cRPG

cRPG => Scene Editing => Topic started by: dynamike on February 07, 2014, 07:53:56 pm

Title: dyna's map room
Post by: dynamike on February 07, 2014, 07:53:56 pm
Welcome to
visitors can't see pics , please register or login


Alright, I am new at map making... *slap* scene editing, so I appreciate any feedback you throw at me. I'll focus on battle maps first to get a hang of things.

Maps:

Mapname:Sheltered_Town
visitors can't see pics , please register or login
MapType:battle
Version:1.0
ReleaseDate:2/16/2014
Download:http://www.mediafire.com/download/6xfzzv6drzg0sag/Sheltered_Town.zip
Description:Nestled underneath a mountain ridge and alongside a trading route lies this peaceful town. It is sheltered by its naturally defensive geography and protected by the minor lord in his castle, overlooking the town.

Prominent features of the town are the small fishing lake in its center and the old windmill up on its northern hill. Game is to be found aplenty in the rich forests surrounding the town and the monks of the nearby monastery provide spiritual guidance to the townsfolk. In a place this idyllic, what could possibly go wrong?

Changelog:Done
ToDo:Test run on server
(click to show/hide)



Mapname:Booty_Island
visitors can't see pics , please register or login
MapType:battle
Version:1.0
ReleaseDate:2/16/2014
Download:http://www.mediafire.com/download/ia3gg8lh6r63stz/Booty_Island.zip
Description:Two forces meet on this godforsaken island, each to claim it as their own. Being an old smuggler haven, the island offers opportunity to battle from down in the waters to up in the palm trees. Don't be fooled by the inviting scenery, soon the sands will run red with blood!

And with this being a smuggler island who knows - some of the famed booty might still be around...

Changelog:Done
ToDo:Test run on server
(click to show/hide)



Mapname:The_Rock
visitors can't see pics , please register or login
MapType:siege
Version:1.0
ReleaseDate:2/16/2014
Download:http://www.mediafire.com/download/6zq49hmm2loilr6/The_Rock.zip
Description:There are difficult castles to take... and there are nigh impregnable ones. The Rock is the latter of the two.

Perched high upon an island cliff, this ancient castle is one with the rock it takes its name from. The old folk say there have always been men seeking shelter on the natural defences this island provides and that never has an enemy set foot upon the top of the rock - even more so since the impressive rows of fortifications have been built many generations ago.

This castle has has withstood the test of time and the fires of men. Now all that burns are the fiery hearts of the defenders. Can you smell what The Rock is cooking?
Strategy:
(click to show/hide)
Changelog:Done
ToDo:Test run on server
(click to show/hide)


Feedback is appreciated!  :)

Thread layout "borrowed" from Hellsing fully without his permission  :wink:
Title: Re: dyna's map room
Post by: Man of Steel on February 07, 2014, 08:14:56 pm
I'd like to see some new/more maps in the rotation and why not this one? It looks pretty cool and very detailed.  :wink:
Title: Re: dyna's map room
Post by: Thranduil on February 07, 2014, 09:26:37 pm
Aesthetically speaking, it looks quite nice. The textures mod helps too.  :P  I've been in the scene editing business for 3+ years off and on and I still call it "map making" so no worries on that.  :D  Really, without looking at the file myself, I can't see anything wrong with it, such as barrier placement, hill steepness, time to reach battle area from both sides...  But just looking at the pictures, I'd say it could be quite good (you never know until you have 30+ people playing and exploiting every little thing they can find. lol). If you're really unsure about something in the map, post the files and have someone take a look at it. I'd also like to see this map in rotation once it's finished.
Title: Re: dyna's map room
Post by: Duster on February 07, 2014, 09:36:08 pm
Where do the flags spawn?
Title: Re: dyna's map room
Post by: dynamike on February 07, 2014, 09:52:03 pm
Thanks for the first feedback, guys!

