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Topics - Thranduil

Pages: [1] 2
1
Buy / .
« on: April 17, 2014, 12:20:16 am »
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2
Sell/Trade / Looking for loomed Barbutte and Rus Splinted Greaves
« on: April 12, 2014, 07:54:18 pm »
Kind realized I might have put this in the wrong thread, so I moved it to "Buy".

New location:
http://forum.melee.org/buy/looking-for-loomed-barbutte-and-rus-splinted-greaves/

3
So, I've made/reinvented a few maps for siege. I would like the opinions of map makers who have experience with siege maps and of course, players who play siege a lot. Before I submit them, I want to see if someone sees a problem with any of them that I haven't thought of. I've provided the downloads if you want a closer look at them.



Viking Village Siege Edition!

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ETA to flag, 40 seconds to 1 minute depending on where you spawn, your speed, and if the path is clear.
Ways in: Siege tower, main gate, side gate.

DL: http://www.nexusmods.com/mountandblade/download/1000003590   <--- Direct Download so you don't have to hunt for it.

Bridge of Eldia

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ETA to flag, 40 seconds+ depending on where you spawn, your speed, and if the path is clear and which path you take.
Ways in: Siege tower, hidden passage under bridge

Direct Download: http://www.nexusmods.com/mbwarband/download/1000003715

Bragelon Castle

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Flag is under the castle in the dungeon. There are multiple paths to the flag (about 5 or 6 possibilities, and 3 optimal routes IMO). The shortest path is through the gatehouse, so raising the portcullis and keeping it raised is probably the most likely way for attackers to win.
ETA to flag, 45 seconds to 1 minute depending on where you spawn, your speed, and if the path is clear.
Ways in: Siege tower, 2 siege ladders

Direct DL: http://www.nexusmods.com/mbwarband/download/1000003716

4
Suggestions Corner / Is it possible to improve map updating?
« on: March 31, 2014, 05:00:25 pm »
From my limited understanding, right now the process is a map maker (scene editor):
  • submits a map,
  • it either gets sent back for improvement or it is accepted for testing,
  • it passes general testing and is placed in server rotation awaiting server restart,
  • servers are restarted by one of a very few of the devs (usually only when there is a patch or hotfix, so with ongoing development of MG:B, these are getting fewer and farther between),
  • map is played (and hopefully enjoyed) until,
  • general complaints - unbalanced, too balanced (yes this has happened), glitches, exploits, buggy,
  • map is worked on and improved (hopefully),
  • updated map is submitted,
  • updated map is placed in server rotation awaiting server restart,
  • updated map waits anywhere from 1 week to 8 months for server restart depending on hotfixes (if any) or end of Strategus.

Naturally this poses a rather large problem for map makers (scene editors). I myself have 5 updated maps for DTV (a 6th update soon and possible 2 new maps i the near future), and several updated battle maps ranging from the golden year(s) (aka when cRPG left alpha and went beta) to the present.

My suggestion is this:

If it is possible, set the servers to automatically restart once a month during a time of lowest traffic. You don't have to give control of the servers to anyone else, and you don't have to perform an expensive background check either! :D

Admittedly, with as few active scene editors as we have (or at least that I've seen), this might be benefiting me more than other scene editors; however, I think this would be a serious improvement to the gaming experience.

5
Strategus Issues / Magic gold
« on: March 30, 2014, 06:20:02 pm »
So, I didn't play cRPG at all yesterday and I noticed something odd happening on my strat page. In the middle of the afternoon I hit my troop cap and stopped losing money. At that point I had 74 gold. A couple hours later, I come back and see 84 gold. I figured I probably just didn't see it right before. Before I went to bed it was 94 gold. I checked banked gold (that whole 1 gold banked: 2% per day baloney) and that was the same as ever so that wasn't causing it. Obviously I haven't sold anything. This morning I get up, check the strat page and I have 154 gold!  :shock: My money just went up by exactly 80 gold on its own without me playing.

Anyone else have this .... errr... "problem".  :lol:

6
Wasn't sure whether to post this here or in the General Discussion thread.

So like the title says, is there a chance that scene editors can be informed beforehand of impending patches/hotfixes where updates to their maps could be used? Not that I'm expecting one anytime soon.

