Posted on 20 March 2016 - 09:30 PM
I apologize beforehand if I unconsciously display any signs of irritancy or impatience, as I honestly cannot suppress my exasperation right now. This is also a sort-of continuation of https://www.badlion.net/forum/thread/90284 , but I’m not complaining about the fps I get to the maps this time (although it’s still a huge issue for me)Ever since season 11, the maps have caused me so much anxiety. Everything about them - the layout, the designing, the decoration, and the actual ladders they’re used for - they’re all just ridiculous, lol. Why would we ever desire a map with trees, hills, log cabins, and these random, odd trip points for a gapple match. Why would an archer map contain these clay pillars, trees, huts, and, again, random bushes and trip points. The whole focus of gapple is to get as many combos as you can, not the one who can low-ground the most. The point of archer is to see the person who is the most handy with their raw bow skills, not the player who can corner shot and jump shoot. Below, I have posted a picture of all the maps in Badlion and what should be done to correct the ones I feel are just bad, to put it. (tell me if I missed any maps) (creds to Hivlik’s elo series for the map screenshots.)

Layout is horrible. The sandstone arches are ridiculous, they set all the corner-shooters up, encourage camping, and just get in the way of pvp. Get rid of some trees. Everything else is ok.

Since this map’s layout is copied for like 3 other maps, I’ll just use it for all of them. Map is ok.

