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TDM [REJECTED] Flying Castle

Discussion in 'Rejected Maps' started by Ni, Jun 20, 2017.

  1. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    433
    Map name: Flying Castle
    Gamemode: TDM
    Symmetrical: Yes
    Special features:
    • Includes 2 flowers.
    • You can rush the enemy spawn !!!
    • Lower part of the map is floodable.
    • 2 shops.
    • Bridge can collapse, if you burn it down.
    • Many ways to go.
    • Spikes.
    • Many more things you can explore :3
    Map:
    FlyingCastle.png

    Inspiret by the map of:
    @SJD360 and @PUNK123
    <3

    /Edit - Fixed:
    Ni_FlyingCastle.png
     
    Last edited: Jul 31, 2017
  2. an_obamanation

    an_obamanation The boss Donator

    Messages:
    392
    upload_2017-6-20_23-42-20.png

    This map is like a cooler version of Sky fort higgins. I especially like the sharp edges that makes it look like an arrowhead and the dirt blocks at the sides of spawn that could be used to flood that small portion of the map, gives the map some seasoning.
     
    Ni likes this.
  3. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    So do you like it ? :)
     
    an_obamanation likes this.
  4. an_obamanation

    an_obamanation The boss Donator

    Messages:
    392
    Of course. Your tdm maps nowadays are really really good, better than I can make them anyways. Keep on doing Geti's work! 25252525
     
    Ni and enderzilla747 like this.
  5. _Cuffs_

    _Cuffs_ Haxor Staff Alumni Tester

    Messages:
    103
    I can't wait to get pissed off by archers hanging from the bottom of this map too. I know it kind of ruins the aesthetic of the map but I think it would improve playability of the map if you flattened the edges of the island. This would at least allow knights to sacrifice themselves in an attempt to kill a hanging archer, and also allow archers to better bait a knight suicide.
     

    Attached Files:

    PUNK123 likes this.
  6. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    I´ll do one like that
     
  7. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

    Messages:
    1,275
    would really just be better to fill the underground with stone spikes.
     
    SirDangalang likes this.
  8. Eluded

    Eluded Haxor Official Server Admin

    Messages:
    132
    The general idea of this map is pretty good Ni. Skyfort Higgins is a great map and it would be cool to have more maps like it.

    There's a few things that in my opinion make the map annoying to fight in though, and I'll say why.
    • Remove the pairs of ladders by the shops. These ladders make it difficult to fight around that 3-block opening because they slow down the movement of knights around that area. You don't actually need a ladder to be able to jump up there anyway. In general I think ladders in TDM maps are a bad idea since they're slow to move on which feels awkward.
    • Swap the platforms near the ladders for doors. These platforms are annoying I think because they make that outer tunnel bit a one-way system. You want to give TDM players options rather than constrict their choices.
    • Extend the ends of the middle floor so knights can jump up onto the top floor. At the minute you can't jump from the ends of the middle floor up onto the top. Adding a few extra blocks would let knights jump up. I think this is necessary because at the minute a knight who gets backed into that doorway is very unlikely to survive - but if they could jump up then they have options again.
    • Remove the stone block directly underneath the cross symbol on each side. That block turns what would be a 3-gap into a 2-gap. 2-gaps are annoying to fight around because they're too narrow to move through easily. I think that a 3-gap there makes moving around that part of the map much more fluid.
    • Flatten out the uneven floor on the outer top level. I mean those 2 and 1-block holes on either side. They serve no gameplay-purpose, and are annoying because you can't smoothly shield slide or run over them. Maybe you could fill them with another type of block if you want to keep the cosmetic effect?
    • Make it so there's more than one way to get on top of the spike towers. The two spikes in the middle of the top floor make this quite a stalematey area. Often there will be one knight on either side of that 4-block bit with the spikes on. Neither knight can really move forward onto that platform due to the spikes. But jumping from that platform is currently the only way to get up on top of those towers. So I think you need to make another way to get up on top there - maybe on the other side or maybe in the middle of the tower where that single platform is now. This will help relieve stalemates in that area. I also think you should remove the stone block directly above the lantern in the middle bit; this would make it easier to vault off the wall there and thus break stalemates.
    • Remove those platforms in the middle bit. Not the ones next to the flowers, but the ones above that. That part of the map is awkward to move around in and the platforms are the main reason for it. The platforms kind of trap people up there.
    • Make it easier to escape the flower-pit. The flower pit is a nice design actually because you trade a full heal for an extremely bad position. But I think it's too punishing at the minute because it's so hard to get out of that pit. To fix this you should maybe an an extra (one way) exit or smooth out the rim so you don't have to jump up onto the 2 platforms to escape.
    • Flatten out the diagonal walls near the spawns. These diagonal stone walls are again kind of awkward to move around on. You should just replace them with straight walls.
    I know this is a lot of information but I hope you can appreciate the reasons behind all my suggestions. I think most of them are necessary for this to become a fun map to fight on, but feel free to disagree with anything if you have a reason for it. I'm happy to draw on the map to illustrate some points if needed.
     
