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Complete Village Crossing

Discussion in 'Map Submissions' started by MerchantCo, Dec 27, 2020.

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  1. MerchantCo

    MerchantCo New Member

    Joined:
    Dec 27, 2020
    Messages:
    2
    Ratings:
    +3
    CTF Map Submission

    Map Name: Village Crossing
    Map ID: 349759
    Style: Medieval/Attack on Titan
    Creator(s): Main Builder: MerchantCo Helper: SoupPvpCmon, plus lots and lots of feedback
    Time of Day: noon
    Configured (yes/no): Yes
    Number of Caps: 3
    Pictures:
    upload_2020-12-27_15-29-3.png
    upload_2020-12-27_15-28-47.png

    Hello everyone!
    Feel free to leave your comments and suggestions and let me know what you think of the map :smile:
     
    • Like Like x 3
  2. Fireshadow007

    Fireshadow007 Party Manager/Build & BT Sub-Manager

    Joined:
    Dec 8, 2020
    Messages:
    111
    Ratings:
    +33
    I like the map, I think you should add beacons with the flag color in the flag room so people can see where the flag is if they look up
     
    • Friendly Friendly x 1
  3. Forleb

    Forleb Retired CTF Manager
    Retired Staff

    Joined:
    Aug 3, 2020
    Messages:
    185
    Ratings:
    +89
    Discord:
    Forleb#0943
    my main concerns:
    - the flag room is incredibly constricted; depending on the size of the match, you'd either have 0 captures due to the Pyro & Medic brick walling every steal on their own, or offense would make it out every push by sending enough people to tackle the Pyro into corners
    - Archer actually looks somewhat nerfed on here. The coverage around the map is stellar except for the river itself, which would render Archer almost useless except for that general area of the map, and would potentially lead to Airlock strats (extra Bulk or Mage instead of Archer)
    - there is a lot of high ground for Soldiers and Elves to utilize, so roam would need to be very solid to ensure a carrier doesn't just jungle hop over to their Medic relatively free
     
  4. MerchantCo

    MerchantCo New Member

    Joined:
    Dec 27, 2020
    Messages:
    2
    Ratings:
    +3
    @Forleb Thank you for your comments!
    -I added an opening at the top of the flagroom, as well as increased the size of the doorway. Further, I added a pond infront of the flag building so people still on fire can jump off and run to water. I also altered the glowstone placement in the flagroom so it is harder to knock people into corners.
    -After examining archer on the map, I realize it could use some buff but I wanted to be very careful allowing archer too much freedom. It is my hope that archers may play offense on the map by shooting at exposed spots in the flagroom (which they can alter depending on what building/angle the archer chooses to climb) as well as help with recovery efforts against soldier/elves who try to jump on the house roofs which offer no coverage.
    -Highground has definitely been an issue on this map. I added more sponges to access roofs on houses faster. As far as I can tell, all classes will be able to jump from one roof to the other so chasing soldiers is not impossible. Also the roofs provide no cover for defensive archers (see above). It is difficult to say if soldier/elves will thrive far above other classes on this map without having the map play tested. If they do then I can continue to nerf them, but for now I am hesitant for fear of making their class advantage nonexistant.
     
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