Battle map rotation overhaul
Apparently the battle map rotation is shit again and I decided to get the community to provide the input for fixing it. Most likely a fool's errand as map preferences are insanely diffused, but in any case I won't have to shoulder the blame alone. This thread will be open for input for about two weeks or longer if you guys are lazy, after which I will commit the new map rotation. Battle rotations are shared between NA and EU so wherever you're from, please provide input.
Current map rotationset_map ruined_castle
add_map quick_battle_scene_11
add_map heathland
add_map quick_battle_scene_2
add_map commercial_city
add_map dune
add_map taj_apskaft
add_map crop_rotation
add_map northern_archipelago
add_map down_by_the_river
add_map lochhaven_ats
add_map small_village_ats
add_map battle_of_the_mounds
add_map faubourg
add_map riot_in_swadian_city
add_map nether
add_map field_1
add_map glacier_valley
add_map maaseutu_1
add_map native_battle_on_ice
add_map native_field_by_the_river
add_map nord_village
add_map pitfalls
add_map village_87c
add_map village_107c
add_map village_29c
add_map village_32c
add_map river_village
add_map snowy_hamlet
add_map winter_invasion
add_map native_port_assault
add_map battle_trouble_in_the_neighbourhood
add_map tropical
add_map native_ruins
add_map RuIn
add_map village_13c
add_map village_80c
add_map indigo_dryport
add_map rajas
add_map watergate_ats
add_map desert_ruins
add_map screaming_trees
add_map snowy_town
add_map upheaval
add_map lakeside_abbey
add_map the_canals_of_our_city
add_map villageoasis
add_map agania
add_map bounty
add_map face_off
add_map rhodias
add_map crossing
add_map big_sable_lighthouse
add_map fishing_village
add_map overgrown
add_map outpost_village
add_map forest_ruins_ats
add_map maaseutu_2
add_map village_65c
add_map native_nord_town
add_map horseshoe
add_map scorched_earth
add_map village_62c
add_map village_76c
add_map village_99c
add_map village_56c
add_map village_6c
add_map village_34c
add_map village_9c
add_map wolves_cave
add_map sheltered_town
add_map booty_island
#add_map volcano_valley
add_map stone_walls
add_map bariyye
add_map blue_forest
add_map burning_of_the_ships
#add_map city_under_siege#
add_map ice_age
add_map prison_riot
add_map pueblo_village
add_map ruin_thranduil
add_map rivendell
add_map templar_church
add_map odins_tear
I understand that many of you won't exactly know what name fits to what map, but apparently map names have been fixed now, so if you press
QMD when playing a map, it will show you the correct name. Please note that QMU and QMD serve no other function whatsoever, basically since forever, and are not valid ways of providing input.
How you can helpBelow are some guidelines to do suggestions for the map rotation. Follow these to provide specific and clear input. Saying add better maps does not help. Saying add good old maps does not help. Saying remove town maps does not help. I will not let this thread turn into a festering shit-hole and I will aggressively moderate it. Please follow the instructions below so you can provide helpful and clear input that I can use. Any post that does not follow these guidelines or comments on a pending change, will be removed.
You can fill this thread with as much shit as you want though. I need it to stay up.
http://forum.melee.org/general-discussion/battle-map-rotation-overhaul-community-input-required!/new/#newRemoving a map1. Play Battle
2. Hate a map
3. Press QMD
4. Make a post here with the following format:
Remove [insert map name]
Then provide a good reason why, for example, rounds draw out, teams circle eachother, better access to good positions for one team, lack of cover, overplayed and so on.
Adding a new mapScene managers do not have a magic library with all the Warband maps, finding them is as hard for me as it is for any of you. Asking me to add that one map with the bridge or even posting a screenshot of a map is not enough. You need to provide an overview screenshot and a download link before I take a map into consideration. Possible rescources are the Scene Editing board, some good old maps hidden in there probably, Taleworlds Forum and the MB Repository. Or your own computer because you just made a good map. Map making is easy, try it.
Make a post with the following format:
Add [insert map name]
Overview screenshot
Download link
If you want you can tell use why you want the map added.