Aesthetically speaking, it looks quite nice. The textures mod helps too.  :P  I've been in the scene editing business for 3+ years off and on and I still call it "map making" so no worries on that.  :D  Really, without looking at the file myself, I can't see anything wrong with it, such as barrier placement, hill steepness, time to reach battle area from both sides...  But just looking at the pictures, I'd say it could be quite good (you never know until you have 30+ people playing and exploiting every little thing they can find. lol). If you're really unsure about something in the map, post the files and have someone take a look at it. I'd also like to see this map in rotation once it's finished.
Thanks, I appreciate it  :) I have a texture mod? Completely forgot about that haha. I'll finish the map up tonight/this weekend and upload the files so the scene masters can have a closer look.

Where do the flags spawn?
Good question! Haven't placed them yet - where would you suggest?
Title: Re: dyna's map room
Post by: Thranduil on February 07, 2014, 11:28:47 pm
For MOTF flags, place them somewhere relatively easy to get to. Usually near an area you expect fighting. Though, sometimes I do place one in a remote area with no protection. Make 'em run for it. :twisted: I always like to place mine in odd places if I have any. If it were my map, I'd place one in the graveyard, one next to the well in the center of town, and one in the fenced in area outside of town.


As for the texture mod, it could be because I'm running on mostly medium settings.... laptop doesn't run as good as it used to.  :oops:
Title: Re: dyna's map room
Post by: Fips on February 08, 2014, 12:40:22 am
I'd like to see some new/more maps in the rotation and why not this one? It looks pretty cool and very detailed.  :wink:

Because it's just been submitted? lol
Everything needs a patch to get ingame, derp.

Will take a look at it on Sunday (I was lazy the last couple of days =O).

Flags need to be central from both teams, or you know, at least not that one team can get there while the other one cannot. And block off any roofs that are accessible with jumping (exploiting). If you can simply walk on them without a problem, don't worry about that.
Title: Re: dyna's map room
Post by: dynamike on February 08, 2014, 08:09:27 am
Alright guys, flags are places, barriers too and roofs made (partially) accessible. Here goes the map:

http://www.filedropper.com/shelteredtown

Can some of you map geniuses try it out and let me know if anything needs to be changed? Would love to see the map on the server sometime  :)
Title: Re: dyna's map room
Post by: Jona on February 08, 2014, 04:13:04 pm
Looks like a really well-detailed map, especially for someone who just started "scene editing." How it plays out, well... that has yet to be determined. ;P
Title: Re: dyna's map room
Post by: dynamike on February 09, 2014, 03:46:51 am
My second map - Booty Island - is ready for testing!  :D



Mapname:Booty_Island
visitors can't see pics , please register or login
MapType:battle
Version:0.9
ReleaseDate:open
Download:http://www.filedropper.com/bootyisland
Description:Two forces meet on this godforsaken island, each to claim it as their own. Being an old smuggler haven, the island offers opportunity to battle from down in the waters to up in the palm trees. Don't be fooled by the inviting scenery, soon the sands will run red with blood!

And with this being a smuggler island who knows - some of the famed booty might still be around...

Changelog:2/8/2014 - 90% map finished. First posting on the forums for feedback.
ToDo:Testing & adjustments based on feedback
(click to show/hide)


Feedback is appreciated!  :)
Title: Re: dyna's map room
Post by: Sauce on February 09, 2014, 03:50:00 am
visitors can't see pics , please register or login
Title: Re: dyna's map room
Post by: dynamike on February 09, 2014, 03:53:29 am
Very cool, I'm excited to get some booty. How does testing work with new maps?

Good question. I am hoping for dev map managers' input on that. I am thinking they upload it and run through it to see if everything is alright. Then hopefully it gets a test run on one of the servers.
Title: Re: dyna's map room
Post by: Thranduil on February 12, 2014, 01:56:34 am
Good question. I am hoping for dev map managers' input on that. I am thinking they upload it and run through it to see if everything is alright. Then hopefully it gets a test run on one of the servers.

