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5v5 CTF || Scrim Servers for Map Testing!

Momlas wrote

There is a bug on Bazaar:

If you get hit out of the world with the flag (on the left side of spawn, if that's relevant at all), the flag doesn't respawn and the player who died has to run back to cap the invisible flag.

The bug is inconsistent btw


Thanks for reporting it. If you could record this happening, it would be a great help in fixing it.
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gg if this plan follows through
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Momlas wrote


-a lot of text analyzing station-



I agree with a lot of these sentiments, and I'm already working on finding ways to have the side lanes interact with mid. However, the original intent of me making this map was as a counterexample to some of the choices made on Necropolis, which was made first. Necropolis isn't exactly functional right now, so before I make any changes to station I'd like to see it compared to a working version of Necropolis.

However I would like to point out that when attacking the flag platform you have the option of jumping from the trains on either side rather than only going across the middle lamp. In a drawn out fight, the attackers have the ability to bow down defenders on the flag platform from the top of the stairs on either side, while also defending the stairs themselves.

EDIT: Necropolis is going through some major changes from its original version so I won't be waiting on updating station in the next update.
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GG Ctf finally have some updates
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Maps have been updated and are now live on the scrim servers. The changelog is on the main post.
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Takeout:
Blue Team spawns incorrectly [-7,6,84]
https://gyazo.com/cf9d3c0cae67e0baf73d20206718d46b
https://gyazo.com/e4dc305ccccf7a000ac6ab144ef3eeb0
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Yeah just looked into it, will be fixed asap
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GG! NICE <3
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gg
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gg
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I highly doubt this will change anything but I guess you can consider this when deciding the final 5 maps

My personal issue with Bazaar and Versatile is the fact that they are not new maps and have been played over a year ago in OCN

Although this may mean that both maps are proven to be a good and play well, my team's difficulty is the fact we have had no practice on the maps prior and in order to improve above OCN teams, we must do more scrimming and practising on those maps

With 18 days left before the tournament and with 7 maps to practice on, it’s definitely more difficult for us to get a good level on all maps compared to other teams which have had over a year of knowledge about 2 of them

If these 2 are both kept in the map pool which I suspect, OCN Teams have an advantage on 40% of the maps, either forcing Badlion to teams to focus on these maps much more or have to veto them each time

I personally believe if a map is proven to be good, the map should be “re-created” in a way so that all teams that wish to perform well must learn it. I’m sure the Tournament team wants to see Badlion teams not get completely destroyed by OCN teams, but having these maps does give them an unfair advantage in my opinion
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Kiivo wrote

I highly doubt this will change anything but I guess you can consider this when deciding the final 5 maps

My personal issue with Bazaar and Versatile is the fact that they are not new maps and have been played over a year ago in OCN

Although this may mean that both maps are proven to be a good and play well, my team's difficulty is the fact we have had no practice on the maps prior and in order to improve above OCN teams, we must do more scrimming and practising on those maps

With 18 days left before the tournament and with 7 maps to practice on, it’s definitely more difficult for us to get a good level on all maps compared to other teams which have had over a year of knowledge about 2 of them

If these 2 are both kept in the map pool which I suspect, OCN Teams have an advantage on 40% of the maps, either forcing Badlion to teams to focus on these maps much more or have to veto them each time

I personally believe if a map is proven to be good, the map should be “re-created” in a way so that all teams that wish to perform well must learn it. I’m sure the Tournament team wants to see Badlion teams not get completely destroyed by OCN teams, but having these maps does give them an unfair advantage in my opinion


First of all, thank you. I feel really strongly that the best map making happens when the players and the map makers have an open and honest relationship and hold nothing back. I'm glad you feel comfortable speaking out like this, and I hope you will continue to. It keeps us on our toes and makes sure we don't make mistakes, both in the creation of maps and in the curation of rotations and tournament map pools.

