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W.I.P. Silent Woods

Discussion in 'Map Submissions' started by cat_soop1997, Sep 15, 2019.

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  1. cat_soop1997

    cat_soop1997 Member

    May 25, 2019
    CTF Map Submission

    Map Name: Silent Woods
    Map ID: 430762
    Creator(s): cat_soop1997
    Time of Day:
    Configured (yes/no):
    Number of Caps: 3

    After a long time of being offline, I finally revamped Silent Woods


    Revamped flag room
    Revamped tunnels to get to flag room

    If there are any more suggestions for anything about this map please let me know

    Thanks to @Flaze__ for lending me a plot to make the map on

    Map is 162 blocks long (166 if you count the leaves from trees) and 80 blocks wide (86 if you count leaves from trees.)

    It wouldn't let me showcase all the screenshots of the map so you'll have to join it yourself.

    Will mark as complete in about a week or so
    • Like Like x 7
    #1 cat_soop1997, Sep 15, 2019
    Last edited: Mar 21, 2020
  2. Northernlreland

    Northernlreland Active Member

    Dec 27, 2016
    I actually really like this map, apart from the flagroom which would be a nightmare to escape from. However, the rest of the maps design is great. Fix the flagroom please. 7/10.
    • Agree Agree x 1
  3. PV__nRT

    PV__nRT Active Member

    Jul 30, 2016
    Hard agree with Northern here. The flag room is a bit of a nightmare. That is clearly a big issue, but I won't elaborate here, because of the next (smaller but elaborated) issue.

    I don't really rate maps, but I'd give this map closer to a 4 or 5, just because a lot of the tunnels underground are way too confusing to navigate. I'm sure for a literal ant it might be easier, but we are not ants. We don't have the muscle memory of a eusocial hivemind. The first time I visited the map on build, I spent a good 5-10 minutes trying to find the flag room before I gave up and went into spectator mode. It was incredibly confusing to me that there were two sets of tunnels that didn't intersect in any way, and only one of those actually led to flag room.

    The tunnels should be a lot less winding, and their destination should be more clear from the get-go. The tunnels lead to a surprising amount of expansion, far from my original thoughts that the map would be too small (easy bonus points for the paradoxical design), but most of that extra space is wasted on unnecessary winding turns, when there could just be increased complexity underground.

    I'd recommend making the map a lot more intuitive to navigate. Specifically, I'd recommend reviewing the routes from an outside perspective in order to determine a better way to draw attention to available routes. Oftentimes, we see the maps we build as perfectly clear, but that's because we created the maps, so of course we know exactly what paths lead where.
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