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Complete (CTF) The Elements v2

Discussion in 'Map Submissions' started by GladiusTheCruel, Jun 14, 2020.

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  1. GladiusTheCruel

    Joined:
    Sep 23, 2015
    Messages:
    5
    Ratings:
    +5
    CTF Map Submission

    Map Name: The Elements v2
    Map ID: 278141
    Style: War Torn, Battle Scarred
    Creator(s): GladiusTheCruel, Simcb, TabbiKatLegit
    Time of Day: Morning
    Configured (yes/no): Yes
    Number of Caps: 3

    Backstory:
    For hundreds of years the four elements have battled for the right to be called the dominant element of the land. Earth and wind have already fallen, now all that stands left is water and fire. Which side will you support in your endeavor for ultimate element supremacy?

    This map has been in the works for nearly five years now. Starting out with the help of myself, Simcb, and TabbiKatlegit, we spent many hours over several weeks building, creating, and tackling a difficult genre of CTF map that represented an eccentric and major usage of team focused colors (blue, red). At the time, there were hardly any maps in the rotation that utilized a theme schematic that utilized heavy amounts of single team colors. We submitted the first version as a collective, cohesive group; and it evidently became a half-baked product that did not fully represent our goals for the map.

    Version two came into the works many years later as a single-minded focus by myself to makeup for me and my group’s shortcomings in version one. I took it upon myself to tackle some glaring issues associated with the first version. These issues included an overbearing flat landscape with a heavy emphasis on archers. Now, although archers have still been made the primary class of choice for reasons I will give later, this problem has been addressed with custom made hills and an underground that is the key feature added in version two! Another problem was a nonexistent blend of colors between the two sides. It was a harsh and sharp contrast that occurred dead center in the map, this problem was also addressed with a Venom style blend of blue and red that occurs in the middle island above-ground, and also in the underground. The middle island has been made to be more ominous with barbed wire and a treacherous landscape that makes it resemble that of traversing the beaches of D-Day in WWII. In addition, the contrast of red and blue makes it seem as if blocks of buildings have been blown off from constant enemy bombardment and entrenched into the surrounding landscape of the island.

    The goal of version two was to make the map as a whole play big. Meaning every block (especially on the middle island) has been made to make every class worried about enemies right in front of them, and the enemy in the air (arrows). Two towers on each side overlook much of the battlefield with archers laying in wake for anyone who dares cross into their team’s territory. With a sniper tower dead in the middle of the island; this tower will ultimately become the crown jewel for the team ambitious enough to conquer mid. If someone were to make it into the flag room, they would be faced with a two-story design layout with four staircases that merge into two at the top. However, sneaky players can spot two easily accessible roof entrances with the help of sponges around the flag room. To top it off, version two has added an additional four ways to get in via the mini waterfalls in each corner of the flag house that has a sponge allowing for quick water travel up to the second story. I hope the map allows for game-play similarly to the one I envisioned for this map. If anyone has any constructive criticism, please feel free to leave it down below.

    PS: Some of the pictures were to big for the server to upload.


    Pictures:
    2020-06-14_21.03.34.png 2020-06-14_21.03.51.png 2020-06-14_21.04.08.png 2020-06-14_21.05.41.png 2020-06-14_21.06.00.png 2020-06-14_21.06.10.png 2020-06-14_21.08.17.png 2020-06-14_21.09.54.png 2020-06-14_21.10.19.png
     
    • Like Like x 2
  2. Salty_Ivan

    Salty_Ivan Well-Known Member

    Joined:
    Aug 26, 2015
    Messages:
    535
    Ratings:
    +92
    Discord:
    Whale#7514
    + I like the backstory! Put it somewhere on the map so people can read it if they're bored.
    + Really really unique map design, very easy to tell where you are.
    + No really good holding spots except for the flagroom itself.
    - Some of the towers are quite soldier op because of how tall they are.
    - Flagroom is very soldier and elf biased, and really really hard to get out of for other classes.
    - Not nearly enough archer cover on the map
    - I feel the map is way wider than it needs to be, and most action will happen away from the sides anyways.

    Potential Changes:
    > Break some of the small windows to the flagroom so it creates more entrances/exits.
    > Large amounts of prismarine can be extremely laggy as it's an animated texture.
    > Add sponges on the outside of the large towers so they're more accessible for recov classes.
    > Add more archer cover.
    > There are still some red blocks on the buildings on blue side.
    > Preferably a bit more elevation change, potentially at mid?
    > The little building with no roof near spawn needs to be modified. There's only one entrance for classes that aren't ninja/soldier/elf. If you run in, the slabs at the front make that 1.5 blocks tall, so there's only one way out. It's a dead end.
     
    • Useful Useful x 1
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