Forgotten - Map - CTW
Posted on 11 October 2017 - 12:56 AMNew Map create of Breakers :)
if u want the map only ask for it :)
Posted on 11 October 2017 - 01:22 AMIncreíble mapa, ojala pronto lo veámos en capture the wool, GG team!
Posted on 11 October 2017 - 09:42 AMMap first of all doesn’t look big enough to support 32v32. And besides that, the way to the wool rooms is a big chokepoint right now meaning it is difficult to get into it. You should reconsider the layout because usually large frontlines aren’t good when the map isn’t that big. Good start though.
Last edited on 11 October 2017 - 10:29 AM by Pinietri
Map first of all doesn’t look big enough to support 32v32. And besides that, the way to the wool rooms is a big chokepoint right now meaning it is difficult to get into it. You should reconsider the layout because usually large frontlines aren’t good when the map isn’t that big. Good start though.
What do u wanna edit ? I can edit the map if u want for add map in Badlion, i think that the map is big for 32vs32 u have more iron down, and u have posibility of underbridge, but i can edit and the map be more big, just say me :)
Last edited on 12 October 2017 - 02:46 PM by AcaranI honestly don't like the map. And this is purely my opinion but it may be something worth considering.
I will start by saying that it's not a bad map, but the maps we have currently are better. It's basicly a worse version of Mushroom Gorge.
So first is the size. The map is small, or rather the actuall gameplay area. There is 0 ground to contest. The only thing that will be contested are the skybridges which is boring. (As Mushroom Gorge and Circus perfectly demonstrate).
It will also lead to "landing" style gameplay (e.g. Circus) rather than "conquest" style gameplay (e.g. GD). This is ok I guess but you have to make it interesting. Rushing is not fun if the only thing you do is run in a straight line and at the very end either get shot down by the chasers or succesfully bridge over the defense. You have to make the terrain more interesting by varying the height, adding simple obstacles and mini chokepoints etc. The map is incredibly flat.
You can also add more buildings (like the two towers you already have) to add more surface area and not make it like this big open field where everyone is instantly swarmed in melee, but isn't actually swarmed because they can just run away.
Make it asymmetric. Make every wool lane a little bit different, make every tower and building a little bit different.
This leads me to the wool lanes. The first bedrock wall makes for a perfect impenetrable defence point. It is very open and very visible to your entire team and will make the games where someone defends long and frustrating. I suggest you stagger the above ground and the below ground parts of the bedrock walls the same way they are staggered on for example bamboo valley or GD3. Also if you add more buildings, some close to the defense, people will use them to quickly bridge over it which may also improve the gameplay.
There are many ways you can improve the map and it all depends on what you want the map to be based around. My ideas here envision a map that is not wide and long but has a lot of surface ground thanks to rooftops, tunnels and bridges. You could change it completely differently, for example make the main landmass much higher, the build limit low and a lot of tunnels, or make it simply longer and so on.
Hope the things I said make sense???