That's more or less how it works I believe.  I took a look at your first map, Sheltered Town.  A few things:


As for my first point in replacing that building, odds are you probably already know, but here's an easy way to seamlessly replace the building without much trouble:

First, place town_house_u. Anywhere will do.
Second, copy the X, Y, and Z positions of crpg_sh_engineer from the Edit Mode Window and paste them into the X, Y, and Z positions of town_house_u. (Always start with the Z position. It's a lot easier that way.)
Third, rotate town_house_u until it completely overlaps with crpg_sh_engineer.
Next, add a 1 to the beginning value of the Z position of town_house_u (i.e. change 2.986461 to 12.986461). Alternatively, copy the Z position from the Edit Mode Window again, then just raise town_house_u up until you can select crpg_sh_engineer.
Delete crpg_sh_engineer.
Finally, paste the Z position back into town_house_u.
Voila! A seamless replacement.


**** Oh yeah, I almost forgot. I think I played too much Elder Scrolls Beta this weekend, 'cause while looking through your town, I saw a chest behind a building and walked up to it planning to pick the lock.  :rolleyes:
Title: Re: dyna's map room
Post by: dynamike on February 12, 2014, 04:07:40 pm
 :shock: Wow, that is some amazing feedback and tips - thanks a bunch, Thran! I had no idea about the replacing option and the better building option.

For your assessment of how the map will play: you are right on point with what I was going for - infantry will flock to the village via the pathway, while cav will cross the rope bridge and battle it out there, hopefully.

As far as the ranged advantage on the windmill hill: I tried to counter that by giving team 1 (the team spawning next to the rope bridge) more buildings to take cover behind and made some of the roofs accessible for their ranged. At the latest when flags spawn team 2 will have to give up the windmill hill and come down to fight - and when doing so they will have very little cover to hide behind while they come down.

Thanks again, I will fix these issues. Plus, one of my good "pro exploiter" friends already found a way to mess around with one of the houses, which I need to block off.


Also, teaser: working on my first siege map called...
(click to show/hide)
Title: Re: dyna's map room
Post by: Uumdi on February 13, 2014, 01:05:15 am
The siege map looks badass.  I don't really have anything constructive to say though, I haven't played siege in ages, and I haven't touched mapmaking, but I'd start playing again.
Title: Re: dyna's map room
Post by: dynamike on February 13, 2014, 06:37:41 am
Update:

- File download links fixed
- Sheltered Town updated: abusable house walled off, wrong scene prop house replaced
- Continued working a bunch more hours on The Rock - MORE PICS added!  :D
Title: Re: dyna's map room
Post by: Teeth on February 13, 2014, 03:16:40 pm
First of all hurray for a new mapmaker! And I took a glance at your maps.

Sheltered Town

(click to show/hide)

Booty Island

(click to show/hide)

As for the siege map. It looks fairly large with a lot of z-axis. Z-axis quickly racks up travelling time and you should usually have a route to the flag for the attackers that is somewhere within 30-50 seconds otherwise it becomes impossible to take, depending on wear the defenders spawn. Epicly sized castles are fun to make but you keep in mind you are working with a 30 s defender spawn timer. One way to make a big castle work is making the action and defender spawns so spread out that defenders are never all at the flag. This isn't ideal because it creates maps where camping the spawn is the only option or crappy situations where you spawn at the arse end of the castle as a defender when the flag is in peril.

The ideal way to make a big castle work is creating shortcut opportunities. For example the possibility for attackers to open a gate when they have reached the next ring of defenses that opens a much shorter route directly from the spawn, in the vein of Dark Souls map design if you have played that. This way you get a layered castle which is epic as hell but still attackable. In any case keep in mind people want to fight and not simply walk, remember the balance and make sure there are always multiple routes and no deadlocks. Good luck.

