1. Welcome to the Brawl website! Feel free to look around our forums. Join our growing community by typing /register in-game!

CTF Map Requirements and Helpful Guidelines!

Discussion in 'Map Submissions' started by Cardonation, Jul 2, 2015.

Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...
  1. Cardonation

    Cardonation CTF MOD | Assistant Events Manager

    Joined:
    Oct 8, 2015
    Messages:
    562
    Ratings:
    +347
    CTF Map Requirements
    -------------------------------------------------------------------------------------------------------------------
    This thread will offer you tips and suggestions as well as inform you of the requirements for CTF maps.

    We encourage you to make a thread for your map to get feedback.
    -------------------------------------------------------------------------------------------------------------------
    General Requirements

    1. Spawns/Spawn Blocks
    • Should be able to fit 20+ people comfortably (not too big, not too little).
    • There needs to be 1 red spawn and 1 blue spawn.
    • Keep in mind the distance between the Spawn and the Flag (Your team should be able to get to their flag before the enemy team).
    • When choosing a spawn block, be sure to not use it elsewhere on the map where it can be stepped on as spawn effects (death, flag restoration etc..) will still be in effect.
    • Don't obstruct the spawn exit. Keep the exit nice and clear of anything you could bump your head into while sprint jumping.
    Tips:
    • Common spawn blocks are: Redstone Blocks/Netherrack, Lapis/Diamonds, but they can be any block.
    • Consider spawn-camping when designing your spawn.
    • Multiple entrances or large openings prevent spawn blocking/trolling.

    2. Flag Room/Areas:
    • Maps need a room/area that will contain the flag on both sides.
    • Consider all the classes when designing the flag room (for both offense and defense).
    • Multiple entrances (at least 3). May be from left, right, front, behind, or above flag. However, watch for how easily classes such as Soldier and Elf can escape (they should naturally get out easier but not effortlessly).
    • Make it obvious where the flag room is. Have a large fortress at the end of both maps? Players will assume the target is in there. A smaller building at the corner of the map? That's probably the spawn. Make it obvious through building where the most important objects can be found.
    • Flag is represented by a fence post and a skull on top. Please do not place a banner representing the flag (refer to the CTF Map Configuration Guide for more information on flag configuration).

    Tips:
    • Flags in the middle or semi-middle of a room make camping on defense less easy.
    • Small water in the flag can assist against fire, too much can harm mobility.
    • Consider using signal blocks such as Beacons to show players where the flagroom is.


    3. Symmetry:

    • Maps have to be the same on both sides. This can be achieved by flipping or mirroring your map.
    • You may change the type of blocks as long as one side does not gain an advantage (ex: oak wood to birch wood).
    • When you flip/mirror your map, be sure to change your block colors to match the respective side (you can't have red wool or stained glass on blue's side of the map).

    Tips:
    • Build one half of the map all by itself, then flip/mirror it when it's completely finished.
    • If you add Easter Eggs, they don't have to be symmetric but they cannot effect gameplay (such as signs).
    • Maps can be flipped in a straight line or diagonally.
    • Utilize the commands //wand (be sure to select the entire map space), //copy, //rotate 180, //paste to mirror your map with ease. Ask a moderator for help if you have trouble mirroring.

    4. Size:
    • Rectangular? Square? Diagonal? Underground Big, Small or None? Decide on one and stick with it
    • Build and measure only a single half of the map to get a better idea of whether or not your map needs to be bigger or smaller. Then proceed to mirroring it once you have proper measurements.
    • Maps should be between 100x100 (minimum) and 250x250 (maximum).

    Tips:
    • Spend time running around your map, pretending you're in play. Is it easy to run through? Are there little to no hindrances from place to place?
    • Consider the combination of your sponges and your map size.

