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Complete Opposites Collide VII (Edited)

Discussion in 'Map Submissions' started by puhdgy, May 14, 2018.

  1. puhdgy

    puhdgy ♥(ˆᴗˆԅ) CTF JMod !

    Joined:
    May 17, 2015
    Messages:
    243
    Ratings:
    +234
    Discord:
    ˗ˏˋpudgyˊˎ˗#4957
    CTF Map Submission

    Map Name: Opposites Collide VII
    Map ID: 410597
    Style: edit of my map that is currently in rotation (***If accepted, I'd like it to replace the one I have in rotation currently, as I(and surely others) don't want 3 versions of the same map in rotation***)
    Creator(s):
    puhdgy & lauten
    Structure Restricted Areas: flagroom, directly outside flagbuilding, all tunnels.
    Configured (yes/no): yes
    Number of Caps: 3

    Picture(s):

    Note: These screenshots are only displaying the changes I made from my Opposites map, if you'd like to see more screenshots of the map, this thread is still good to refer to. The only screenshots in that thread that don't represent the updated map are the screenshots of the Underground and the Spawn(the only thing I changed in the flagroom is I removed the water). I'm including updated screenshots of the spawn + underground below.

    Spawn
    [​IMG]

    Revamped tunnels from the flagroom
    [​IMG]

    Underground + Transfer

    [​IMG]
    [​IMG]
    [​IMG]

    Critique is accepted and appreciated. Thanks for viewing and thank you to everyone who helped and gave feedback! Changelog is below.


    - General Changes
    > Better Transit. Trying this yet again. This is the most valuable change to the map imo, and I'm not sure how I didn't think of this before, apologizes. I used to have unnecessary stairs to the sponges that let you use the transfer, now it's just a sponge and water that negates fall damage. I do think this should be a lot faster for transferring from top to bottom, or vice-versa.

    > Underground Pathways. There are 2 tunnels under where the top-bottom transfer is that lets you go to middle from the side tunnels(not the best explanation sorry), but they were fairly slow since they were just long tunnels, so i added a sponge that takes you far enough for the pathways to be useful.
    - Flagroom Changes

    > Staircase Adjustment. I revamped the staircases that lead you to the top of the map from the flagroom, they're a bit simpler now and also further back buying time for recovery if your defense dies and a flag carrier gets out.

    > Water. Realizing pyro is in a weak state, I took the water out. This also can help recovery a bit if there is a stalemate.
    - Spawn Changes
    > Spawn Location Spawn has been moved forward a bit and the tunneling was redone. I will make stalemates NOT awful on Opposites if it is the last thing I do(it actually might be). Also did this because along with the staircase changes, this will help make it so recovery can catch up to flag carriers a tiny bit faster.
     
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