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Complete Rat Maze

Discussion in 'Map Submissions' started by eggbase, Apr 12, 2017.

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Would you like to see this map in rotation, now that you have read the points I have to make?

  1. Yes, I would like to see this map in rotation.

    40.0%
  2. No, I would not like to see this map in rotation.

    60.0%
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  1. eggbase

    eggbase Member

    Joined:
    Apr 12, 2017
    Messages:
    2
    Ratings:
    +10
    CTF Map Submission

    Map Name: Rat Maze
    Style: Industrial?
    Creator(s): toekan72
    Picture(s):
    Click to view imgur album!

    Download: 375812
    FAQ:
    Q: How difficult is the maze? Will I be able to find my way back to my flag?
    A: The maze is not difficult at all. Picture 9 in the imgur album shows that the map is not really a maze, but merely looks like it from ground level. If you know the general direction of where you're heading, navigating the map is relatively easy. Also, clear colored paths connect both spawns to both flag rooms. You will most likely not get lost.

    Q: Will an escaped flag carrier be impossible to find? What is the best way to look for one?
    A: The map is made up of two levels, the lower "maze" level and the upper flat level, separated by a glass layer. Anyone on the top layer can move around freely and easily spot flag carriers.

    Q: Won't soldiers, ninjas, and elves be able to escape the map?
    A: The map is sealed off at the top by a layer of barriers. Soldiers, ninjas and elves cannot escape.

    Q: The top of the map is flat. Won't this make ninjas and archers OP?
    A: Yes, the top of the map is flat, but the majority of players will be on the lower level. Ninjas cannot teleport very far on the top layer because of the ceiling, and (with a few exceptions) must return to the lower level to get to the flag room.

    Q: Won't soldiers, ninjas, and elves be OP because they can easily change which level they are on?
    A: Soldiers, ninjas, and elves can only change which level they are on at specific locations, the largest being the center, which has many staircases for other classes.

    Q: Why did you decide to make the map monochrome (with a few exceptions)? Wouldn't it look better with more color?
    A: I made the map monochrome to make other colors, like the cheese in the center or the colored wool paths pop out. If you were to pass by a path, it would immediately catch your eye.
     
    • Like Like x 4
    • Creative Creative x 1
  2. TheZombieKat

    TheZombieKat CTFer since May 2012

    Joined:
    May 18, 2015
    Messages:
    1,161
    Ratings:
    +354
    It's an interesting concept, but I'm not sure how well this would work in a 50 player game. Mage and Engineer would dominate the maze since they are extremely strong in tunnels/tight passageways.
     
    • Agree Agree x 3
    • Like Like x 1
  3. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    4,309
    Ratings:
    +876
    Maybe cool for an event but not for proper CTF.
     
    • Agree Agree x 3
  4. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
    902
    Ratings:
    +721
    Discord:
    GalaThundR#7914
    I like the idea but there are problems with this concept for a map.

    Like Kat said, Engineer, Mage, and Elf will dominate most of the map due to the tunnels. You could improve this by increasing the size of the walls and add cover to the sides.

    I know this is a maze, but there shouldn't be any dead-ends. All it will do is frustrate anyone who doesn't know the perfect path to take. If you know the correct path, why even bother going different routes when most end in dead-ends. Make some paths take more or less time, and connect to different locations instead of a dead-end. This would still reward players who know the layout, but not completely punish players who don't.

    Ninjas can clip through the barriers. You might want to increase the

    Top is very archer op. Add more cover so people don't get headshotted the second they step out of the maze.

    More side differentiation. Add more color of each respecting team on each side. There's not a lot of color at all and I got lost not only by direction, but by team side aswell. Add landmarks through-out the maze so players have an idea where they are if they are lost.

    Flagroom is both incredibly defensive OP. The defense (Mainly Pyro and Dwarf) are very powerful and if they are paying attention nobody can grab the flag and escape. If they do manage to grab it and leave the flagroom, they can easily be frenzied or combo'd in the maze. If they leave through the side or rop tunnel, they can just as easily be headshotted. Open the flagroom more and add more reliable entrances/exits.

    Cheese in midfield isn't symmetrical.

    The rooms by the spawn are extremely campy. 1 medic could survive nearly anything that the offense throws at them. Newly spawned players can attack for the medic, Engineers can clutter the entrances and kill any recoving ninjas/assassins, Pyro can kill anything else, etc. Open the spawn much more and allow entrances from the top part of the maze to give the offense a chance at recovery.

    There's no restriction blocks/signs. I'm sure Engineer and Necro will have fun with that.

    Very bland. Not as important as the stuff I mentioned above, but due to it's simple shaping you could add more details to the walls to make it more interesting to look at.

    Side walls are hollow. Fill them in with a solid block so Ninja and Engineer cant clip into it.
     
    • Agree Agree x 1
  5. NathanDrake

    NathanDrake Well-Known Member

    Joined:
    Jun 2, 2014
    Messages:
    1,043
    Ratings:
    +332
    This map feels really claustrophobic, I don't like it.
     
  6. CrossBoone

    CrossBoone enjoy life

    Joined:
    May 29, 2015
    Messages:
    549
    Ratings:
    +139
    I feel like soldier has a great advantage on this map, one that is too strong.
     
  7. SoullessAngel_

    SoullessAngel_ Ayo why you lookin

    Joined:
    Aug 23, 2015
    Messages:
    2,910
    Ratings:
    +1,048
    Not a dedicated CTF player but I'll offer my opinion anyway.

    Heavily Engineer and Mage biased. You would be surprised by assassin sneak attacks a lot. I like the theme of close-quarters and mazes, but it needs a little work.
     
  8. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    map is private
     
  9. williamcboyle

    williamcboyle Member

    Joined:
    Jan 4, 2017
    Messages:
    10
    Ratings:
    +4
    This map is very creative but, I think the map is too grey and dull
     
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