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Complete Lackout

Discussion in 'Map Submissions' started by Chucky_Nono, Jul 21, 2020.

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  1. Chucky_Nono

    Chucky_Nono Member

    Joined:
    May 18, 2015
    Messages:
    5
    Ratings:
    +4
    This actually is under modification. I shall add new pics once it's genuinely complete.



    CTF Map Submission


    Map Name: Lackout
    Map ID: 437170
    Style: medieval countryside
    Creator(s): Chucky_Nono
    Time of Day: noon
    Configured (yes/no): yes
    Number of Caps: 4



    Comes with the (arguably) best spawn box ever. The flag room, unusual spawn location etc. aim at facilitating recoverers' job and tremendously handicapping flag room defenders, so as to favour recovering over point defence. Almost every cranny outside the flag room is headshottable. Stalemates and camping are unlikely imo.
     

    Attached Files:

    • Like Like x 3
    #1 Chucky_Nono, Jul 21, 2020
    Last edited: Aug 22, 2020
  2. dady100

    dady100 Member

    Joined:
    Apr 29, 2020
    Messages:
    35
    Ratings:
    +12
    Well this would definitely make for some interesting and fun game play...
    just a few things tho:
    -the one sponge beside the flag makes it ridiculously easy to ghost cap
    -also anyone walking out of spawn can easily be head shotted by an archer sitting on top of the other spawn (maybe add a bit more cover)
    -maybe add a few more team colours to each side to make it easier for new players
    -also scout swapping out of that backdoor of the flagroom might be problematic
     
    • Agree Agree x 1
  3. Chucky_Nono

    Chucky_Nono Member

    Joined:
    May 18, 2015
    Messages:
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    Ratings:
    +4
    dady and I fixed those (except the ghost capping issue) and carved another tunnel (with 3 exits, wow). Several paths were flattened and widened.
     
  4. notfleb

    notfleb Well-Known Member

    Joined:
    Jun 13, 2015
    Messages:
    139
    Ratings:
    +62
    Discord:
    Forleb#6785
    gonna say it right off the bat: this is giving me some hard bedwars vibes. i foresee serious issues with archers, whether it be the open spots on their own or kids lobbing shots across the virtually naked surface. it's honestly a very nice build, but it just doesn't fit in when you consider the way CTF functions. i personally wouldn't prefer playing this map, but i encourage you to mimic the asthetic on a more suitable canvas for the CTF meta. designs like these are just fun to look at, and even better when you can effectively utilize them for maps on the gamemode you insert them into.
     
  5. Chucky_Nono

    Chucky_Nono Member

    Joined:
    May 18, 2015
    Messages:
    5
    Ratings:
    +4
    As to archers : i may add some cover - or lots actually - it that's the only issue you found. There currently are 3/4 blocks tall walls and hills all around the main island (as well as 8 rather short tunnels), while the small islands are, indeed, naked. Most of those who visited it (say 10 out of 15) found the cover fine. It's probably finer that those of many maps currently in rotation (desert strike, dragon valley, moria, orchid cascades)

    As to the canvas : that's quite an unusual one indeed but ike Himself believes it could work and actually somehow help renewing the standards for map designing. This may sound grandiloquent, but such a layout has never been tested (ie open flag room behind the spawn, and no sponge for travelling from spawn to mid or through mid). This is intended to allow stealing (cf open fr and the quick, though easily hs-able, path for attackers via the secondary islands) and recovering easily and to prevent stalemates.
    I'm pleased that you like the aesthetics :stuck_out_tongue: Can't grasp what troubles you though, apart from the archer cover (that may be fixed easily). I'd dearly like to know what you'd change, or whether it's all good for trash and why (and to test this all in a ppm, but that's no longer possible).
     
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