1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

CTF map rotation: post your opinions

Discussion in 'General Discussion' started by Ej, May 10, 2014.

  1. Hello Kaggots,

    theres has been made a decision that vanilla map pool for CTF gamemode needs a new look. We're aiming to change some maps, scrap some and introduce some new.

    Step 1 of this plan is to get the community's feedback on all the maps we currently have.

    So here is where you step in. We currently have 16 maps. They are:
    Snatchmark.png; Snatchmark.png
    NewTortuga.png; NewTortuga.png

    Skinney_Typhoon.png; Skinney_Typhoon.png
    Skinney_Crypt.png; Skinney_Crypt.png

    MonsteriCTF1.png; MonsteriCTF1.png
    MonsteriCTF2.png; MonsteriCTF2.png

    Fellere_FourRivers.png; Fellere_FourRivers.png

    JTG_Aqueduct.png; JTG_Aqueduct.png
    JTG_FirstBadlands.png; JTG_FirstBadlands.png
    JTG_NewGetisburgMines.png; JTG_NewGetisburgMines.png
    JTG_BoulderLake.png; JTG_BoulderLake.png

    EjMap.png; EjMap.png

    Rayne_KingArthursPond.png; Rayne_KingArthursPond.png
    Rayne_NerysRidge.png; Rayne_NerysRidge.png

    TresFlags.png; TresFlags.png
    MillenniumBell.png; MillenniumBell.png

    what I'm asking you to do is review each one of those maps in the following format:
    mapname: Good/Bad
    pros:
    ===
    cons:


    example:
    Ejmap: Good
    pros:

    -dynamic gameplay
    -rewards being mobile as archers
    -different to other maps which makes it interesting
    ===
    cons:
    -sky islands stall A LOT
    -way too easy to camp on the last flag
    -awkward horizontal movement

    if you don't have anything to say about a map, just skip it.
    we're looking forward not only to opinions regarding possible balance or stallines of the maps but also if they are fun to play or not.

    PLEASE KEEP YOUR SUGGESTIONS AWAY FROM THIS THREAD

    the thread is sticked for now, i might move it to announcements later on
     
    JPD, Noburu, Vampire and 3 others like this.
  2. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    Mkay I'll be posting little by little, based on my experience as player:

    Snatchmark: Good (most of the times)
    pros:
    - getting mid is rewarding
    - lot of choices at mid, on and below the island,
    - interesting last stand flag
    ===
    cons:
    - (until build1110) pretty likely to get a stalemate if not won in the first 5 minutes
    -losign 2 flags at a the same time makes it pretty frustrating, plus the castle to defend it looks always weaker
    - (not so often after b1110) it ends up with a lack of resources, mostly gold and stone, and a fight on the bedrock
    MonsteriCTF2: Good
    pros:
    - push you to reach 2 thirds of the map for digging
    - getting mid is rewarding
    - lot of resources at base (that might be a con too)
    - caves at both bases
    - fun flag placements

    ===
    cons:
    - mid island disappears pretty fast, making it a tedious water map (water can get 2 tiles higher with floods)
    - at mid the bedrock reaches the surface
    - flag placements provoke awkward or weak castles (weakness might be a pro, to prevent stalemates)
    New Tortuga: Good (more than half of the times)
    pros:
    - the only water map, it gives different (but not so much) gameplay
    - the possibility of making boats is viable
    - high paths are important and fun
    - plenty of stone
    - backdooring is possible
    - fun for archers

    ===
    cons:
    - 2nd map in the stalemates rank
    - very tedious to advance if you have no teleporters, nor offensive builders
    - very awkward as knight if no teamwork from other classes
    - the upper path is very decissive
    - at mid tunneling is not viable, bedrock is pretty close to the surface
    - lack of gold at a certain point -> impossibility of making a new vehicle shop -> stalemate
    - 2 flags at the same place
    Rayne_NerysRidge: Good (with 1 important con)
    pros:
    - the surface in general, mid is fun
    - lots of gold assure making more than 1 siege shop per team
    - tunnels can get mainly accesed from mid, and from the enemy's mini lake
    - tiny and vertical base (i think that's fun)
    - not so wide so catapulting from your base is viable to get to the enemy's one

