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Complete Esamir

Discussion in 'Map Submissions' started by Dokkeboi, May 4, 2017.

?

Would you like to see this map in rotation?

  1. Yes.

    4 vote(s)
    57.1%
  2. I don't know.

    2 vote(s)
    28.6%
  3. No.

    1 vote(s)
    14.3%
Thread Status:
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  1. Dokkeboi

    Dokkeboi Guest

    Ratings:
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    • Creative Creative x 5
    • Like Like x 1
  2. Shawn_

    Shawn_ Playing CTF and making maps since 2012

    Joined:
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    Shawn the Sheep #0146
    The side areas at the mid lack any cover for archers. Other than that I think this is a pretty good map.
     
    • Agree Agree x 2
  3. TheZombieKat

    TheZombieKat CTFer since May 2012

    Joined:
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    I like the look of it; reminds me of Discovery in a way. Just needs a bit of Archer cover and it'll be good.
     
    • Friendly Friendly x 1
  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    It's a nice looking map but it could do with, as said above ^^, a lot more cover. Either underground caverns, more buildings, or a few trees would work there. Also the map looks a bit flat/underdeveloped (aside from the two buildings at each end) so adding more stuff would be good for posterity too.
     
    • Friendly Friendly x 1
    #4 EmperorTrump45, May 4, 2017
    Last edited: May 4, 2017
  5. Versions

    Versions CTF Moderator

    Joined:
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    Matt | Versions#5719
    Are you trying to replicate Esamir from Planetside 2? Looks pretty good.
     
    • Like Like x 1
  6. Dokkeboi

    Dokkeboi Guest

    Ratings:
    +0
    Currently trying to to improve archer coverage, hopefully I will finish that soon so I can move on with other issues xD. Thank you all so much for your feedback, it means the world to me :3

    New Update!

    *Added: More Archer cover around the map. Maybe more to come, but for now :stuck_out_tongue:.

    *Added: Buildings to make the map less ''Under developed''. Feedback from @Admiral_Munson
    P.S. Although trees was a very good idea, it would defeat the purpose of the map theme. Don't take it as a reject :stuck_out_tongue:.

    Pictures!
    Click to view imgur album!


    Thank you all for the feedback, without them, I wouldn't know what to do.
    For sure, there's much to be fixed here. So I need all the help I need (feedback) so I can improve, even for future maps :grinning:. You're all amazing!

    -Dokke
     
    • Like Like x 1
  7. GalaThundR

    GalaThundR Mcpvp Veteran

    Joined:
    Jul 18, 2015
    Messages:
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    Discord:
    GalaThundR#7914
    If you need a spawnbox ask me. The map looks good! Archer still seems quite OP and the restrict signs are too far apart to work properly (3x3x3 area/sign)
     
  8. Freedom_35

    Freedom_35 Well-Known Member

    Joined:
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    Making an area covered against archers isn't easy. If we change every map so it's archer-proof, doesn't that make archer worthless? Quite a few people who play archer play it because they can't PvP. So they go for a class that they can handle, although it might be a bit strong. Every class has something strong about it, aka 'overpowered'.

    -Medic can hit its teammates extremely fast, plus it gets health back
    -Archer can kill people on distance, not EXTREMELY far away but it is a distance.
    -Soldier can scale walls, making it able to reach places no other class can reach, even Elf and Ninja
    -Assassin can nerf every class from behind (or in front, if they forget to block)
    -Ninja sword is quite strong, plus it can go invisible
    -Pyro can really annoy someone by shooting them on fire every two seconds
    -Engineer can completely block off some paths and areas with turret
    -Dwarf can kill anything after like 5 minutes (if you've survived an assassin attack)
    -Chemist can poison/damage people while being able to him them at the same time
    -Elf can practically destroy a ninja/assassin with three shots of pure element
    -Mage can beat the crap out of somebody nearby, besides perhaps an elf/bowspamming archer
    -Necro can attack you with like 6 zombies at a time
    -Heavy doesn't really have anything cool. Imo Heavy kinda needs something new and exciting.

    As you see, every class has something (besides perhaps heavy) has something that drives people crazy. If you only add archer-proof area's, archer will be the only class (again, except heavy) without something strong. I do agree that archer's 25-block instakill COULD be reduced to something like, idk, 35-40 blocks, but don't get rid of it. It will make archer kind of lame, believe me.

    Now for the map, I think it's a really nice map, but yeah, maybe flat. If you could add a couple stuff like icebergy-stuff or small stacks of ice, to make it less Dutch-level flat. (Not for a class, just for the looks.) Other than that, nice map, maybe could use a couple secret paths. Cool map though! +1

    P.S. None of these classes really drive me crazy. I'm pretty relaxed when it comes to 'overpoweredness'. I've never personally been a fan of mage, but that's just me.
     
  9. GalaThundR

    GalaThundR Mcpvp Veteran

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    No, you make archer less powerful. Not worthless.

    Ctf maps are pretty much required to be designed off of 4 classes. Archer, Soldier, Ninja, and Engineer (lesser extent Necro). Soldier limits the height of a map, Archer limits the openess of a map, Ninja limits the length and flagroom design, and Engineer limits paths and flow of gameplay. All the other classes need to be kept in mind when building too, but these are the 4 major ones that cause huge problems in maps.

    You make the map revolve around the classes, not the other way around. Every class should have equal chance of being able to complete the objective. Having 1 or more classes be "more" powerful than others is fine, but not OP for a specific class that it ruins the flow of gameplay for other classes. Example being Beaver Creek. If you're not Soldier or Archer you will most likely have a bad time.

    Maps that have an Archer issue (Beaver Creek, Martian Outpost, etc) are not very enjoyable for people who don't play Archer because nobody enjoys being headshot almost constantly. The Archer headshotting the people is really the only one that enjoys that because, well, its practically killing everything that moves. That is not good gameplay for either the map or the class.

    Not to mention there is only 2 classes that can do anything about headshots but are still pretty vulnerable to them most of the time. Just because you are able to prevent a headshot, doesn't mean you can. It doesn't help that these classes are both premium and arrows are very hard to spot in a game like ctf where you have to concentrate on a bit more than just arrows flying through the air 24/7.

    Tl;Dr - Never said make Archer "useless" It's OP on this map due to a lot of generally open and flat spaces. Just make it less powerful so other classes can play objectively with better flow.
     
    • Useful Useful x 1
  10. Freedom_35

    Freedom_35 Well-Known Member

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    I know, and I get that. I too agree, that archer can totally dominate a couple maps. But if you add archer-proof area's EVERYwhere, then it's not that fun being archer. In my opinion, they should leave maybe a couple of parts open, so archer at least has one place where it can be strong. Every class has one spot on the map where it can be strong, so archer needs that, too. But I agree about the headshot-thing and stuff. Long story short, make archer cover, but don't change the whole map for it.
     
  11. Dokkeboi

    Dokkeboi Guest

    Ratings:
    +0
    Spawnbox- That would be amazing if you'd do that, such an amazing dude!

    Archer- Yeah, I know. I'll be fixing that as soon as possible. Well, improve.

    Restriction signs- Oh fail, well I know what I did wrong and I will fix it right away!
     
    • Funny Funny x 1
  12. Freedom_35

    Freedom_35 Well-Known Member

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    Yes, Gala is awesome :smile: He made one for me ^^ Trust me, he will not disappoint you!
    Yes, but don't overdo it so the whole map changes.
    Don't worry, I got confused with the restrictions, too xD.
     
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