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Complete Platforms Reborn

Discussion in 'Map Submissions' started by Ducksfan101, Mar 30, 2018.

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  1. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    CTF Map Submission

    Map Name: Platforms Reborn
    Map ID: /map 332126
    Style: Rework, Modern/Natural
    Creator(s):
    @puhdgy @Aykaka @Ducksfan101 @Daveeeeeeeee
    Structure Restricted Areas: Flag areas, spawn, and most of the back
    Configured (yes/no): Yes
    Number of Caps: 3

    Pictures:

    Bird's Eye View:
    2018-03-30_17.10.25.png

    Main Building:
    2018-03-30_17.10.48.png

    Spawn:
    2018-03-30_17.14.44.png

    Flag:
    2018-03-30_17.10.59.png

    Sides: 2018-03-30_17.11.18.png

    Back Area:
    2018-03-30_17.13.26.png

    Underground (Picture #1):
    2018-03-30_17.11.45.png

    Underground (Picture #2):
    2018-03-30_17.11.36.png



    Critique is accepted and appreciated. Thanks for viewing the map and we look forward to your feedback!
    Changelog is below.

    General Changes:

    >Overall Looks: We have reskined the entire map giving it a more modern and cleaner look compared to the current one in rotation. The tops of the majority of buildings also have a natural feel to them via grass and plants. The buildings that are located at the side mids have been modified to make it less crowded.


    >Underground: One of the biggest additions to the map. Allows for more routes and avoidance of archers. It is only in a portion (of each side) of the map and not a full underground.


    >Back Area: Another big addition to the map. Allows for back entrances to the map and challenges the defensive aspect of the map via pressure in all directions.


    >Trees: The trees are completely different and are not uniform (ones that do not look like copied versions from vanilla minecraft).


    >Pathing/Routes: The playing areas of the side paths have largely been increased (without changing the size of the map) to make it less likely that one will fall in the void. There are sponges inside the main building that make it easier for non-climbable classes (Medic, Chemist, etc) to reach the flagroom.



    Note: It's better if you look at the map in game rather than relying on just the pictures. This way it is easier for both you and us to look at potential problems.
     
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  2. puhdgy

    puhdgy ♡·⋰˚× ᴍᴇᴅɪᴄ ᴍᴀɪɴ & ᴇx-sᴛᴀꜰꜰ ×˚⋱·♡

    Joined:
    May 17, 2015
    Messages:
    324
    Ratings:
    +339
    Discord:
    pudgy#6136
    Ty for making thread :heart:
     
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  3. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    Saw it and it really looks nice on the map^^

    Looking at it some more, I'm kind of iffy about the amount of tallgrass on the map. Maybe it's just me being paranoid about pvp though, if other people are ok with it then it's probably fine.
     
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  4. super_mii2

    super_mii2 Well-Known Member

    Joined:
    Aug 26, 2015
    Messages:
    184
    Ratings:
    +12
    Great map just a tad too big and complex. Most of the places would probably go unused. Still cool concept, could see it working if they increased the timer / fixed stalemates
     
  5. Xelasi

    Xelasi Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    1,026
    Ratings:
    +945
    After a second look, I am worried about the tunnels overcomplicating the map, but maybe another way through things could help with the stalemate problem. When I'm playing I don't really go down to that bottom level in that area often, so I'd probably not use it, probably won't effect me as much.

    The added sponges up to the flagroom level look super useful.

    Still would like to test this out.
     
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