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Complete Polychromatic

Discussion in 'Map Submissions' started by dady100, Aug 3, 2020.

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  1. dady100

    dady100 Member

    Joined:
    Apr 29, 2020
    Messages:
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    CTF Map Submission

    Map Name: Polychromatic
    Map ID: 440422
    Style: loosely inspired by Fluorescent but less fluorescent and better gameplay
    Creator(s): dady100
    Time of Day: doesn't really matter
    Configured (yes/no): yes (with callouts and everything)
    Number of Caps: 3
    Pictures:

    From mid:
    Screen Shot 2020-08-03 at 2.57.19 PM.png
    Flagroom:
    Screen Shot 2020-08-03 at 2.57.34 PM.png
    from beside spawn:
    Screen Shot 2020-08-03 at 2.58.06 PM.png
    please check it out on build and tell me what you think!
    Also thanks Ducksfan101 for some final touches and comments.
     
    • Like Like x 1
    #1 dady100, Aug 3, 2020
    Last edited: Aug 3, 2020
  2. Forleb

    Forleb Retired CTF Manager
    Retired Staff

    Joined:
    Aug 3, 2020
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    Ratings:
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    Discord:
    Forleb#0943
    Looks a bit on the large end, which wouldn't necessarily be a problem if travel was more straight forward. The intricacy with all the different sections and elevations is a unique touch, although it would encourage chemist & elf dense offenses, which tend to be more difficult to recover on (when escaped). Not saying it's a bad map, but it just feels a little awkwardly designed when compared to others.
     
  3. dady100

    dady100 Member

    Joined:
    Apr 29, 2020
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    35
    Ratings:
    +12
    I get what you're saying. When I made this map I had it in mind rather for casual (hence it might be a bit bigger than some maps). And regarding recovery I tried helping defence with the diagonal sponge closer to spawn which puts you in front of the flag carriers path. Also going a top route you risk getting headshot but going bottom gives assassins many opportunities to jump down onto flag carrier. If you have any more concrete suggestions please let me know!
     
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