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Complete CTFort

Discussion in 'Map Submissions' started by gamer988, Sep 14, 2019.

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  1. gamer988

    gamer988 Member

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    CTF Map Submission

    Map Name: CTFort
    Map ID: 431016
    Style: Medieval
    Creator(s): @gamer988 @cat_soop1997
    Time of Day: Sunset
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures:
    Click to view imgur album!


    - A Reimagined remake of the TF2 map 2Fort


    Updates:
    Updated the border of the map hills to be smaller, and removed two of the water potholes from the sewers.

    Cat and i also changed the sewer to have a bend so that archers are not an issue
    Some soul sand was added infront of the castle and in the corners of the castle towers to prevent fall damage when getting out of the castle(it would have been an issue if the map was played on)
    (I will always update the images to show the updates that happen)


     
    • Like Like x 6
    #1 gamer988, Sep 14, 2019
    Last edited: Sep 20, 2019
  2. EmperorTrump45

    EmperorTrump45 Dank Memer

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    wow it's beaver creek with a smaller creek

    can you guys stop reworking this **** map pls :v
     
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  3. gamer988

    gamer988 Member

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    This is not a remake of beaver creek, this is an original idea that is based off of the TF2 map 2Fort, and we made it into a ctf map. We did not take any ideas or inspiration from beaver creek or any other ctf maps, so if you go to the build, you will realize its not beaver creek.
     
    #3 gamer988, Sep 14, 2019
    Last edited: Sep 14, 2019
  4. Cardonation

    Cardonation CTF MOD | Assistant Events Manager

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    Nice map!

    I like your inclusion of alternative routes (underground) for a map set up like this. However, I advise against the border of the map being very tall, as classes like Soldier, Elf, and Ninja have way too much mobility considering this setup. I'm unsure if this will affect the concept too much (I don't know what this TF2 map looks like), but modifying the wall to be smaller could be good.
     
  5. gamer988

    gamer988 Member

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    True, i will expirement with the border be a little smaller(5-10 blocks lower) and if i dont think it fits or cat_soop doesnt, ill undo it. The hills are not in the tf2 version, so it wont affect the concept of it. Thanks for the feedback
     
    #5 gamer988, Sep 18, 2019
    Last edited: Sep 18, 2019
  6. Foodcourt

    Foodcourt Global MOD

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    Foodcourt#6408
    The map looks well put together. I think you provided a good enough cover against Archers on the topmost layer and the flagroom is well designed. My critiques are, like @Felladona said, is the size of the wall and how it would give classes that have mobility a huge advantage (Elf and Soldier). The size of the map may also be a little large and thus defensively biased. Not a big issue, just something you may want to experiment with.

    [​IMG]

    Lastly, in this picture, I am not a big fan of long and thin tunnels due to the ability for an archer to continuously shoot down them and opposing players not having a lot of room to dodge the arrows or find cover. The water in the ground also may prove to be a hindrance to players and unnecessary in my opinion. Again, not an issue, just a personal preference of mine.

    Overall, nice work, it looks nice in terms of aesthetics and will make sure to get online soon to take a closer look.
     
  7. gamer988

    gamer988 Member

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    I updated this forum and the map by removing two of the potholes from the sewers and by updating the hills on the sides of the map to be smaller in height. I think its easy enough now for archers and players to easily meet up with others without having soldiers, ninjas and elf's being an issue. I am not sure how/if we will change the sewers(maybe we could add sponges to faster travel), i will try and experiment with him sometime hopefully this week if we decide to do so. Thanks again for the feedback you guys, i appreciate it

    We just added a bend to the sewers, so the sewers should be balanced now
     
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  8. PV__nRT

    PV__nRT Active Member

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    Overall a +1.

    Small complaint, and not necessarily even objectively bad; just something I dislike personally.
    A lot of areas near flag seem very cluttered and kind of unclear as far as navigation goes. As a map creator, it can often be difficult to see when something is less intuitive, because you built the map, so of course you know where everything goes! I'd personally advise having fewer twisting turns. The less complicated it is to reach flag, the better. It makes it easy to offend because you're not getting lost on your way in and out, as well as easy to defend because you have an easy time telling where carrier is headed. Overall, that makes for a better experience from everyone's point of view.
    That being said, keep looking for and making use of feedback—it really helps to make the map a better experience to play. There are plenty of maps that were submitted for the previous map wave (and even more before that) that didn't end up making a whole lot of use out of the feedback that was given to them, and didn't do too well as a result.
    Keep up the good work!
     
  9. Northernlreland

    Northernlreland Well-Known Member

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    Flag room looks painful. Not bad, but wouldn't be overly excited to play this map. 5/10.
     
  10. gamer988

    gamer988 Member

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    Yeah, looking back i think there is too many entrances but the ctf map requirements forum post says to have at least 4 or more entrances to the flag room so :/
    I think if i were to do a revision with cat_soop's permission(hasn't been on for at least 1 month) I would remove some of the entrances to the flag room and maybe change the soul sand and one hill that makes the map look flipped
     
  11. Northernlreland

    Northernlreland Well-Known Member

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    I don't think the amount of entrances is the problem. Just the flagroom in general looks annoying to offend against.
     
  12. PV__nRT

    PV__nRT Active Member

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    Honestly, I wouldn't put too much stake into what the forums say. That post is more of a list of suggestions than it is a list of rules.
    There are plenty of good ideas there, but there will always be exceptions to those suggestions if you're smart about it. It's more important to realize why the suggestions exist, rather than to follow them at face value.
    For instance, not covering sponges is a very good rule because many players are just too used to sponges to be able to recognize any other texture as a "launch pad." On the other hand, if you want to make the map look a little nicer, using yellow carpet on top not only continues to match the color of the block, but also is unlikely to be used elsewhere on the map. A map that does this very effectively is American Fort, which is actually in rotation right now, if you want to take a look!

    In this case, it happens to be particularly difficult to get into flag rooms with 2 or fewer entrances, and very very easy with 6 or more, so 4 is a great number to use. That isn't to say you can't balance a flag room with 3 or 5 or maybe even more, but it's certainly a bit more difficult. Just for the sake of example, Blackout has exactly 4 entrances, while Valley of Ruin has 3 and Modern Diversity has 5.
     
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