    Fuzzle likes this.
  9. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    I agree with most of your points, if you want to edit it feel free to do so.
    If you want me to do so, then it will take a while :3
     
  10. Eluded

    Eluded Haxor Official Server Admin

    Messages:
    132
    If you fix the things I mentioned then yeah I think this map will be ready for official servers.
     
  11. Ni

    Ni Battle Angel Global Moderator Forum Moderator Mapping Moderator Donator Tester Official Server Admin
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    433
    Like this ?
    Ni_FlyingCastle.png
     
    Last edited: Jul 9, 2017
  12. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

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    1,275
    The arrowhead bottom would allow shithead archers to camp when they have lost the game. I dont see how you can find this map suitable for official with this blatantly cancer issue.
     
  13. Eluded

    Eluded Haxor Official Server Admin

    Messages:
    132
    Well Punk there are already a few maps which have that problem. I don't really think it's a big enough problem to prevent the map from being accepted.
     
  14. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

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    I do because there is a legitimate fix available and it is very lazy to justify your quality of map choices by saying "OH BUT LOOK OVER THERE"
     
  15. Eluded

    Eluded Haxor Official Server Admin

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    132
    I don't see a legitimate fix to it without completely altering the structure of the map. Unless you do?

    Sure, it's not a great quality to have in a map. I'm just saying that it hasn't prevented similar maps from being accepted in the past.

    The archer-hanging-off-the-bottom-of-the-map thing happens maybe what, 1 in 300 games? Should we reject maps because of that? I don't think so.
     
    Ni likes this.
  16. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

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    1,275
    yes this earlier message from me

    --------------------------
    And I'm just saying it is a lazy excuse to bring up when someone says that the feature is obviously bad and you should try to avoid it.

    You dont get to make up a statistic and then use it to justify not taking an issue seriously. Im sure on specific maps like forthiggins the abuse rate is much higher than 1 in 300(feel free to prove me wrong though).
     
  17. Eluded

    Eluded Haxor Official Server Admin

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    132
    It's not a lazy excuse Punk. It's just not an important issue.
     
  18. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

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    You are incorrect. It is such an important issue that maps like this:
    8x_Level2.png
    had to be removed because camping ruined them. I think that the issue is easy to fix and should be if it to be allowed on official.
     
    SirDangalang likes this.
  19. Eluded

    Eluded Haxor Official Server Admin

    Messages:
    132
    How do you think it could be fixed on this map then?
     
  20. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

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    1,275
    Ive repeated the statement several times, youre supposed to be a tdm specialist you should know how these issues are handled, the arrowhead bottom can have stoneblocks/stonespikes added onto it so archers cannot successful grapple-hold and camp down there. Its been done with a lot of archer 1 vs 1 maps to stop those types of camping.