As for your concerns, I was a tournament team leader back on OCN. I lead my fair share of players on a variety of game modes, and I learned something, I think. When it comes to game modes like CTF, you do not train for maps, you train for the game mode and then familiarize yourself. Rotations, quick calls, quick communication–this is the underpinning of all CTF, and the decisions you make on the map will change based on which map you are playing, but the ability to commit to decisions and move as a unit does not. The OCN players already have an idea how to play some maps. Good. Scrim them. See what they do, take the template of their gameplay, and then either do it better with sharper communication and teamwork, or maybe even find a better way to play. I believe you have time. That is to say, if I had my same team still, and I were playing under these conditions, with 2 extra maps to learn, I would still feel confident. So I am inclined not to hold your hands on this at the expense of good maps. I am inclined to believe that you can do it, you will do it, and that in doing it, you will be forced to grow as teams. Please, tell me if I should feel otherwise.
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Cratain wrote

As for your concerns, I was a tournament team leader back on OCN. I lead my fair share of players on a variety of game modes, and I learned something, I think. When it comes to game modes like CTF, you do not train for maps, you train for the game mode and then familiarize yourself. Rotations, quick calls, quick communication–this is the underpinning of all CTF, and the decisions you make on the map will change based on which map you are playing, but the ability to commit to decisions and move as a unit does not. The OCN players already have an idea how to play some maps. Good. Scrim them. See what they do, take the template of their gameplay, and then either do it better with sharper communication and teamwork, or maybe even find a better way to play. I believe you have time. That is to say, if I had my same team still, and I were playing under these conditions, with 2 extra maps to learn, I would still feel confident. So I am inclined not to hold your hands on this at the expense of good maps. I am inclined to believe that you can do it, you will do it, and that in doing it, you will be forced to grow as teams. Please, tell me if I should feel otherwise.


Firstly, that response was beautiful. I almost cried
Jokes aside though what you said is very true and although I do believe we will have a slight disadvantage on those 2 maps to start off with, I believe my previous opinions / "rant" were based of us performing badly in our scrims
Since then however we have been playing some other top contenders for the tournament including OCN teams to see how they play, as well as focusing on the way we play CTF as a gamemode rather than "how we play a Map"
We are seeing significant progress on all maps and I thank you for the tips and motivation :)
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Anyway my next little thing I would like to talk about is the Kill Count
I'm sure you are aware but today a Kill Counter was added next to the name once you get a kill
I don't think its necessary for an objective gamemodes and the amount of captures if far more important
Although it can simply be ignored, I think it can promote chasing kills and possibly losing control in order to look good individually, when the focus should be how you play the objective as a team

However, I do think being able to see statistics from a match is important
Without the ability to spectate a game or see how each person plays in 3rd person, seeing how the match played out statistically can be useful
For example, a few months ago I made a large excel table which I filled in to see if PvP was an issue and how we can possibly improve
I did this by using chat logs and /f to count the amount of kills and deaths each player had and to which individual
https://gyazo.com/9701d3720206d85d9adaf5914c297640

As you can see it was a bit over the top, but being able to visually see how each person performed statistcally was good and gave a bit more explanation to possible reasons why we lose / win
I know this is more of a job for a developer, but I suggest that either a stats tab could be created or at the end of the match it could display each persons Kills, Deaths, KDR and Captures in chat (Others could include Flag Pickups and Flag Defenses)
It could look as simple as this https://gyazo.com/e99d90c4727636df28fed8700896830a

I thought I would share this here so you and others can read it and see if they think its a good idea
I don't know how difficult it would be to add, however it would be useful and good to see after a game
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Here are some fixes that needs to be done:

1: The kill counter in tab shows your public kills before the game started, it should reset to 0 before the match starts so you see your actual kills

2: Sometimes when you die in the void with the flag it glitches and the game doesn't register that you died with it and you keep it on you (you can't see it) and you can just go cap it from your spawn. You can spot the glitch happening when the kill message just says: "Zaquez died" instead of who killed me and the killcounter etc. This needs to be fixed asap as it's a huge problem.

