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5v5 CTF Map Testing || Saturday 15th at 2 pm EST!
2 of those are from OCN, this is gonna be insane
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oOoOOoOOoOO I NEED A GANG
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DominusTroclea wrote

Why does aerospace only have 1 lane


It's hard to see from the pictures, but there's a tunnel from directly underneath the arrow spawners that comes out on the upper level right behind the main chokepoint on either side of mid. Even without that tunnel, there's ways to force defenders off that chokepoint by taking advantage of a lack of cover and the gapple/arrow spawners in mid.

Mattato wrote

Bazaar looks familiar :?


For a while we were calling it "Sandrace" if that rings any bells
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MCUnbreakable wrote

Could we try impact 2.0?
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I wish I could play it. Let's see If I can get #1 wins again in the future ctf season :)
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Kiivo wrote

MCUnbreakable wrote...



We have quite a few maps that are in a ready or somewhat ready shape, and we will probably not even be testing all of those. Impact 2.0 currently doesn't have a config file nor has it been set up for testing in a build world yet. In the future we may test it, but for today it is highly unlikely that it will be tested.
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Good to see this happening, thank guys
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Aerospace looks sick. Good job! :)
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Cratain wrote

Kiivo wrote...



We have quite a few maps that are in a ready or somewhat ready shape, and we will probably not even be testing all of those. Impact 2.0 currently doesn't have a config file nor has it been set up for testing in a build world yet. In the future we may test it, but for today it is highly unlikely that it will be tested.


Sounds fair enough ;p

Can't wait to try the ones the Badlion team has prepared!
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Basilica:

I know this is a ridiculous claim and has nothing to do with the meta or how good the map is

But I honestly really don't like the re-skin and the wooden scheme for some reason doesn't look nice

I think the texture pallet is really plain and I think the similar textures doesn't accentuate the map's corners or shape

Whilst playing on the map it felt boring and plain and although its just a comp map I think a completely wooden plank aesthetic just looks bad and that another more diverse colour / block scheme would look more appealing

P.S sorry BlueSnowflakes
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Agree
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JusserBuilds wrote

look the build team has done another thing! rejoice i guess

@Wqrrior hasn't done a map thing tsk tsk


The s15 hub is my work for now. CTF/CTW maps aren't my thing.
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Kiivo wrote

Basilica:

I know this is a ridiculous claim and has nothing to do with the meta or how good the map is

But I honestly really don't like the re-skin and the wooden scheme for some reason doesn't look nice

I think the texture pallet is really plain and I think the similar textures doesn't accentuate the map's corners or shape

Whilst playing on the map it felt boring and plain and although its just a comp map I think a completely wooden plank aesthetic just looks bad and that another more diverse colour / block scheme would look more appealing

P.S sorry BlueSnowflakes


No, please feel free to give us feedback even of that sort. Skinning really should merge together with the structure of map to highlight and bring out it's features–if it's not doing that, we should take another look.

In the case of this map, in particular, I don't think BlueSnowflakes is real to blame. She had done a good portion of this while being very busy, and to hurry things along, Reshif, myself, and Strangey did our best to copy her style and finishing out the last wall. It lacks the highlights, pallet, and in some cases, the structure she wanted to finish out–I thought that it would make sense though push the map out for testing and then deal with the skinning later.
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On a more general note, thank you to the teams that participated! We know it was rocky at times, and we appreciate you all sticking through it with us. We hit some snags on Basilica at the very start that made us on the spot rethink our approach to the day. This is why we tested that several times and barely even got on to that second map (Aerospace) before ending the day.

To greatly over simplify things, I believe that there are two types of map–those based on movement, and those based on position. Maps based on movement, as you might expect, reward teams on the go, constantly cycling between spots, constantly trying to poke holes in defenses. These are going somewhere at the right time and getting there fast.

Then, there are maps that focus on position. Here it is not about the next destination, but rather, holding strong at the starting line. For these maps, running out and trying to burst through as you would in the former type won't work–it's all about control where the two teams clash, and until one team has wrestled some of that control away from the other by getting a kill, that team is unable to move forward.

As you might expect, the line between these types of maps is not absolute–if there are positions to hold, you must get to them or rotate back to them should you die, meaning that maps of the position require good movement. If you are on the move, you are on the move somewhere–that position you go to may change more rapidly, but it is still a position that is your end goal.

Just the same, when we were conceiving the maps that we tested yesterday, many of us thought of bringing a more position-based, control-based gameplay to CTF. We wanted more bow fights for dominance of a space before the teams collided with swords. We wanted certain players holding down and staying in one spot for the whole game if they played well enough. We overlooked the fact that the global CTF kit required 16 arrows when conceiving of maps to promote this gameplay, and as such, there wasn't too much to test–expecting a player to hold a bit of high ground makes little sense when that player runs out of arrows in less than a minute.

We will be exploring work around for this to allow for this slower, positional-based gameplay on the maps we had intended to work as such. For those of you who liked that other faster-paced style–don't worry! We will still continue to make that type of CTF map.
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So how soon can we expect the next test then?
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Cratain wrote

Kiivo wrote...



No, please feel free to give us feedback even of that sort. Skinning really should merge together with the structure of map to highlight and bring out it's features–if it's not doing that, we should take another look.

In the case of this map, in particular, I don't think BlueSnowflakes is real to blame. She had done a good portion of this while being very busy, and to hurry things along, Reshif, myself, and Strangey did our best to copy her style and finishing out the last wall. It lacks the highlights, pallet, and in some cases, the structure she wanted to finish out–I thought that it would make sense though push the map out for testing and then deal with the skinning later.

I think that the map looked okay, but I might change my mind if I saw a reskinned version. For a small positive on the map design though, the translucent ice blocks being used on the arrow generator and as the ceiling of the enclosed areas for spectators to see inside is a good idea and should stay.
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You can get knocked off some of the maps, what will happen with the flag?
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hey any update with the maps?
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There will be rather soon! We're sorry for the delay and thankful for your patience. Rest assured, we're hard at work on some fun things to come.
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