    5. Webs and Stuck Areas:
    Extra Map Making Suggestions

    1. Flow and Aesthetics
    • Build your map around a Theme if possible. Some Examples: Giant bridge? Cavern? Underwater? None?
    • Keep the map consistent with the theme or style you chose.
    • Avoid adding too much clutter that would be difficult to PVP in (excessive tall grass, flowers etc..).
    • The map should be simple to figure out and move around on. Crazy long tunnels or secret passage ways make for a confusing lay-out.
    • However, you should not refrain from adding alternative routes to get around the map (such as an underground area). Make sure these routes are evident and guide players to prevent your map from becoming a maze.
    • The map should be nice to look at, but of course, game-play is always the priority.
    2. Mobility
    • Consider all the classes and their different mobility abilities. Work on getting a nice balance between the normal and speedy classes.
    • Too much water is hard to fight in, avoid putting too much. Same goes for huge amounts of Lava.
    • Place Coal Ore or Nether Quartz Ore on the sides of the map to prevent Soldiers from hanging off the edges.
    3. Sponges
    • Sponges are a unique piece of CTF, but make sure there is a balance between sponge travel and physical travel. Make your map design important!
    • Recently, map creators have been covering up sponges with carpets to better blend them into the map aesthetic. Don't cover sponges up, make them obvious! Players recognize and learn what sponges do better if they are clearly visible, even if that means sacrificing aesthetics.
    • Make sure using a sponge works well while a player is in motion. Assume that players will run up to a sponge and consider their momentum on vertical sponges.
    • Do you get caught under a ledge when trying to use a vertical sponge? Either remove the ledge or sink the sponge one block into the base floor, so that players are forced to align themselves with the hole above.
    • Give players hints to where sponges will take them. You can use Arrow Block Heads, colors, or even signs if the former 2 aren't possible.

    4. Class Knowledge
    • It is important to know the basics of how the classes work when designing your map. Each class should be able to play and have fun, but not have a huge advantage over all the other classes. Find a way to balance.
    Some Specifics:
    • Archer: Make sure to have enough cover for players to hide from archer's headshots. Avoid too many hiding spots where they can camp in.
    • Soldier: Soldier has limited but powerful vertical climb and receives no fall damage, so when designing hills or towers, keep that in mind.
    • Elf: Elf's mobility is less of an issue than Soldier's, but remember they can abuse heights and fall damage very easily too. Pay attention to how they can move horizontally, especially off of sponges.
    • Mage: Be careful adding very long hallways or one entrance areas that would allow for camping areas. This goes for other ranged classes as well such as Elf or Archer.
    • Ninja: They have enderpearls and speed II so they can get around the map very quickly. This is an important class to think about when deciding the size of your map (be wary of the speed which Ninjas can capture a flag).
    • Dwarf: Dwarf does not move very much, but a map with a congested or tunneled flagroom easily makes it very powerful. Also consider Pyro and water placement.

    5. Lag
    • There are certain blocks that cause a lot of lag during CTF. Some examples include: Redstone, Glowstone, Vines etc... Be careful not to add a surplus of these kinds of blocks to avoid FPS drops.
    • No enderchests, minecarts with chests, or hoppers.
    • Be wary of too much lava or fire as they both obstruct gameplay and cause lag issues for some players.

    6. Barriers
    • Barrier blocks (only accessible through /give) are a very helpful utility for blocking off players from accessing abusive spots on your map.
    • Use them strictly for this purpose; refrain from using in abundance or random areas of your map.
    -------------------------------------------------------------------------------------------------------------------
    If you feel something should be added, let a staff member know and we will take a look.
    Good luck, and have fun building!
    ~Staff Team
     
    • Informative x 8
    • Like x 7
    • Useful x 4
    • Winner x 2
    • Agree x 1
    #1 Cardonation, Jul 2, 2015
    Last edited by a moderator: Jan 12, 2020
  2. Shawn_

    Shawn_ Playing CTF and making maps since 2012

    Joined:
    May 17, 2015
    Messages:
    899
    Ratings:
    +433
    Discord:
    Shawn the Sheep #0146
    Nice guide! :smile:
     
  3. pandanielxd

    pandanielxd I like sloths

    Joined:
    May 17, 2015
    Messages:
    2,411
    Ratings:
    +875
    Thank you very much! :grinning: +1
     
  4. furtles

    furtles Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    947
    Ratings:
    +135
    Nice quide, Quarley!
     
