[CoMP] Competitive Map Pack - New Thread!

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The idea behind the map was to balance mobility for one side with cover for the other, so what you're pointing out is sort-of intended (I'll take a look at the downed fence though.) Also, the left flag icon might be a little too far down on the image. The tower is meant to be a bit of a gamble--it's really good cover if you get that flag, but it takes an archer away from most of the rest of the map. What I might do is reinforce that tree to the southwest with some rocks and such, giving the option to start then then pull back to tower if needed.

 
The best cover for the top team is that big cluster of trees in the top-left corner of the map. From there they can easily contest the middle flag, and it's a short walk to the cluster of buildings on the left to contest the left flag. It's a bit of a stretch to reach the right flag, but that's also the hardest flag for the bottom spawn to reach because of the fence. The path from the top-left cluster of trees to the right flag is also unobstructed except for scattered fence sections along the road. Plus, the top-left cluster of trees is right next to the top spawn, so they don't have to run across open ground to reach a position that can contest MotF flags.

The team on the bottom will have to take up a position in the middle houses to contest all of the flags. They can approach the houses safely, and once there they'll be very difficult to push out. They also won't have to move very far to cover any of the flags, as their easily accessible cover is within easy shooting distance of all the flags. The only risk they run by taking the middle houses is moving across the road if the flag spawns on the left, but it's to be expected that they'll have at least one archer on the roof over there (I think there's a ladder there, anyway), so it's child's play to establish a crossfire in that scenario.
 
I've made a quick update to Ismirala (another cover spot for the top spawn on the right) and added/updated maps from Lord Rich/AZAN.
 
Here are my three maps:

-Latest version of New Port Assault
-Competitive version of Ruins Rebuilt
-Public version of Ruins Rebuilt

Download link: https://www.mediafire.com/?brt7b3y24hnhta3
 
This is sad.

I don't normally care to weigh in on community drama, I really don't, but this community has gone so far off the deep end that I actually feel compelled to say something--anything. However, instead of a rant, I'll just stay on point with the thread. I'll preface and say that the following is my personal opinion and nothing more.


Dreieksdorf has got to be one of the worst maps I have ever been forced to play on.

The spawns are uneven--and I'll use the term uneven rather than unbalanced because the latter tends to stir those with less composure into a rage. One spawn is obviously superior to the other, giving that spawn two good and safe options to move: left and center (and by center I refer to the 'middle' MOTF area). The other spawn only realistically has one--that being right--as its logical center option is less protected than the opposing spawn's. I could be wrong, but I also believe it takes longer for the lesser spawn to reach the center anyway, if only by a fraction, but long enough to give the opposing spawn an advantage.

The MOTFs are poorly placed. It has always been my understanding, and I could be wrong about this to begin with, that MOTFs are in place to punish or prevent excessive camping. The MOTF spawns on Dreieksdorf do the exact opposite of that. They encourage and reward camping. In fact, MOTF camping is the only acceptable strategy useable on Dreieksdorf in the current state of the NA scene, which is a terrible monster of a different topic entirely. Any other strategy is easily shut down or punished because of the no-man's-land of a middle area this map has. Why do anything other than go to your spawn's respective MOTF spawn and wait for that 1/3 gamble? I mean, sure, you could crunch it out in the middle or skirmish at the center MOTF, but why, really? Why take the unnecessary risks when this map rewards you so much for just camping instead?

A lot of these custom maps are guilty of this campy MOTF placement, actually. One could argue that a few Native maps are as well, but when you compare them to maps like Dreieksdorf you gain a new appreciation for the slightly-more-thoughtful placement of Native map MOTFs. On Ruins, for example, the MOTFs dot the map in a rough line. A team can move to control one of at least two of the MOTFs relatively simply with skirmishes happening along the way. Camping happens, yes, but a team can usually do something about it when it does, unlike on Dreieksdorf. Mostly the same can be said for Field by the River, albeit with one MOTF spawn being... less than desirable; the other two MOTF spawns are decent.

In summary: I believe Dreieksdorf is, in its current state, a terrible map for competitive play. The spawns are uneven, the MOTF spawns are campy, and I feel it does not lend itself to any kind of advanced strategical play.
 
Random Peasant 说:
This is sad.

I don't normally care to weigh in on community drama, I really don't, but this community has gone so far off the deep end that I actually feel compelled to say something--anything. However, instead of a rant, I'll just stay on point with the thread. I'll preface and say that the following is my personal opinion and nothing more.


Dreieksdorf has got to be one of the worst maps I have ever been forced to play on.

The spawns are uneven--and I'll use the term uneven rather than unbalanced because the latter tends to stir those with less composure into a rage. One spawn is obviously superior to the other, giving that spawn two good and safe options to move: left and center (and by center I refer to the 'middle' MOTF area). The other spawn only realistically has one--that being right--as its logical center option is less protected than the opposing spawn's. I could be wrong, but I also believe it takes longer for the lesser spawn to reach the center anyway, if only by a fraction, but long enough to give the opposing spawn an advantage.

The MOTFs are poorly placed. It has always been my understanding, and I could be wrong about this to begin with, that MOTFs are in place to punish or prevent excessive camping. The MOTF spawns on Dreieksdorf do the exact opposite of that. They encourage and reward camping. In fact, MOTF camping is the only acceptable strategy useable on Dreieksdorf in the current state of the NA scene, which is a terrible monster of a different topic entirely. Any other strategy is easily shut down or punished because of the no-man's-land of a middle area this map has. Why do anything other than go to your spawn's respective MOTF spawn and wait for that 1/3 gamble? I mean, sure, you could crunch it out in the middle or skirmish at the center MOTF, but why, really? Why take the unnecessary risks when this map rewards you so much for just camping instead?

A lot of these custom maps are guilty of this campy MOTF placement, actually. One could argue that a few Native maps are as well, but when you compare them to maps like Dreieksdorf you gain a new appreciation for the slightly-more-thoughtful placement of Native map MOTFs. On Ruins, for example, the MOTFs dot the map in a rough line. A team can move to control one of at least two of the MOTFs relatively simply with skirmishes happening along the way. Camping happens, yes, but a team can usually do something about it when it does, unlike on Dreieksdorf. Mostly the same can be said for Field by the River, albeit with one MOTF spawn being... less than desirable; the other two MOTF spawns are decent.

In summary: I believe Dreieksdorf is, in its current state, a terrible map for competitive play. The spawns are uneven, the MOTF spawns are campy, and I feel it does not lend itself to any kind of advanced strategical play.

Seeing as how this doesn't seem to be getting attention I will quote this. Dreicksdorf is aesthetically a very good map and I like the concept. That being said, it needs these tweaks to be "even." Honestly although people will probably shoot me down and call me an idiot for this, I think there should only be one MotF spawn per map.

PS: Ignore Zerp he's special
 
Careful blak people are catching feelings when you talk about their maps, you might get reported.
 
Random Peasant 说:
The spawns are uneven--and I'll use the term uneven rather than unbalanced because the latter tends to stir those with less composure into a rage. One spawn is obviously superior to the other, giving that spawn two good and safe options to move: left and center (and by center I refer to the 'middle' MOTF area). The other spawn only realistically has one--that being right--as its logical center option is less protected than the opposing spawn's. I could be wrong, but I also believe it takes longer for the lesser spawn to reach the center anyway, if only by a fraction, but long enough to give the opposing spawn an advantage.

This I completely agree with. The more superior spawn allows quicker access to safety areas (the little wall, the tower thingy, and the right side access) near the center of the map, while the other spawn's access to the center is wide open.
 
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