Adding a map that has been in the rotation during the past two yearsThere is a good chance these are still in the game files. You can check by launching cRPG without WSE 2, which should give you a scene editor button in the main menu. Clicking that will show you every single map that is contained within the mod, even if it isn't on the server. It's best if you find the map yourself there because I need a name. Note that you scroll down on each page to find more maps. Alternatively you could PM me with a screenshot, I have a good memory for old maps and I might be able to tell you the name. If this map is in the game still, I won't need a download link.
Make a post with the following format, only if you have checked the scene editor and found it:
Add old map [insert map name]
Overview screenshot
If you want you can tell use why you want the map added.
Adding Native village maps Many Native villages have been battle maps and some of them are actually really good, but nearly all villages have been loosely purged from the rotation in the past. I have easy access to all of these so adding them is a piece of cake. You can browse them using the Strategus fief list or Elio's map explorer.
http://c-rpg.net/?page=strategusfieflisthttp://eelio.pagesperso-orange.fr/If you are absolutely positive a village will make a great battle map, make a post with the following format:
Add village map [insert map name]Overview screenshot
If you want you can tell use why you want the map added
Adjusting a mapIn theory I can rework everything about a map, but I can't be arsed. Think of moving spawns for better balance, moving an object or two, adding an object or two, moving flags spawns, but not much more than that. Once again clear input is required.
Make a post with the following format:
Adjust [insert map name here]
Provide a screenshot if it helps and describe clearly what you want changed and why you think it is necessary or why it will improve the map.
Please upvote or downvote suggestions made by players if you agree or disagree with their proposed change.
Approved changesThese are changes I am currently planning to do. All of these are open for discussion, so if you heavily disagree, speak up with clear arguments why a change should not happen. I'll try to add screenshots of the maps as much as I can, so everybody understands what the maps are.
To removeTrouble in the Neighbourhood
Pretty map, but does not play well. Has developed a strong circle meta which results in unfocused rounds and spawnkilling.
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loginCrop Rotation
I love the way this map looks, but the fight at the top terrace isn't fun because of a complete lack of cover and if you don't fight there, enemy ranged will dominate from the high ground, sorry Jacko
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loginPrison Riot
Very circly corridors and no fun for cav
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loginBarriye
Good looking map, fun for a melee only server, but too big of a fuck you to cav. Also ranged has a tendency to utterly dominate
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loginPueblo Village
Too big of a fuck you to cav, plays well otherwise, apart from slightly unbalanced times to center for the spawns
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loginBlue Forest
Very large and unfocused, lack of general cover. Infantry is always hesistant to charge due to ranged getting good positions
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loginRivendell
Unbalanced spawn spot leads to an advantage for one team, in general very little cover and slopes allow ranged to dominate
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loginBurning of the Ships
Very unfocused, with walls that allow ranged to dominate
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loginDesert Ruins
Too big of a fuck you to cav
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login To addCovered Crossing
Nothing wrong with this one, except that one team got too the bridge quicker which I adjusted.
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loginCitadel Ruins
I remember removing this one because we had so many generic ruins maps. Felt unbalanced as well, with one team spawning on higher ground and the other having to charge a strong ranged position at the ruined wall on the right.
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loginDomremy
Another generic ruins map I removed, with a bit of dead space between to strong positions leading to teams being hesitant to engage in theory, but played decently most of the time
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loginReveran Village
Native tournament map, should be alright
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loginSandi BoushNative tournament map, possibly too small and difficult for cav, any second opinions? Changed my mind about this one, it is really quite small with nowhere to go for cav.
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loginNative Village
Back by popular request. Blatantly unbalanced if you ask me, but eh.
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loginUpon the RocksAKA Medieval Omaha Beach, played alright for an open map.
Edit: The one team has a significantly better hill to camp.
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login To adjustNord Town
I moved the spawns because I think advantageous locations should be centered between the teams, not on their spawn spots. The nature of the map ensures one team gets their late spawners spawnraped in its current state though, so I will return the original spawns.
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loginHorseshoe
Apparently very laggy, not surprising with the amount of stones, plants, and hidden altars with a billion small props. Did some hardcore optimizing and hopefully cut the lag by a big margin. If the map is still laggy after next patch, please PM me or something and I shall remove it
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loginMaaseutu 2
Moved the spawns closer to the foresty area, probably cutting about 30-40s of the time until impact between the teams to prevent MotF issues.
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loginRiver Village
Apparently people loved the accessible tower with destructable doors on this map, so I am bringing those back.
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