    ===
    cons:
    - premade castles make most of the players fulfill the holes with doors, having weak castles with ground doors
    (!) - with the time, it leads to the situation of having 2 towers and a huge lake between them, having again a tedious water map
    JTG_NewGetisburgMines: Bad
    pros:
    - the surface itself is very interesting
    - some players like to go through the tunnels like lonewolfs
    - 3 flags make you build at least 3 defensive structures (so it's not a "base-field-enemy base" map)

    ===
    cons:
    - the tunnels offer a fast and simple 2nd alternative: pretty wide and direct from 1 base to the other
    - capturing is very cheap sometimes
    - there are blank areas isolated with bedrock
    -tunnels are only accesible from the base
     
    Last edited: May 14, 2014
    DragonShark likes this.
  3. Yagger

    Yagger Kouji's bitch 5eva Staff Alumni Tester
    1. SharSharShar - [SHARK]

    Messages:
    646
    Fellere FourRivers: Bad (most of the time)

    pros: -encourages use of stragetic tunnels
    -builders have more open time to work up and secure ground
    -archers get to have a more fighting chance
    ===
    cons: -unless teams are decent, stalemates to all hell
    -huge for some maps to traverse
    -stalemate king #2014
     
    Apronymous and Trumbles like this.
  4. Trumbles

    Trumbles Bison Rider

    Messages:
    458
    JTG BoulderLake: Bad

    Pros:
    • It's fun the first few times around (screwing around with boulders)
    • Ends quickly, due to the stupid tunnel system + boulder spam
    • Rarely stalemates (in my experience)
    • Only map in rotation w/ death pit
    Cons:
    • Gimmicky, the boulder ninja fight that ensues at the start of the game starts to feel old very fast
    • Encourages OP boulder drilling (Doors & trap blocks are invalid, at least until all boulders are out of mid)
    • Due to boulder drilling, sometimes ends too quickly
    • Tunnels mean buildermole hell
    TresFlags: Good

    Pros:

    • Islands allow for interesting archer tactics
    • Becomes a rush to see who can control mid (set up a tunnel) first
    • Fun map all around, always enjoy seeing this one pop up
    • A good amount of water, not enough to be super annoying
    Cons:
    • Islands can be removed completely by OCD builders, makes the map much less enjoyable
    • Occasionally stalemates (there are much worse offenders)
    • Easy for a skilled knight to spawncamp if they sit on the hill at the back of the map
     
    Last edited: May 11, 2014
    DragonShark and Yagger like this.
  5. -Crimson-

    -Crimson- Haxor

    Messages:
    108
    NewTortuga.png: Bad
    Pros:
    • Good for all classes.
    • certain parts on the map have its weakness for each class so its pretty fair.
    • It's great for people who love water fights and knight.
    • Can encourage tunnels

    Cons:
    • mfw stalemates way to often.
    • Boring last stand flags.
    • Camping happens a lot, and without good builders who know how to use tunnels, no one seems to push up and try to take control over each others territory, and if they do its just 24/7 knight slashing in the middle of the map in the water for the whole game.
    • I dislike this map because of its large terrain of water and fights can get very stale and too repetitive.
     
    Sir_Walter, Canadian98 and Trumbles like this.
  6. Trumbles

    Trumbles Bison Rider

    Messages:
    458
    ^This... Maps that consist of as much water as NewTortuga are just. plain. bad.

    Water fights are some of the most boring/frustrating things in this game, and since boats are so bad (and often, gold is so hard to find), nobody will make a boatshop/make boats.

    Sure the map has a top route, but it's only accessible to archers initially. Knights have to bomb jump/use chickens to reach the middle island.

    Either way, this map will turn into a boring water slog (for at least one team) 10/10 times.

    I think maps that are mostly water should be done away with, for the time being..
     
  7. Potatobird

    Potatobird Haxor Forum Moderator Mapping Moderator Tester Official Server Admin

    Messages:
    777
    NewTortuga gets a lot of hate, and I know at the start of the game, the island things are just for archers, but it's not that hard to go out there as a builder and throw some ladders/trap blocks down so your knights can get up to them. It would be a hell of a lot more fun if boats were better, but I don't think it's that bad now.