3: Some of the maps are just completely useless and no one wants to play on them. I feel like Takeout needs a huge makeover, the void bit between the houses (around the mid area) should have a bridge for easier access. Under your house theres a 2 block high wall that needs to be removed, the actual flag platform needs a huge makeover for easier access, remove the parkour bit and make the flag a bit more down, remove the fences around it and just add some simple cover, Make it accessable from all the sides or just remove one side so you have to go around.

I don't know too much about Takeout as I just played it a few times and I just thought it was awful, but I can just tell that it's not like the other maps and it needs a huge makeover as there's just too many mistakes.
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Kiivo wrote

Anyway my next little thing I would like to talk about is the Kill Count
I'm sure you are aware but today a Kill Counter was added next to the name once you get a kill
I don't think its necessary for an objective gamemodes and the amount of captures if far more important
Although it can simply be ignored, I think it can promote chasing kills and possibly losing control in order to look good individually, when the focus should be how you play the objective as a team

However, I do think being able to see statistics from a match is important
Without the ability to spectate a game or see how each person plays in 3rd person, seeing how the match played out statistically can be useful
For example, a few months ago I made a large excel table which I filled in to see if PvP was an issue and how we can possibly improve
I did this by using chat logs and /f to count the amount of kills and deaths each player had and to which individual
https://gyazo.com/9701d3720206d85d9adaf5914c297640

As you can see it was a bit over the top, but being able to visually see how each person performed statistcally was good and gave a bit more explanation to possible reasons why we lose / win
I know this is more of a job for a developer, but I suggest that either a stats tab could be created or at the end of the match it could display each persons Kills, Deaths, KDR and Captures in chat (Others could include Flag Pickups and Flag Defenses)
It could look as simple as this https://gyazo.com/e99d90c4727636df28fed8700896830a

I thought I would share this here so you and others can read it and see if they think its a good idea
I don't know how difficult it would be to add, however it would be useful and good to see after a game


also with this add flag touches and caps^^
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Zaquez wrote

Here are some fixes that needs to be done:

1: The kill counter in tab shows of 3 more than it should do.

2: Sometimes when you die in the void with the flag it glitches and the game doesn't register that you died with it and you keep it on you (you can't see it) and you can just go cap it from your spawn. You can spot the glitch happening when the kill message just says: "Zaquez died" instead of who killed me and the killcounter etc. This needs to be fixed asap as it's a huge problem.


For 1, what he means is what I explained in this thread https://www.badlion.net/forum/thread/166148 . It isn't a problem as such, but should be changed, although I don't think the map creators can do anything about this.

The bug that Mattato and Zaquez mentioned occurs on Versatile as well as Bazaar, but not as often (probably because the flag carrier dies in the void less, it just seems less likely) so it is probably an occurence on any void map
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Takeout should be updated again as of yesterday. Most notable changes are the railings around the flag are removed so you're not forced out of 1 exit and can possibly make a run for the bottom left exit to mid. The parkour over koi pond chokepoint is a little safer now and the 1 way flank route above the void is a bit safer now. Respawn time is increased to 6s now so I'm hoping this allows teams to actually push up and get the flag and not have to run in front of 5 people again to get it out.

If it still doesn't play well I have one last idea for a major update which would essentially flip the whole back side of the map so the 2nd floor out of spawn would be where the flag is now and the flag would be on the side where the spawn/bell tower is now.
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Strangey wrote

Takeout should be updated again as of yesterday. Most notable changes are the railings around the flag are removed so you're not forced out of 1 exit and can possibly make a run for the bottom left exit to mid. The parkour over koi pond chokepoint is a little safer now and the 1 way flank route above the void is a bit safer now. Respawn time is increased to 6s now so I'm hoping this allows teams to actually push up and get the flag and not have to run in front of 5 people again to get it out.

If it still doesn't play well I have one last idea for a major update which would essentially flip the whole back side of the map so the 2nd floor out of spawn would be where the flag is now and the flag would be on the side where the spawn/bell tower is now.


I'll try it out once Badlion fixes their shit, but up until now, NO ONE scrims on that map
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nice nice
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