  5. Flavorous

    Flavorous Essence of Fidelity~ Active Retiree

    Joined:
    Jun 15, 2015
    Messages:
    451
    Ratings:
    +134
    Finally xD
     
  6. pandanielxd

    pandanielxd I like sloths

    Joined:
    May 17, 2015
    Messages:
    2,411
    Ratings:
    +875
    Just a question, how can glowstone give lagg? And can i use it for light or not? If i can't what can i ise than?
     
  7. Quarrelt

    Quarrelt Genetic co-leader | team!

    Joined:
    May 17, 2015
    Messages:
    168
    Ratings:
    +245
    You can use whatever blocks you want, but an excessive amount of those types of blocks will cause lag. Like if you made half the map out of glowstone, it probably wouldn't be good. If you are using it for light, it shouldn't be a problem.
     
  8. pandanielxd

    pandanielxd I like sloths

    Joined:
    May 17, 2015
    Messages:
    2,411
    Ratings:
    +875
    Thank you quar :grinning:
     
  9. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    874
    Ratings:
    +523
    @Quarrelt
    You should add something on ghost caps
     
  10. xxMineSheepxx

    xxMineSheepxx baaaahh
    Build Team Wiki Team

    Joined:
    May 17, 2015
    Messages:
    1,490
    Ratings:
    +560
    How do we add engi/necro restrictions?
     
  11. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

    Joined:
    May 18, 2015
    Messages:
    874
    Ratings:
    +523
  12. xxMineSheepxx

    xxMineSheepxx baaaahh
    Build Team Wiki Team

    Joined:
    May 17, 2015
    Messages:
    1,490
    Ratings:
    +560
  13. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member
    Build Team

    Joined:
    May 17, 2015
    Messages:
    4,184
    Ratings:
    +801
    What do you place it under the flag room say and u can only place it around the flag room?
     
  14. Gh0st_92

    Gh0st_92 Active Member

    Joined:
    May 17, 2015
    Messages:
    125
    Ratings:
    +45
    How do I make a remake of a map? (like how to edit it?)
     
  15. DeadRhos

    DeadRhos Blips, Drips And Strips

    Joined:
    May 17, 2015
    Messages:
    789
    Ratings:
    +612
    Go to map 464 for a visualisation on how monster eggs work
     
    • Informative Informative x 1
    • Useful Useful x 1
  16. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

    Joined:
    Jun 12, 2014
    Messages:
    3,069
    Ratings:
    +646
    Thanks for the help ^.^ .
     
  17. guhenry3

    guhenry3 Member

    Joined:
    Aug 26, 2015
    Messages:
    3
    Ratings:
    +0
    How do you control where the sponges launch you?
     
  18. Flavorous

    Flavorous Essence of Fidelity~ Active Retiree

    Joined:
    Jun 15, 2015
    Messages:
    451
    Ratings:
    +134
    Let me just give an example here @guhenry3 :

    [] = Sponge
    __[] ^
    [][][] /

    The sponges have to be next to eachother, but depending on which way the top sponge is, in relation to the bottom sponge, that is the direction you will go.
    From the perspective of this sponge, it will shoot you up, and to the right.
    I'm unable to take pictures, so this is the best I could do :stuck_out_tongue:
     
    • Informative Informative x 2
  19. guhenry3

    guhenry3 Member

    Joined:
    Aug 26, 2015
    Messages:
    3
    Ratings:
    +0
    How would I test this? Can you describe the exact mechanics, e.g. how many blocks launched in each direction with a specific configuration of blocks.
     
  20. Nightowl

    Nightowl Well-Known Member

    Joined:
    May 17, 2015
    Messages:
    329
    Ratings:
    +106
    -
     
    #20 Nightowl, Sep 1, 2015
    Last edited: Jan 8, 2018
Loading...
Similar Threads Forum Date
Staff Application Requirements Request. Suggestions / Ideas Jun 27, 2018
Official Clans (Info & Requirements) Clans Oct 27, 2017
AZIDE Team Requirements {Actively Recruiting} Teams Aug 11, 2016
How Do I apply For Staff And What Are the Requirements?? Q & A Aug 3, 2015
Other Building Requirements Building Submissions Jun 30, 2015
Thread Status:
Please be aware that this thread is more than 30 days old. Do not post unless the topic can still be discussed. Read more...