    Maybe if it started with some boats... can maps do that?

    also it's one of my favorite maps for feeling like spiderman
     
    emasame likes this.
  8. Gurin

    Gurin Stop That! Global Moderator Donator Tester

    Messages:
    358
    Rayne_kingarthurspond: Good

    Pros:
    • Doesn't stale mate (most of the time)
    • Lots of stone
    • Archers can screw around with builders across the map.
    • Not a massive pond in the middle
    Cons:
    • Allot of stone across the bottom of the map.
    • Sharks don't let the team rush.
    • Archers camping shooting at your team. :rektlord:
    ------------
    Rayne_NerysRidge: Bad (Most of the time)

    Pros:
    • Plenty of stone at tent
    • A limit of bedrock
    Cons:
    • First flag is very easy to camp on.
    • Stale Mates most of the time.
    • Water next to first flag is normally always a trap. (Meaning harder to siege the tower)
    -----------
    MillenniumBell: Good

    Pros:
    • Normally not many stalemates.
    • Plenty of pathways to take for the classes.
    • Fun annoying builders as archer with the different pathways.
    Cons:
    • A limit of stone
    • Tunnels/tele's always on bottom layer.
    • Bottom flag can be fairly hard to capture due to spawn - dropping (Sometimes)
    ----------
    MonsteriCTF1: Good

    Pros:
    • Doesn't stalemate most of the time
    • Plenty of stone
    • The water doesn't conduct onto the main-land. (doesn't get in the way)
    • Fair for all classes.
    Cons:
    • Flatmaps = archer OP
    • Hard to tunnel due to bedrock placement on the left side.
    -----------
    MonsteriCTF2: Good (Most of the time)

    Pros:
    • Middle lake isn't huge.
    • Flatmap = Great for all classes.
    • Lake normally doesn't get in the way of the mainland.
    • Enough Stone.
    Cons:
    • Hard to get final flag due to camping.
    • Capturing the middle makes it hard to take back due to the water.
    • Bedrock placement makes tunneling harder.
     
    UnnamedPlayer and Ricket like this.
  9. Potatobird

    Potatobird Haxor Forum Moderator Mapping Moderator Tester Official Server Admin

    Messages:
    777
    Jesus, them green fonts are hurting my eyes even though it doesn't matter what they say. Use the one in the OP please, or at least a darker one

    JTG_Aqueduct: Good
    Pros:
    • Middle part encourages pushing without making it feel like the first one to the middle wins
    • Good use of vertical axis / heights - map is not flat and boring, but still good for all classes
    • The tunnel system, although sometimes annoying, is close enough to the surface to still feel like it's "part of the action", and is more connected with the above ground fighting.
    • Terrain allows for interesting buildings (in my opinion) and just looks cool in general
    • Are those... bedrock penises? +1 +1 +1 +1 +1 masterpiece
    Cons:
    • Siege engines maybe too effective here (but at least there are no stalemates)
    • Sometimes games end too quickly, as a result of ignored tunnel system or stompage. This is mostly just a noobiness problem though
    • Stone is fairly scarce
    • Chickens kinda op here? This isn't that bad really
     
  10. KingXandercosm

    KingXandercosm Shipwright

    Messages:
    122
    FirstBadlands: good.

    Pros:
    1. Encourages making forward bases.
    2. Makes for very long and detailed matches.
    3. Has lots of space for traps.

    Cons:
    1. A bit stalemate prone.
    ------------------------

    Fellere FourRivers: good.

    Pros:
    1. Long and extremely strategic gameplay.
    2. Tons of building possibilities.
    3. Great for really filled servers.

    Cons:
    1. Matches can last annoyingly long.
    2. Until near the end of a match, it is usually a constant battle for the middle.
    -------------------------

    NewTortuga: good.

    Pros:
    1. Amazing, amazing building oppurtunities.
    2. Taking and holding the center really feels like an accomplishment. Not just race to get their first.
    3. Long and rewarding gameplay.