I know I've updated my DTV maps quite frequently, (as Patoson and Moncho and others have been very kind to keep me informed of exploits and general mess-ups on my part. TY guys.), so half of my maps have updates waiting for the next hotfix. I also kinda hate to spam Fips every time I update a little small something on a map, as some of my maps have been updated multiple times since the last patch. I've done it before and I know I've left him quite confused a couple of times just from the sheer number of them. I imagine it's also a slight bother for him or Teeth to go through all the submissions to see if there are any updates in any of the posts in the stickies. It would also be cool to have a deadline for current/future projects. I know right now, I rely mostly on Fips giving me a heads up, 'cause we generally don't know about updates until they happen (which is mostly unavoidable and I understand. You don't know if an update is ready to implement until it's ready to be implemented.  :P) .

It may not be much (or any) better than now, but it would be kinda nice if when Fips/Teeth learns of the date of an impending patch/hotfix where new/updated maps could be included, they start a new topic 2-3 days (which I imagine is as much warning as they get) before the deadline where scene editors could post their updated maps with a small description of the update. New maps would still be placed in the stickies, as they would be easy to identify, being the latest posts. After the deadline, the topic could be locked.

It's just an idea I had that I hoped might save the scene editing admins time, and benefit the scene editors as well (well, myself mostly  :oops:) by making sure updated maps are included. Basically I'm proposing more work for the scene editors and less for the scene editing admins.  :o

Alternatively, I guess I could just harass Fips once a month.  :lol:

7
Honestly not as important as the main title sounds. Plant - small_plant is not visible with WSE2.
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I checked it with DX7 and DX9 and without WSE2, and it's visible each time. Honestly though, it's not a huge deal since it's a small plant, but if you happen to get bored one day...   :mrgreen:

8
cRPG Technical problems / NA7 Keeps randomly resetting
« on: February 18, 2014, 05:46:23 am »
As the title says. After some maps, NA7 DTV just crashes and restarts. It doesn't do it at the start of a new map, but at the start of a wave (and not always the same map or same wave I think). It's happened like 3 times in the last hour.

9
Scene Editing / Question for the other map makers.
« on: December 16, 2013, 10:26:15 pm »
So, know any solution to this problem?
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Shadows suddenly cut off along some coordinates. Don't know if there is any way to fix this. Or if there is a way to force weather (time of day, skybox) without editing the python codes (cause, obviously, I can't. Heck, I don't even know if Fips can). Any ideas, or is my entire map screwed?

10
General Discussion / Sour lemons.
« on: December 07, 2013, 03:20:52 am »
So, I saw this, and thought it was funny:

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11
Hello all. I have been hearing that, while there is a relative joy that there are new DTV maps, not everyone is happy with some of them or the old ones. What I want to know is, what do you want in a DTV map? Try and be specific if you can. Make references to other maps if there is something you like there. Screenshots help too.


I'll be playing DTV as much as I can to try to grasp the issues people are having.

Give me some specific ideas, and I'll make a poll to see what people want.


*Edit* - Added poll. I think from the suggestions, the poll is probably moot, but I'm curious to see what people think.



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I figured it was past time I should put links to the maps in this thread.

Celtic Ruins: http://www.nexusmods.com/mbwarband/mods/5865
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City Revolt: http://www.nexusmods.com/mountandblade/mods/5899
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Desert Ruins: http://www.nexusmods.com/mbwarband/mods/5863
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Grey Havens: http://www.nexusmods.com/mbwarband/mods/5877/?
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Lichens Island: http://www.nexusmods.com/mbwarband/mods/5869
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Mein Bridge: http://www.nexusmods.com/mountandblade/mods/5900
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Motte & Bailey: http://www.nexusmods.com/mountandblade/mods/5901
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Viking Village: http://www.nexusmods.com/mountandblade/mods/5895
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12
Strategus Issues / Unable to sign up for Strat Battles
« on: December 21, 2012, 06:58:10 am »
So, for some reason all my attempts at applying for Strat Battles end in failure. None of my applications register with the website. I apply and it's like I didn't apply. No change, no message sent to the leaders of the battles.

Anyone else have this problem? Any solution?

Info:
Yes, I am using my main character to apply.
I am not active on Strategus myself, I just like to merc; however, being active on Strat was never a prerequisite to merc'ing before.
I like my eggs scrambled, not poached.

13
Scene Editing / Thranduil's Battle and Siege Maps [Feedback]
« on: December 18, 2012, 08:40:44 am »
Link: http://www.nexusmods.com/mountandblade/mods/2473/?
The maps can be downloaded individually from this link.

********************************************************************
MAJOR UPDATES and some slight renovating.

Well, almost a year ago, Teeth told me to update these maps. At the time I really couldn't get into renovating, only moving forward with the new, no matter how bad it was. Now I can't really get into making something new, but I like the idea of going back to previous endeavors.  :lol: I am so fickle. Anywho....