Also word on the street is that the Strategus start is gonna be accompanied by a patch. I'd add these maps in their current state, but if you want to make adjustments or finish your siege map, you should hurry.
Title: Re: dyna's map room
Post by: Mustikki on February 13, 2014, 09:55:36 pm

(click to show/hide)
You might not have these individuals on NA, but such a slope with an invisibarrier on EU means that some archers are going to stand right at the border, which forces infantry to do a terribly slow climb up to them, while getting shot from multiple angels. I tend to avoid creating such areas as it is agonizing for melee, regardless whether they have shield. It's up to you though.[/spoiler]

You might want to think also how this would work in RL. Sharp hill edge is naturally a good way to make barrier for area edge and therefore due to game mechanics the invisible barriers should be placed before that edge. Then everyone can think from far away "I can't probably go through dat."
Title: Re: dyna's map room
Post by: dynamike on February 13, 2014, 10:40:40 pm
Thanks so much for the amazing feedback guys, this is tremendously helpful for a map newb like me!! I followed all of Teeth's instructions:

Sheltered Town:
- Smoothed out the walkway and other general areas
- Tried to break up the textures in the village with other textures and painting (not sure if I succeeded lol)
- Barriered off the fences
- For the barriers in the slopes, as you suggested - let's see if it will be an issue or not... not sure right now how to set them better
- The next map will certainly be smaller in size, I had no point of reference proportion wise when I started this one haha

http://www.mediafire.com/download/6xfzzv6drzg0sag/Sheltered_Town.zip


Booty Island:
- Added barriers to props potentially without collision
- Moved spawns around: one on the bridge and the other out in the open
- Added some more props to better prevent spawn rape and added on treehouse to make that area of the map more viable

http://www.mediafire.com/download/ia3gg8lh6r63stz/Booty_Island.zip


The Rock:
As far as the siege map goes, yes it has some height to it. But I am making sure to add at least 3-4 path ways to every section of the map and decent shortcuts for defenders and attackers. It is a very ambitious map and I'd like to see how it plays out  :) I am trying to get if finished before the patch, but I am having difficulties to figure out if the movable siege elements like ladders, doors and siege tower work properly - every time I try to host a game with any map, my game crashes  :? Any tips for that? (the module I use is a copy of crpg and I launch it without WSE - don't know how else to do it)

Now, this is definitely work in progress, but maybe you want to check it out already and let me know if anything is fundamentally wrong (spawn points and motion paths still have to be placed):

http://www.mediafire.com/download/6zq49hmm2loilr6/The_Rock.zip
Title: Re: dyna's map room
Post by: Teeth on February 13, 2014, 11:18:12 pm
This is how I test maps in an actual hosted environment using my original cRPG module:

- Rename any map you want to host/test to a random blank, I use blank 12 for example
- Copy your renamed map, for example scn_blank_12 into your regular cRPG/SceneObj folder
- Change the terrain code of scn_blank_12 to the terrain code of your map in the cRPG/scenes.txt
- Launch regular cRPG with the launcher (untick WSE2)
- Host (or host a random map and use a map poll, I find that quicker) blank 31, which should be 12, the names of the maps are off, if this isn't the one try 32 or 33.
- Test that shit

Again, this is in the base cRPG module, blanks are not actual maps so you won't mess anything up by copying over one.
Title: Re: dyna's map room
Post by: Thranduil on February 14, 2014, 12:16:54 am
This is how I test maps in an actual hosted environment using my original cRPG module:

- Rename any map you want to host/test to a random blank, I use blank 12 for example
- Copy your renamed map, for example scn_blank_12 into your regular cRPG/SceneObj folder
- Change the terrain code of scn_blank_12 to the terrain code of your map in the cRPG/scenes.txt
- Launch regular cRPG with the launcher (untick WSE2)
- Host (or host a random map and use a map poll, I find that quicker) blank 31, which should be 12, the names of the maps are off, if this isn't the one try 32 or 33.
- Test that shit

Again, this is in the base cRPG module, blanks are not actual maps so you won't mess anything up by copying over one.

Though oddly enough, for siege beta, Native Hailes Castle is correct I think.
Title: Re: dyna's map room
Post by: Fips on February 14, 2014, 12:26:25 am
Though oddly enough, for siege beta, Native Hailes Castle is correct I think.

Yes, all native maps got the right name. The fucked up part starts later. And noone has any clue how to fix it =D
Crpg does have an insane amount of maps, maybe warband just can't handle that.
Title: Re: dyna's map room
Post by: Thranduil on February 14, 2014, 12:41:28 am
Yes, all native maps got the right name. The fucked up part starts later. And noone has any clue how to fix it =D
Crpg does have an insane amount of maps, maybe warband just can't handle that.

