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Topics - Nasturtium

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61
  In case people are not aware, in the dark backwaters of the scene editing sub-forum, we now have a system in place for you to vote for maps you wish to see removed from the NA100. http://forum.c-rpg.net/index.php/topic,2948.0.html

  As a longer term goal of paring down the rotation to get rid of maps no one hates enough to complain about but everyone is bored of, use this poll to vote for maps you want to stick around. Please take 10 minutes and vote!
 http://www.easypolls.net/poll.html?p=4dae908a47228ee0c49f4a82

cheers!

Edit... now with 100% more pics!

62
General Discussion / My first crpg Video
« on: April 22, 2011, 05:47:10 am »
Moved to screenshots and vids thread.

63
Scene Editing / Caverns map (moria) bug report thread.
« on: February 22, 2011, 09:58:38 pm »
  Yes, it was me, I made the buggiest map in crpg history, a map so buggy that it gets its own thread. I am constantly working to improve this map and refuse to admit defeat!  Please post your bugs and verbal abuse here, screenies are appreciated.

64
Scene Editing / Fixing current maps for seige.
« on: January 25, 2011, 05:35:37 pm »
As the population of the siege servers grow every day, I would like to know who made the maps, as some of them make everyone groan and switch servers as they are currently. I volunteer to make some minor changes to two of the existing maps, or take screenshots and notes to help whoever designed them to tweak them.

  The two maps in question are (Ill try to describe them clearly):

 The large castle surrounded by spikes with a seige tower, and a ruined one on a upward slope, and an isolated inner keep with one stairway winding around it

Small steppe castle with one seige tower as the only way in.

These maps are visually pleasing but a horrible grind for the attackers, both could be saved with an alternate entrance that is not too far away.

 Screen shots available on request, lets get this done!

65
Suggestions Corner / Totally pointless impossible wishlist.
« on: January 23, 2011, 08:12:41 pm »
A man can dream can't he... a man can dream.

 -Chariots
 -Ballista
 -Shield bash
 -Spikes hurting Cav and deploy-able spikes
 -Moving ships
 -Locking shields that enemy cannot pass through
 -War horns, drums or pipes
 -Pillum sticking to shields and slowing shield speed
 -Helmets with moving parts that affect your wpf and armor(IE: flip up your visor)
 -Weapons breaking in game
 -Boiling oil
 -Battering rams
 -Limb damage stopping use of that limb
 -Throwing your Melee weapon
 -Cav rescuing isolated players by riding double at reduced speed
 -Drowning
 -Swimming
 -Falling on someone and hurting them.
 -Buring arrows and fire.
 -Pure darkness and torches.
 -CTF, spawn advancement and more game modes.
 -Kill streak triggering your character to laugh crazily till round ends.
 -1 v 1 triggering beacons, music
 -Minimap with objectives
 -Ancient civs armors and weapons
 -More map animations
 -Horse stamina (sprint) and swing stamina recharge bar.

 

66
Scene Editing / Advancing spawns?
« on: January 21, 2011, 10:37:20 pm »
  Does anyone know how to do this? I would love to see more maps where you have to beat back the defenders step by step.

67
Scene Editing / Map Layout thread
« on: January 08, 2011, 07:10:49 pm »
  In this thread I would like to have a discussion about map layouts, what works what doesn't, suggestions on how to create level-flow that works with the unique gameplay of m&b, not a discussion about specific maps, if you have a specific map you would like to discuss please move your discussion to the map development thread, thanks!

  Things I have observed so far through trial and error:

Complexity: This seems to be the most important aspect of map making in Mount and Blade Multiplayer. Players do not seem like complex tactical situations.   Objectives should be clearly defined and easily reached, corridors for movement should be very large and uncluttered, and visibility should be medium to far.  So far intricate maps I have made, with small side passages, restrictive fields of view and lots of visual clutter have been poorly received.

  The most popular maps in the game, are largely open fields interspersed conservatively with a few large props, a layout more reminiscent of table-top gaming than pc gaming. This is understandable; players need room to swing long two handed weapons without injuring teamates, and calvary needs room to sneak up on players from the sides. This is in sharp contrast to many fps-style games out there which seem to favor tight, cluttered and visually interesting areas.
a Cod4 map:
(click to show/hide)
Field by a river, the most popular m& blade map
(click to show/hide)

Balance:
A word tossed around alot, Players do not like to feel at a disadvantage, be it real or percieved. Since the game puts such a heavy emphasis on winning and losing, 'situational maps' featuring fortified positions, chokepoints that can be exploited by one side or another, an elevated position for one side over another, or a tactically critical area that is situated closer to one teams spawn than the other, are bound to be disliked by whichever side has a perceived weakness.  The haute de jour of Crpg seems to be maps with two choices, since gameplay is mostly dictated by an 'angry mob' mentality, maps that require a level of complex tactical coordination above 'charge here, or charge there' or 'don't charge here and don't charge there' are bound to not only draw rounds out as stragglers get lost in the mix, but also quickly become annoying to a speed-round oriented player base.
A final word on balance: Most medieval battlefields where simply open fields dominated by one or two terrain feautures, and after playing mount and blade its easy to see why: its hard to coordinate large groups of men clearly when your only form of communication is line of sight and how far you can yell, players want to be able to see where the mob is headed and make a decision about where they can be most valuable to the team with their play-style, if the team gets seperated into small groups by the terrain, it is harder for them to do this.


The track:
  This is the second form (but less common) of popular m&b map, it features very wide streets interspersed by blocked off buildings, with two clearly defined sniper positions, as clearly indicated in the popular Nord town
(click to show/hide)
The action can be more closely funneled into chosen spots, with alleys allowing horses and ninjas to flank into each sides spawn. The trick here seems to be keeping the map simple enough to keep players from hiding, while complex enough to keep it visually intersesting.
Your thoughts?

68
Scene Editing / Finished Maps
« on: January 06, 2011, 10:03:50 pm »
  For ease of sharing with server admins and testers, I would like to consolidate all uploaded finished or updated maps to a single location, for digestion by the ravenous masses. Any updates will be posted here. Add them to this thread and I will update the master list Please submit a pic if possible.

To submit your map; please include the .SCO file and a .TXT with the appropriate strings for your map, Upload both files as a compressed file to http://www.mbrepository.com, Unknown download links will not be posted!

*** If I have screwed up your listing somehow, pm me and I will try to fix it in a timely manner.

ADMINS, if you download and add one of these maps to your server, please notify the mapper, thanks!

By user:
Arked
(click to show/hide)
Chagan_Arslan:
(click to show/hide)
CtrlAltDe1337:
(click to show/hide)
Havoco
(click to show/hide)
Indigocylinder:
(click to show/hide)
Kafein:
(click to show/hide)
Kong_ming:
(click to show/hide)
Kradus
(click to show/hide)
Kung Fu Jesus:
(click to show/hide)
Mustikki
Nasturtium:
(click to show/hide)
Peasant_woman
(click to show/hide)
Ronan
(click to show/hide)
Salminem
(click to show/hide)
SteelDevil
(click to show/hide)
Torak
(click to show/hide)
ToxicKilla
(click to show/hide)
Thranduil:
(click to show/hide)
Vanguard Warden
(click to show/hide)
Wallace
(click to show/hide)
Whalen:
(click to show/hide)
Xavier/Nasturtium:
(click to show/hide)

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