the mast, the ground classes still stand next to no chance of recovering off of a mobile soldier.
    • I'd still like an explanation for why the stone brick perimeter on Parklife II stops before it reaches spawn
    • 2016-09-08_15.37.03.png
    • General color differentiation on Rocky Falls
    • General color differentiation of Skyworlds II
    • Fixing this stair (idk if it was an error, but it looks wrong)
    • 2016-09-08_15.40.33.png
    • And I'm not a huge fan of the ladders
    • 2016-09-08_15.40.49.png

    If you're talking about the sides / unused space, I just thought it clashed with the overall density of the middle and ends of the maps. It probably won't make much of a difference, but that space could be used for other structures or trees.

    @GalaThundR @Daniellll
     
  9. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Spawn is in the waterfall...
    Haven't done anything to park life for ages.
    Colour difference is too little or too much in skyworlds 2? I thought there is too much except for the structures.
    Can add barriers to the masts?
     
  10. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Too little color difference
     
  11. Shawn_

    Shawn_ Playing CTF and making maps since 2012

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    You should make this an entirely new post cuz I got no notifications. :frowning:
     
  12. pandanielxd

    pandanielxd its panda daniel

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    Canadian Fort doesn't have anything in the sides either o=, didn't you notice it was kinda a reskin (little rework)?
     
  13. capnfeesh

    capnfeesh Member

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    Now, when you say September 12, does that mean we have to submit it before that day? Or, like, by 11:59 PM of September 12? If so, what timezone? I've got a map that's almost complete, I'm just wondering if I should stress about it now or if I'll have a little time tomorrow.
     
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  14. Scarpa_

    Scarpa_ Active Member

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    Is there a point that you guys just don't look at maps date-wise? I posted a map back in November right after the last wave and was curious if this was even looked at.
     
  15. Xelasi

    Xelasi Well-Known Member

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    • Useful Useful x 1
  16. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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  17. pandanielxd

    pandanielxd its panda daniel

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    • Funny Funny x 3
  18. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    • Informative Informative x 1
  19. ItalianPenguin

    ItalianPenguin Well-Known Member

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  20. xxMineSheepxx

    xxMineSheepxx baaaahh

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    I just saw this, didn't get the alert for the tag :L But dude, thanks for the feedback ^^

    For Kauwela Shore, there are barriers underneath the water, and around the water, so you can't fall into the void anymore. To be completely honest, I do not see a need for coal ore at the bottom of the map because of the nerf soldiers had. They'll either lose wallclimb abilities or get knocked off really easily.

    As for Sphinxes, it's a rework of the old Sphinxes by I am not sure who. The barriers were added so archers wouldn't have access to those areas, which are pretty good camping spots. I do agree with you that archer is quite OP though, even if there's tunnels and coverage. Hopefully it won't be a big big problem, and I'm not sure how to fix it :/
     
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