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Complete Dragon Valley VI

Discussion in 'Map Submissions' started by Ducksfan101, Jul 7, 2019.

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  1. Ducksfan101

    Ducksfan101 Well-Known Member

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

    The rework that I present to you is quite different from the normal Dragon Valley you may be used to. In comparison with Dragon Valley I, I've shorten the map (in length) from 270 blocks to 195 blocks, which is a significant difference. This map I believe also requires no travel sponges upon some testing of running to the flagroom. The flagroom is completely redesigned so it is not as defense-bias but still gives interesting gameplay. This rework also brings in elements from the Pagodas III rework with structures made from Raandow and lori0rz. I felt this map would suit a theme similar to Pagodas and I think it fits quite well. Hope you enjoy the map and all feedback is welcome!
    Map Name: Dragon Valley VI
    Map ID: 427321
    Style: Rework, Asian / Pagodas
    Creator: @Ducksfan101
    Configured (yes/no): Yes!
    Number of Caps: 3 Captures
    Pictures: Not in any order (Updated!)

    Bird's eye view:
    2020-01-17_23.50.46.png
    Spawn Area:
    2020-01-17_23.50.59.png
    Flagroom:
    2020-01-17_23.51.12.png
    Inside of Flagroom:
    2020-01-17_23.51.29.png
    Right of Flagroom:
    2020-01-17_23.51.44.png
    Mid:
    2020-01-17_23.58.18.png
     
    • Like Like x 19
    • Creative Creative x 3
    #1 Ducksfan101, Jul 7, 2019
    Last edited: Jan 18, 2020
  2. Netflikx

    Netflikx Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    263
    Ratings:
    +169
    Good map.

    Why did you decided to use glass instead of real water tho? I feel like this map could use the real water instead.
     
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  3. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    I felt that the water on this was small enough that I could just use the fake water and not real. I did not really like when on this particular map I people would get constantly stuck in water and its also an avoidable part of the map. So I condensed down the water to just a simple river. The hopes of this is to provide a faster paced gameplay with more routes/area to run around on and without getting stuck in anything.
     
    • Agree Agree x 1
  4. Northernlreland

    Northernlreland Well-Known Member

    Joined:
    Dec 27, 2016
    Messages:
    229
    Ratings:
    +86
    Just checked it out there now. Perfect map size for ideal gameplay. Good for every type of offence, trees and obstacles for soldiers, routes for heavies and chemists, and nice routes for elf. Looks like every class would have fun gameplay on the map. Multiple ways to enter the flagroom so it's offence friendly but also seems defence friendly, if a defender dies it can still get back to the flagroom in time for flag grabs.

    Nice theme that looks appealing to play on. No annoying water. Solid 8.5/10.
     
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  5. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    Flagroom has been modified and the paths are more visible to see.

    More feedback is appreciated though!
     
  6. notfleb

    notfleb Well-Known Member

    Joined:
    Jun 13, 2015
    Messages:
    139
    Ratings:
    +62
    Discord:
    Forleb#6785
    Been waiting literally 5 years for a playable version of this map, and I believe you've done a good job at patching it up. For starters, you reduced the map length by 70 blocks.
    Considering the water on this map was literally cut by like 60%, I don't think real rivers would cause too much havoc, but that's just me. I enjoy the Pagodas themed structures, both for looks and design. I feel like it should be mandatory to make spawns more than 1 block off the ground; Keep the tall spawns going for every map and It's a +1. The flag room is a whole other animal compared to old Dragon Valley, but I think it will function better and give our veteran CTFers a refresher to learn strats on. Archer cover is great except around the dragon egg, but it shouldn't be a problem. 8/10
     
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