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W.I.P. [CTF] Great Divide (pictures added)

Discussion in 'Map Submissions' started by ryo5678, Dec 8, 2016.

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  1. ryo5678

    ryo5678 Oof

    Joined:
    Jun 10, 2015
    Messages:
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    Ratings:
    +12
    CTF Map Submission

    Map ID: 201581
    Map Name: Great Divide
    Style: Hard to define, see for your self
    Creator(s): Ryo5678
    Please check the map in person for a better look, I am updating consistently.
    Also working on tunnels and terrain still so keep that in mind.
    Also doing the restricted areas myself.
    Picture(s):
    Click to view imgur album!
     
    #1 ryo5678, Dec 8, 2016
    Last edited: Jan 2, 2017
  2. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
    902
    Ratings:
    +721
    Discord:
    GalaThundR#7914
    Ok I see quite a few problems with it and I'll list them here with suggestions to fix them.

    1: Too big. The map will be a pain to cross from side to side over and over. I see you placed a few sponge launchers around the map but overall I think the map is too large and will make recovery much more time consuming and repetitive.

    2: It's very open. Archer will have a field day on this. No map is fun when you're getting headshotted every 5 seconds. Try to add more cover and other more concealed routes. I saw you added tunnels as well but they're too complicated and cramped. You should widen them out and make them more simple to navigate.

    3: It's very flat. Chemists and Mages will dominate wherever there isn't 10 archers shooting. Add some elevations to the land and make it interesting to pvp on.

    4: Lots of unnecessary camping buildings. (Ex. The buildings around the flagroom). This will make recovery a huge pain to deal with, especially if they have good support. If the buildings must stay, try removing the clutter in them and open them up more. You can also just cut off the entrance to building entirely. If you do that remember to fill the inside of the building so ninjas and engineers can't tp inside.

    5: There's no restrictions. Engineers and Necros will go haywire on this. Remember to add restrictions to important areas with a lot of player traffic and camping spots. (Ex. Above and below the buildings, the bridges, ect).

    6: Mid is very player funnel-y. There are 5 bridges across the chasm in mid but because it's so open, it wouldn't take more than 3-5 archers to completely cut off mid. Add more routes or add more cover across the bridges.

    7: Ninja capping. Ninjas will be a huge problem on this map. There's a sponge right in front of the flag, allowing the ninja to grab it, pearl, take the sponge, then pearl halfway across the map in less than 5 seconds. Remove the sponge in the flagroom and try to make the flag less susceptible to ghosters.

    8: Secret Room. If you want to keep the secret room, make the floor out of the spawn block of that respective side to avoid flag camping. Especially since engineers can reach this spot and set up a tp.

    9: Some worldedit rotating issues. Some signs and heads need to be fixed.

    10: The map isn't rotated evenly.

    11: Flagroom seems a bit dark. Could use some extra lighting.

    12: Ninjas can clip inside the empty space under the roof of the flagroom. Fill it in with a solid block so they can't.

    That's what I found with the map and good luck improving it.
    Regard to this post for any other suggestions, ideas, or questions: https://www.brawl.com/threads/57018/
     
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  3. ryo5678

    ryo5678 Oof

    Joined:
    Jun 10, 2015
    Messages:
    25
    Ratings:
    +12
    Most if not all issues have been worked on if anyone wants to re-review.
     
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