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

Complete Dargon Alley

Discussion in 'Map Submissions' started by Chactation, Sep 11, 2020.

  1. Chactation

    Chactation Active Member

    Joined:
    May 17, 2015
    Messages:
    33
    Ratings:
    +64
    CTF Map Submission

    Map Name: Dargon Alley
    Map ID: 198755
    Style: idk its dragon valley but hopefully not complete garbage
    Creator(s): Chactation, GeeAiJo, ilosthegame
    Time of Day: Noon
    Configured (yes/no): yes
    Number of Caps: 3
    Pictures:

    2020-09-11_22.47.27.png
     
    • Friendly Friendly x 1
    • Optimistic Optimistic x 1
    • Winner Winner x 1
    • Informative Informative x 1
  2. ilosthegame

    ilosthegame Member

    Joined:
    May 20, 2015
    Messages:
    21
    Ratings:
    +13
    hey

    nice map
     
  3. WETWEEABOO69

    WETWEEABOO69 Active Member

    Joined:
    May 17, 2015
    Messages:
    76
    Ratings:
    +23
    great map dude its really is great good .
     
  4. Visqe

    Visqe Member

    Joined:
    Aug 3, 2020
    Messages:
    59
    Ratings:
    +19
    Discord:
    Visqe#0943
    In my opinion, the terrain is too plain in the areas that needed detail & becomes more awkward to traverse in the spots where it needed to be easier. I'm not against using real water in maps at all, but making full on rivers like this is going to lead to frequent problems, even if the size is reduced from the original map. The flag room was actually the only balanced part of Dragon Valley I - this new design gives offense a massive advantage, and would probably lead to constant stalemates since offense doesn't have to travel 200 blocks to get back to their side anymore. The Archer cover is improved, but Archers don't really have any spots on this map now. It just feels a bit thrown together.
     
    • Funny Funny x 1
  5. Chactation

    Chactation Active Member

    Joined:
    May 17, 2015
    Messages:
    33
    Ratings:
    +64
    Thanks for the review. I definitely see what you mean about the terrain, I wasn't too sure what to do with it in a lot of places and I'm open to suggestions.

    I agree that water can be problematic and prefer not to use it in general, but I wanted to keep it to maintain the feel of the original map. I placed a lot of lily pads to try to give people who get knocked into water ways out of it, and the different landmasses are close enough together to reach without crossing water in most places. Can you give me a specific issue you find with the water on this map?

    I have to disagree on your other points though. The flag room on Dragon Valley I is notoriously bulk clicker defensively biased hell. Sort of the intention here is to be an inversion of the original map; where DV was too strong defensively, this map is meant to be offensively oriented (but ideally not too strong for offence either, of course).

    In terms of stalemates, while they're bound to happen, the map doesn't have any strong stalemate positions (it's not supposed to at least, let me know if you find one).

    Archer actually does have some good positions, but they are intentionally precarious and take time to reach. The intention was to prevent archer from being too useful immediately after spawning and not to allow the archer to cover every available path at the same time. All of the conveniently reached spots have some path the offence can take to counter it. I think Archer is pretty good on the map, but not stupid good.
     
  6. Visqe

    Visqe Member

    Joined:
    Aug 3, 2020
    Messages:
    59
    Ratings:
    +19
    Discord:
    Visqe#0943
    Larger bodies of water like that are incredibly annoying for pvp, whether it be Archers spamming from the middle, people intentionally camping for low ground, ping ponging, etc.. I was wrong in saying that DVI's fr was balanced; You're right that it is a defense mosh pit. I meant that since you inverted it so heavily, offense can escape and find support too easily, which will lead to constant stalemates. There aren't any fantastic holding spots, but at the same time that lack of a grounded position makes coordinating a non-predictable recov push quite difficult since everything is relatively homogeneous. Archers can always find spots - I just meant that they no longer have set vantage points for both sniping range and crowd control. DVI had its variety of tree sponges that offered a minimal but viable form of defense within non-headshot-able range, whereas now they're forced to stay grounded and hope for the best. I do agree that Archer has a better advantage on this version, but contesting them would be much easier is all.
     
Loading...
Similar Threads Forum Date
Complete Valley of Redemption Map Submissions Tuesday at 6:46 PM
W.I.P. Hidden Valley Map Submissions Aug 3, 2020
Complete [xD] Mini Dragon Valley I Map Submissions Aug 2, 2020
Complete Valley Of Ruin V Map Submissions Jun 5, 2020
Complete Scorched Valley Map Submissions May 20, 2020