I always thought it'd be a simple fix in the python files. Guess not.
Title: Re: dyna's map room
Post by: dynamike on February 14, 2014, 01:37:20 am
So, I think I am going nuts...

I worked hardcore on the siege map to get it finished on time. Played around with the siege props until I got some working results with the instructions of Teeth... portcullis - check; doors - check; ladders - check; siege tower.... see for yourself:

(click to show/hide)

Latest version:
http://www.mediafire.com/download/6zq49hmm2loilr6/The_Rock.zip
Title: Re: dyna's map room
Post by: Teeth on February 14, 2014, 09:21:00 pm
My only problem when using your siege tower is that it goes down through the floorboard to connect with the actual terrain floor. I did not have floating wall pieces and the siege tower is supposed to have 3 wheels. The middle one is not properly centered though, which is also the case in the final position you placed it in. You should move final position of the siege tower back anyway, because the ramp is at a terrible angle now and goes through the wall.

This
(click to show/hide)

Should probably look more like this, it is also a little too tall, but eh.
(click to show/hide)

I am not experienced with using siege towers myself. I tried to drop an invisible barrier below it to make it collide with it, but it did not listen, but I did put it in in hostmode. I think I have seen siege towers go over objects other than terrain before, so it might just be this specific item that bugs out, or I might be mistaken altogether. Try replacing it with a different item and see if it drops through it as well, you could give placing invisibarriers below the weels another shot and otherwise you can always put some actual terrain there and let it move over that. It will most likely work then, or maybe someone else has some advice for you.

The map seems to work otherwise, you really have to smoothen it up though. This game handles slopes very poorly and they look terrible, which makes very vertical maps complicated, but there is still a lot of room for smoothing regardless. Below are a few examples of areas that need to be smoothed.

(click to show/hide)

I am a little worried about the balance. You have a good number of routes for each defensive ring, but the fastest time to flag is about 50 seconds, which is the backladder when you spawn at the most ideal spot. Admittedly the host character has 0 athlethics and 0 agi, but it is still quite slow. Smoothing might increase the speed a little and you have decently spread out defender spawns, but if you have any ideas to make the castle a little easier for attackers it would probably be a good thing. Min max the attacker spawns at least to minimize walking time.
Title: Re: dyna's map room
Post by: dynamike on February 14, 2014, 09:48:15 pm
Thanks Teeth, so for you the upper ramp (connected to the siege tower) moved properly with the siege tower? Was it up at all, or did it stay in the same position while moving? As you can see in my pics, for me the ramp behind the siege tower is tilted upwards while the tower is moving and the upper ramp stays immobile at the wall. Not sure what I am doing differently... Also, if the wall piece does not move for you, can I assume I don't need to see it as an issue?

The point about the wheels was that I only placed 3 sets of wheels - yet when the tower is moving 3 sets of wheels are connected to it and one extra set is somehow stationary close to the wall  :?

I will try and work around the issue of the siege tower sinking into the ground and definitely smoothen the map out more. Seems like actually walking through it gives you the best perspective of areas needing to be flattened.

As for the movement speed to flags, what I could do is make the lake a bit smaller around the sides to allow for less walking distance. Was already contemplating doing that.

For the pathways for attackers: I'm curious, did you spot the hidden ladder to the right of the siege tower? And the horizontal (and destructible) door in the top level of the high tower, close to the siege tower, that allows you to get onto the high wooden platform path? These should provide for some cool additional ways of taking that castle :wink:

Thanks a lot for the help again!
Title: Re: dyna's map room
Post by: Mae. on February 14, 2014, 09:52:56 pm
Yay can't wait to play any of these!
Title: Re: dyna's map room
Post by: Teeth on February 14, 2014, 10:11:29 pm
Thanks Teeth, so for you the upper ramp (connected to the siege tower) moved properly with the siege tower? Was it up at all, or did it stay in the same position while moving? As you can see in my pics, for me the ramp behind the siege tower is tilted upwards while the tower is moving and the upper ramp stays immobile at the wall. Not sure what I am doing differently... Also, if the wall piece does not move for you, can I assume I don't need to see it as an issue?
No none of that happened for me, besides dropping through the ramped it functioned correctly including all ramps and wheel sets. I will test your map before implementing and if it works for me I am gonna go with it and then we will see. I dunno why it would work differently for you compared to me, if you edited the siege tower in host mode without reloading that could cause some trouble. Normally if you move dynamic items like gates and doors they stop functioning unless you reload.