Probably one of my favorite maps overall. Perfect distance from middle island, not laggy at all, one solid, defined color that makes up the map (only map that doesn’t hurt my eyes) and amazing for overall pvp. One issue is that why are there passages underneath the middle of mid lol… so many times people just run down there and spam blocks down so you can’t get them. Great way to stretch out games lol. You should block those up.
Ok map, it’s annoying when you get rodded into the water/river thing though, and you just get bowspammed. The cliffs on either side also encourage camping up there and rodspamming anyone who tries to get up. Make them a tiny bit lower.
One of my least favorite maps. The weird clay towers get in the way, you always fall into the water and get bowspammed, too much decoration, and worst of all - in archer people always pearl up onto that… thing hanging in the ceiling. All that “thing” does is generate fps lag and serve as a camping spot.
Personally I like this map, but it’s literally whoever bridges over first wins. Literally. Also, why is there a room where you can camp in in the mushroom’s base… -_- And the most major issue is how one island (the one hivlik came from) is closer by 1-2 blocks to the mid, and the one that’s farther away has another disadvantage. As soon as you reach mid, the giant mushroom base blocks your way. Meaning you have to navigate around it in order to reach your opponent. This takes an extra second or two, but in Skywars, each millisecond matters lol.
Disgusting skywars map. This map is basically another reach-mid-first-you-win. Getting to the top of that temple thing means you will knock your opponent all the way down the steps, dealing about eight hearts of fall damage. That’s assuming he even goes for mid, many people I fight simply camp in the vast foliage and underbrush that the map is covered in. One of my most feared maps to play on.
Meh map. The weird bumps and holes in the map make it easy to turn a fight around, and for some reason alot of people climb the cliffs lol.
It’s alright, but it’s so much laggier fps wise than the other maps, idk why.
Annoying map to play SG on, the FnS is disabled half the time because you can’t light up glass.
personal favorite map, it’s flat, even, and moderately small. Also I get very solid fps on here, about 70-80.
Very good map for both fps and gameplay, but again, the glass disables fns’s and you can pearl into those little niches in the sides of the map while playing Archer.
Don’t even know what to say, why the hell are there those stupid mushroom patterns in the background? Asking for fps lag and waste of building space.
It’s good, but it’s for some reason laggy and also those little bumps get annoying when you’re running.
It’s a good map.
Aids map. This is what I was mentioning earlier, why do you have to have so many decorations… horrible for any type of pvp.
Ok map, the colored wool is just so laggy lol.I hope you consider my suggestions.
Posted on 20 March 2016 - 09:31 PM
I also didn't put any buildUHC maps here because they're all fine.Posted on 21 March 2016 - 03:44 AM
Are you serious?! I understand the map with the slabs as that is a laggy map. But badlion maps should never Be Cubes made out of Clay. The design adding water, glass & hills is what makes Pvp better as you actually get to use and beat different strategies making you an overall better pvper. You think someone wont bow with tight angles on a UHC? PLay on Cyburgh EU mate and open your eyes. I love when there is glass in that sg map, I can easily bow from the other side of the valley or lead them up the hlil and rod them off. Do you not enjoy thinking about what you have to do? That coloured wool map is laggy tho! And that skywars bridging map is wierd.Posted on 21 March 2016 - 07:11 AM
+1 the maps are horrible. Badlion would be perfect if they implemented kohi kb for pot and good maps like what kohi hasLast edited on 21 March 2016 - 07:24 AM by Jahmyr
Pleepo wrote
Last edited on 21 March 2016 - 10:45 AM by DangerousBob
Thanks for your input and I'll try not to sound like I'm a heartless man….I think what most people don't understand is that these maps aren't the only maps that the Build Team have made, I would say around 80-90% of maps that we make are denied.
This is because 1 or more things go against a set of rules that we have to ensure PvP is not interrupted majorly.
Believe it or not but it is extremely hard to make a map that is both unique and follows these rules (as well as making sure people don't cry when they see it).
It is a real struggle to have a good map that everyone likes, because some people might not like it for this reason and some others might not like it for another, so of course we get constant complaints about our maps.
The reason that maps have the same general layout for a kit is because these are the maps that work for that kit and therefore there wouldn't really be another layout that is completely different. For example, for BuildUHC maps we go for 'natural terrain' maps, so please tell me how we're meant to make 'natural terrain' maps, without having 'natural terrain', maybe I'm missing something.
We are told to have a square/rectangle wall for the purposes of copying and pasting the maps around, so that is why most maps have that.
I agree that some maps have their flaws but we aren't able to make perfect maps all the time for every season.
Final note; believe me, we want to be as creative as possible but it is not easy because detail might get in the way, people complain about fps so we have to use simple blocks, terrain needs to be flat but not too flat otherwise it'll look bad, if we put some decoration in the middle we can't because it will get in the way and people will find a way to abuse it, etc.
Anyways rant over and just remember that it is harder than it looks :)
Posted on 21 March 2016 - 11:09 AM
The bow ladders need to have much, much less cover. @*deleted-240656The gapple maps should be pretty much the same as the soup maps
Archer maps specifically need almost no cover and very big maps with subtle terrain changes, considering how the current kit works.
Posted on 21 March 2016 - 11:23 AM
Yeah, the maps for Archer are really not good, most losses in archer come from a man camping the many decorations on the map, with the little updates to S12 I was really looking forward to there being new maps or at least the old maps they used for archer, they were a lot better than what we have nowPosted on 21 March 2016 - 11:24 AM
Hivlik wrote
The gapple maps should be pretty much the same as the soup maps
Archer maps specifically need almost no cover and very big maps with subtle terrain changes, considering how the current kit works.
+1 to this, but also bigger maps for UHC and advaced UHC
Posted on 21 March 2016 - 01:03 PM
Very good map for both fps and gameplay, but again, the glass disables fns’s and you can pearl into those little niches in the sides of the map while playing Archer.Get what you mean, although with most of the maps they were meant for non-pearl but obviously were used for other purposes such as archer.
Posted on 21 March 2016 - 01:04 PM
For most of the maps in season 11 glass was used instead of water.Would you prefer coloured wool or nothing at all?
Posted on 21 March 2016 - 01:05 PM
Also, i have to agree the coloured wool map is my least favourite.Posted on 21 March 2016 - 03:08 PM
ItsioZ wrote
Would you prefer coloured wool or nothing at all?
Posted on 22 March 2016 - 02:33 PM
In my opinion, cover in Archer adds more of a tactical aspect to the map. Another part of PvP is being able to manage your environment and use it to your advantage. Even in MC generated maps, there is rarely a place where it is completely flat with no cover. With cover in archer, not only should pure bow skill should matter, but being able to use the environment to your will. But hey, what do I know? Peace.Posted on 22 March 2016 - 02:52 PM
MagRogue wrote
We are told to always value gameplay over looks.
Regarding potion ladder maps, we are told to make them flat so you won't get any issue.
For Archer maps, they need hills and structures to hide behind and take cover.
For combo and GApple, I'll request having their maps the same as potion maps.
Hivlik wrote
The gapple maps should be pretty much the same as the soup maps
Archer maps specifically need almost no cover and very big maps with subtle terrain changes, considering how the current kit works.
please