    Cons: cant think of any.
    -------------------------
     
    Last edited: May 16, 2014
  11. emasame

    emasame Bison Rider

    Messages:
    122
    Four Rivers: BAD
    pros:
    -tunnels more effective due to massive length of map
    -can make for long/rewarding games
    -largest map I can think of played regularly
    ===
    cons:
    -LONG fucking games with massive stagnation
    -Too big, too water, much grief
    -too much middle ground, you end up forgetting there are flags to get



    Boulder Lake: Good
    pros:
    -good amount of water
    -distance between land in mid makes for a lot of fun chaos
    -existing boulders make for strategic builds
    ===
    cons:
    -I personally hate the drain in the middle of the map
    -bottom tunnel section of the map feels ignored most games
    -too easy to claim the drain. hole section could be wider to prevent one builder spamming a million wood doors



    Aqueduct: Shit
    pros:
    -unique vertical scale
    -major love for archers
    ===
    cons:
    -(personal opinion)worst map in the game
    -impossible to defend first flag
    -why is there so much chicken and grain? why is the first flag made impossible to defend? you cant even fortify the first flag during build time. center area should be made more porous so its less easy to claim. It also needs to be set lower than the defending mountains. iirc chickens exist from the start of the map which is just terrible. archers have a shot at everything from mid. before you know it knights are flying onto your tent because its so easy to jump over the whole map.



    Millennium Bell: Great
    pros:
    -dynamic gameplay
    -lots of different pathing options allowing for strategic map control
    -positioning of land makes for strong builds which tend to end in exciting wins
    ===
    cons:
    -center tunnel is a little awkward. it tends not to help your team much because having control of the top lane is much more powerful perhaps due to....
    -very low sky ceiling. limits building height too much imo. Its not all too hard to bomb jump over the top while the bottom can be impenetrable.
    -perhaps too hard to win matches/stalemates
     
  12. Sir_Walter

    Sir_Walter Haxor Staff Alumni Tester

    Messages:
    273
    Snatchmark: Good


    Pros:
    - getting mid is rewarding
    - not too big, so you get right back to the action when you die
    - normally one good push can win, so it rarely stalemates
    - good for knight fights (not so much based on terrain, room to fight)

    Cons:
    - sometimes the outcome of the game depends on who wins the initial fight over the center
    - promotes archers spamming from towers/ middle island
     
  13. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Have acted on a bunch of the feedback here for next build; not all the criticism got catered to because the maps I hear complained about most got first dibs on my attention. Keep it coming though, this is really useful stuff.
     
    Tern and JPD like this.
  14. SAcptm

    SAcptm Haxor Staff Alumni

    Messages:
    134
    Skinney Typhoon: Bad

    Pros:
    -Different to other maps
    -Smaller play area encourages a faster match

    Cons:
    -Preset landscaping & pre-buried flag doesn't allow for much useful base building
    -Bottom middle is way too easy to lock down
    -Small map size and low, forward flag location render base defences irrelevant.
    -There is precisely one effective strategy on this map: dig into the flag room from the exposed side. All other sides are heavily protected by terrain, and access to the exposed side is woefully easy having (also easily) locked down the bottom middle cavern. When both sides are aware of this strategy all that happens is builders continue to slapfight and dig/place walls in a dull subterranean slog.
    -Because maps are won based on the builder struggle below, the knight and archer fights on top tend not to really have any influence on match results.

    ----------------------------------------------
    JTG New Getisburg Mines: Bad

    Pros:
    -Two avenues of conflict (surface and tunnel)
    -Relatively blank canvas for base building

    Cons:
    -Obnoxious tree placement; several trees always need to be moved at the start of every round to get flags covered properly (its not the only map with this issue).
    -Pre-dug tunnels promote "cheap" victories, regardless of the conflict status above ground, without anyone having to think for themselves or work for it.
    -Tunnel entrances behind team defences are nearly always poison.
    -Regularly suffers from floating flagroom magic.

    ----------------------------------------------
    Rayne King Arthur's Pond: Good

    Pros:
    -Every attack strategy catered for, encourages creativity and variety.
    -Building defences also requires thought and imagination given the equal viability of aerial, surface, and subterranean attacks.
    -Central focus on the pond close to defensive lines gives knights and archers alike equal opportunity to exert influence.

    Cons:
    -Small width and high elevation makes siege weapons unusually powerful.