Battle

Bariyye
It's native city number whatever, but I always thought it was the coolest native city, so years ago I added a few ladders and ramps to allow rooftop fighting. Not really sure if this would play well on the servers anymore, given its size, but hey, might as well keep the option open.
***Updates***
Added another route on ground to roofs for inside spawn and made inside spawn area larger. Removed AI mesh to decrease file size. Replaced/removed some minor objects. Moved flag locations.
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Blue Forest (formerly Blue Bells & Beech Trees which was too long a name)
This map has seen many changes over time. Originally it was just trees and blue flowers EVERYWHERE. Games were crashed, complaints were filed, and 80% of the forest was cut down (and the tree type changed), and a rope bridge was added to the trees while the slopes were smoothed out. A LOT. The latest update has been no less radical.
***Updates***
Slopes have been smoothed out MASSIVELY. Some trees removed (down to 15% of original number). Plants redone from scratch. Spawn and flag locations changed. The stair climbs don't take as long either as the platforms are not as high anymore. Creek is more shallow and dried up in spots for better crossing. Wooden fence guards on ground are taller for better protection from ranged. And of course, AI mesh removed.
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Burning of the Ships
Another smaller map I think. One of my very first maps. Balbaroth once called it the most balanced map he had ever played. In his defense, there were no more than 15 maps in rotation at the time, and half of them were mine, so probabilities were in my favor, and he didn't technically call it balanced, just the most balanced. :lol:
***Updates***
Removed AI mesh to decrease file size (and boy did it decrease by half!). Moved spawn points and flags. Made beach area a little larger.
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City Under Siege
I was gonna list this under "Maps I left to die and why" because it is too large. File size too large, map too large. This was originally designed for a 150+ man
server when it's full, and the design had changed too many times for me to have even a foggy idea what I wanted to do with it. That is, until I found the original file.
***Updates***
Removed AI mesh (dear God it dropped from 540kb to 260kb!) Removed some ladders and buildings. Worked on terrain a bit (smoothing, coloring, textures) and got rid of the inner walls so the city is far more open. Placed a low wall along the perimeter where the barriers are. Removed a lot of smoke for particle effects, cut back on torches, deleted items that no longer exist in cRPG, and moved spawns and flags.
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Ice Age
Oh yeah. The one that made absolutely no frickin' sense is back! Sadly, I had to get rid of the standalone gatehouse to make room for a winter village (we didn't have snowy houses back in my day, boy! If we wanted snow on houses, we had to put it there ourselves and it was never worth it!) TY devs for EZ mode. :mrgreen:
***Updates***
Removed AI mesh to decrease file size. Moved spawns and flags. Smoothed the terrain out a lot. Made the water more shallow. Removed gatehouse and replaced it with a frozen village. Lightened the terrain color a bit so it isn't pure ice blue.
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Prison Riot
I don't know if this ever got into rotation and I doubt it ever will, but it's here nonetheless. It isn't cav friendly (though there is nowhere a horse cannot go by walking forward) and it isn't very archer friendly either I suppose, what with corners to hide behind. You can imagine then why it hasn't been played.
***Updates***
Added trees to courtyard..... Nothing else to do really.
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Pueblo Village
I really can't think what to do different. I think people don't like it because it isn't cav friendly, which is ok. It got played a lot in the past, so I'm satisfied.  :)
***Updates***
Moved flags. Replaced a barrier.
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Rivendell
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RuIn
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It's already in rotation and I haven't heard further complaints, so no update.  :P

Thawing Tundra
I made this map based on a picture of the Alaskan tundra, and thought to try a balanced map where it's a snowy alternative to random plains. I might have achieved too much balance since the multiplier just goes back and forth on this map and there have been a few complaints.
***Updates***
Moved spawns and flags. Changed log bridge out for stone bridge. Added a log cabin and stable for ranged protection. Added a wooden bridge to cross the ford (or fjord for you vikings). Main fighting should no longer take place in river.
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Winter Village
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It's already in rotation and I haven't heard further complaints, so no update.  :P


Siege

Bragelon Castle
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Bridge of Eldia
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Irongron Castle
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Viking Village Siege Edition
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Maps I left to die and why:
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14
Sell/Trade / Eh. Delete
« on: December 10, 2012, 02:24:05 am »
..

15
Scene Editing / Opinions on this map
« on: July 13, 2012, 03:37:06 am »
I haven't been in the map-making biz for...well, a very long time.  :oops:

Anyway, I like maps that are simple and accommodate most classes (hard as hell to find, I know. Even harder to make), so hopefully this will appeal to somebody.

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Comments and critique are welcome and requested.

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