Author Topic: Viriathus Scene Editing  (Read 5102 times)

0 Members and 1 Guest are viewing this topic.

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Viriathus Scene Editing
« on: March 06, 2013, 01:21:39 pm »
+12
My scenes.

TEMPLAR CHURCH (01/01/2014)
(click to show/hide)

PALACE OF MARTE
(click to show/hide)

BOUNTY (updated 23/07/2013)
(click to show/hide)

RHODOK CLIFFSIDE CASTLE (updated 01/01/2013)
(click to show/hide)
« Last Edit: August 09, 2014, 02:27:17 pm by Viriathus »

Offline Ronin

  • Marshall
  • ********
  • Renown: 859
  • Infamy: 198
  • cRPG Player
    • View Profile
Re: Viriathus Scene Editing
« Reply #1 on: March 06, 2013, 01:37:54 pm »
+1
Oo it looks very good. I can't say much as I'm new to scenening myself too.

Here a couple of screenies I get:
Here we get started
(click to show/hide)
I can only say this second wall looks a bit weird. Maybe you can add some objects or give it a bit more shape.
(click to show/hide)
(click to show/hide)
Flag location
(click to show/hide)

As for stratetegically, attackers have 1 ladder and 1 siege tower (if I didn't miss a backdoor or sideladder). Siege tower is ok, but ladder is a bit disadvantegous for atteckers; as they will get easily crossfired from there. Nevertheless, attackers spawn very close to walls. So I think it solves itself out. I personally don't like maps where attackers can capture the walls so easily, but they have a long way to the flag. Therefore, I guess it is balanced well. Really good job I can say.
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: Viriathus Scene Editing
« Reply #2 on: March 06, 2013, 01:54:49 pm »
0
Thanks for your awesome fast feedback.

Initialy i wanted the atackers to not go on the walls at all! i was going to leave the gate open instead of putting a ladder and a sieage tower near it, so the path to the flag would have to be on ground, the second smaller wall would serve as an obstacle.

I figured just leaving it there, since the the atakers spawn so close to the walls, and the defenders have to make walk long paths to the gate house, so the idea of this map is to be one of those Always gate open sieges.

However, im not sure how this will work out, i hope i get some more feedback on this.

Offline Casimir

  • King
  • **********
  • Renown: 1756
  • Infamy: 271
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
  • The Dashing Templar
    • View Profile
  • Faction: Knights Templar
  • Game nicks: Templar_Casimir
  • IRC nick: Casimir
Re: Viriathus Scene Editing
« Reply #3 on: March 06, 2013, 03:11:16 pm »
+3
Looks good mate, needs templol propaganda banners though.
Turtles

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: Viriathus Scene Editing
« Reply #4 on: March 07, 2013, 06:46:01 pm »
0
cheers Casi

Offline bredeus

  • Earl
  • ******
  • Renown: 392
  • Infamy: 85
  • cRPG Player A Gentleman and a Scholar
  • there must be Peace
    • View Profile
  • Faction: Templars since 1096 AD
  • Game nicks: Templar_Brede
  • IRC nick: Brede
Re: Viriathus Scene Editing
« Reply #5 on: March 07, 2013, 06:48:58 pm »
+1
Looks really nice mate :)

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: Viriathus Scene Editing
« Reply #6 on: March 24, 2013, 09:50:33 pm »
0
updated, made an alternative wooden stairway on the right side of the courtyard, besides the main stairs and the side stone stairs.

Offline Fips

  • Moderator
  • *****
  • Renown: 1217
  • Infamy: 290
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Fips_HRE
Re: Viriathus Scene Editing
« Reply #7 on: March 25, 2013, 08:18:57 pm »
0
Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?
Gotta be kidding me dude. Asking me, why mine are "already" (After 3 months) in and now i found out this...just lol.

visitors can't see pics , please register or login




I like the look of your map, though. Could use more than 1 flag as far as i can tell.

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: Viriathus Scene Editing
« Reply #8 on: March 25, 2013, 09:33:47 pm »
0
Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?

I dont think it matters how long i posted it, they decided to take a look at all the submited maps at once, they skipped mine.

but maybe you are right, i realy dont know.

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: NEW! Rhodok Cliffside Castle
« Reply #9 on: June 19, 2013, 09:20:43 pm »
+2
Massive update BUMB.

KEEP SCENE EDITING ALIVE!

Offline Templar_Steevee

  • Duke
  • *******
  • Renown: 613
  • Infamy: 128
  • cRPG Player
  • Pew-pew for victory!!!
    • View Profile
  • