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Complete Amy's Station (Old Maps 3/4)

Discussion in 'Map Submissions' started by ikemulti, Jan 9, 2020.

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  1. ikemulti

    ikemulti Former Build Mod

    Joined:
    May 17, 2015
    Messages:
    199
    Ratings:
    +200
    Hey there, these 4 maps are pretty old - two of them are even dating back to 2013. They were never submitted (exception being Elvish Grove) because I did not feel like they were good enough for CTF. I recently configured them as they were part of an old/bad/never submitted/not accepted CTF map event pitch that I forwarded to Nohox a while back, but now I feel like I might as well just submit them for the next map wave and see how they will do.

    Map ID:
    432353
    Style: station, trains
    Creator(s): DeepBluee & ikemulti
    Configured (yes/no): yes
    [​IMG]
    [​IMG]
     
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  2. puhdgy

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

    Joined:
    May 17, 2015
    Messages:
    324
    Ratings:
    +339
    Discord:
    pudgy#6136
    Metro vibes, in a way, which is nice because I miss pavo, rip
    Something I want everyone to know is how evil carpets are for ctf....
    If you're a pyro and try to place flint and steel:
    upload_2020-1-10_0-30-36.png
    If you're a mage and want an advantage to be able to hit an enemy without having them hit you: (hit at their feet after you ice them in a tunneled entrance)
    upload_2020-1-10_0-31-59.png
    If you're a medic and try to use trusty webs to escape enemies: (throws off aim, the web will land on top of the carpet)
    upload_2020-1-10_0-34-21.png

    So please, no large spaces covered in carpets :frowning:


    I can't say I'm a huge fan of the long archer-mage-medic friendly tunnels eitherr, but it's playable I guess especially since there are other routes.
    upload_2020-1-10_0-36-2.png

    I also think it would do better without the halls next to spawn, as it will be such a pain recovering if a flag carrier is in here:
    upload_2020-1-10_0-39-50.png

    I think that's all the feedback I've got for this map.
     
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  3. Ducksfan101

    Ducksfan101 Well-Known Member

    Joined:
    May 19, 2015
    Messages:
    742
    Ratings:
    +578
    Discord:
    Draobrevoh#1361
    Here are my thoughts:
    The size of the map generally looks good for 3 captures.
    2020-01-13_14.56.37.png
    I'm thinking that this spawn is very campable especially if stalemates happen. It is long enough that the spots can be countered with archer but I think the camping spot is just not good to begin with. Would be a bit easy to sight recovery if I was camping here.
    2020-01-13_14.57.03.png
    Personal preference if anything but if your map allows it I would try to make sure the flagroom has a defined center, i.e. only one fence post is needed.
    2020-01-13_14.57.34.png
    2020-01-13_14.57.42.png
    The underground paths also do concern me bc they are very straight. Ninjas could potentially get easy captures just on those routes alone and more likely than not all other classes. Since there's not many entrances besides near flagroom and middle I think the best thing to do is maybe just remove the underground. Keep in mind that ninjas can easily pre-mature pearl from flag to the entrances of those underground paths.
    2020-01-13_15.01.14.png
    The actually station area itself does seem to be lacking in cover but I think it’s okay for now. I just have to see in testing.
     
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  4. Versions

    Versions CTF Moderator

    Joined:
    May 27, 2015
    Messages:
    651
    Ratings:
    +392
    Discord:
    Matt | Versions#5719
    Could you please add a proper spawn box, instead of having it in the middle of the map
     
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  5. ikemulti

    ikemulti Former Build Mod

    Joined:
    May 17, 2015
    Messages:
    199
    Ratings:
    +200
    done
     
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