Seems like actually walking through it gives you the best perspective of areas needing to be flattened.
Yep, I usually take like 5 minutes of speeding through my map on the scene editor horse, which won't work that well here, but yeah running around it makes you see a lot of things that you don't otherwise notice.

For the pathways for attackers: I'm curious, did you spot the hidden ladder to the right of the siege tower? And the horizontal (and destructible) door in the top level of the high tower, close to the siege tower, that allows you to get onto the high wooden platform path? These should provide for some cool additional ways of taking that castle :wink:
I did find those yes, I cheated though, I double clicked all the ladder entry points :P. As I said there are definitely enough ways to tackle each defensive ring, but the distance to flag is still very important as all the different routes lead to the same area at the bottom of the staircase that leads to the flag. If the walking distance is too long and the defenders figure out to camp that location, it is gonna be nigh impossible to take.
Title: Re: dyna's map room
Post by: Thranduil on February 14, 2014, 11:10:36 pm
I had the same problems Teeth had with the siege tower. If I figure out a solution, I'll post it. I did take a note on a couple things Teeth did not.

(click to show/hide)
Title: Re: dyna's map room
Post by: Thranduil on February 15, 2014, 01:47:05 am
Sorry for double post, but you know you never check your thread unless there is a new post (or at least, I usually don't). And this post is so large, it merits it.

I think I have seen siege towers go over objects other than terrain before, so it might just be this specific item that bugs out, or I might be mistaken altogether.
I've been thinking this for a while Teeth, but I believe I read a long time ago that siege towers only work on terrain (and possibly props that are/have terrain - not sure on this one).

I think maybe Heisenburg is the siege map you were thinking of (it's the one that came to my mind), but after looking at the file, it didn't have entry points to move the tower, so I hosted it and, lo and behold, ..... it moves. Hold on.... my copy in my editing module must be out of date or those entry points are hiding.... okay, updated file to newest..... What the?! It still only has entry point 110 for the siege tower placed back where the tower starts! IT ONLY NEEDS ONE ENTRY POINT?!  :shock:  Okay, gonna try this out with The Rock. ...... Well I'll be a hippopotamus from Missouri! It worked! Just replace entry point 110 to the start of the ramps that way the entry point is pointing in the same direction as the siege tower (same angle and plane). Otherwise you'll have a flying siege tower instead.  :lol: You'll have to test it to get it right. Also, maybe widen the ramps a bit. The siege tower take up almost all room.

(click to show/hide)

Oh, also, dynamike, here's a message from Jona. He kinda posted it in my thread. :lol:

(click to show/hide)
Title: Re: dyna's map room
Post by: dynamike on February 15, 2014, 10:50:57 pm
Once more thanks for the feedback, guys.

I reworked the map per your suggestions:
- removed slow stairs
- smoothened all areas
- fixed textures
- fixed boat
- fixed siege tower - now with only minor ground glitches (thanks for the 1 entry point tip, Thran!)
- added one additional attacker ladder in the middle of the castle (in inner defense ring)
- adjusted spawn points
- reduced walking distances by making lake smaller
- added some elements to reduce ranged advantage for defenders
- made map prettier

http://www.mediafire.com/download/6zq49hmm2loilr6/The_Rock.zip

I am hoping to be in time to get the map into the patch tomorrow  :D
Title: Re: dyna's map room
Post by: Sandersson Jankins on February 17, 2014, 10:39:29 pm
Played the battle map on the server last night for the first time. I really enjoyed it, but I wasn't sober in the least so I can't remember any of the specific criticisms or compliments I had on it. I'll pay attention next time, coach.