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Complete Stalsk-12

Discussion in 'Map Submissions' started by Dokkeboi, Feb 16, 2021.

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  1. Dokkeboi

    Dokkeboi Guest

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    CTF Map Submission

    Map Name: Stalsk-12
    Map ID: 443386
    Style: Tenet(tm), Tundra, City ruins
    Creator(s): Dokkeboi
    Time of Day: Afternoon
    Configured (yes/no): Yes (spawn and flags, restrictions under flagroom)
    Number of Caps: 3
    Pictures:
    Click to view imgur album!


    Feedback appreciated!!

    EDIT: There's some coal on the sides of the map that I need to have placed before it's complete. I'll keep it updated.

    EDIT 17-02-2021: Coal has now been placed, and the map is now complete. Feedback still appreciated. Also updated the map in terms of gameplay.
    - Added sponges near the middle tunnel entrance that will take you to the middle of the map.
    - Changed direction of the sponge on the top of the hill to go sideways down the hill. This will take you to the buildings to the right and will give you enough cover from archers.
    - Changed flagroom so players won't fall down in the ditches while fighting (very unbalanced and very defense OP)
    - Made walls in the middle taller.
     
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    #1 Dokkeboi, Feb 16, 2021
    Last edited by a moderator: Feb 17, 2021
  2. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Looks pretty cool, it's a very different theme to other CTF maps.

    A few bits of feedback:
    The flagroom looks very unbalanced towards defence for a few reasons.

    Firstly, there's a bunch of two-high ledges, which will reduce mobility quite a lot. Defence would just need to hit attackers down these ledges to slow them down a lot.

    Click to view imgur album!


    Secondly, there's loads of corners that offensive players could very easily get stuck into. Capping against a large defence (i.e, on casual during peak times) will be incredibly difficult on this map.

    Click to view imgur album!


    Not every corner needs to be addressed of course, but changing some of them so they're more shallow (so easier to get out of) or removing them entirely would make this flagroom far better for offence.

    It seems like the map outside of the flagroom is balanced in favour of offence, because of all the buildings that soldier can climb up and how far away spawn is. So the flagroom should be oriented towards defence, but not too much.

    Despite what I said above, there's one entrance into the flagroom that'd be insanely good for offensive players.

    Jumping down here as soldier, then wall-climbing up onto the arch, picking up the flag then running out and taking the sponge near the hole - this would be very powerful for offence. Defence would barely get any time to kill the soldier, and the sponge leads you to a bunch of buildings that a soldier can use to evade recovery. You're then almost immediately back to spawn.

    [​IMG]

    I don't think I'd use any entrance except for this one.

    IMO, this entrance should be nerfed (such as removing the sponge on the top of the mountain or moving the flag away from the whole) and the rest of the entrances should be buffed.

    Finally, it's not very obvious where the flagroom is - some beacons would do well IMO.

    For the rest of the map: it's pretty large, and spawn is very out-of-the-way. I think putting a sponge here would make things much better:

    [​IMG]

    Also, the map is very open. There's not much cover and not really any routes separate from mid. Having some underground sections would fix both of these issues.

    I also think some more colour would go a long way. The map is very brown and very grey - adding some snow and some trees would improve the aesthetics quite a lot IMO.
     
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  3. Dokkeboi

    Dokkeboi Guest

    Ratings:
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    I will definitely try to improve the flagroom. It does seem extremely OP with the edges. I will try and cover those up.

    For the size of the map, it's funny you're mentioning it. It used to be way larger and I had to cut it down. The map itself is within the requirements of CTF maps, so I don't think that's a problem right now. It may play differently than what it seems. Maybe it's too big, we don't know yet. I will create some more sponges though. Noted.

    As for the look of the map. I don't really want to add things on the map that is out of its theme/movie. Also, I don't think the look of the map should play any role on how the map is being played, unless people are focusing too much on how it looks that they forget to play the game. The map is not supposed to look colorful, it's supposed to look like the abandoned ruins in the movie Tenet.
     
  4. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Yeah the size of the map is fine, it just needs more sponges so it's quicker to traverse.
     
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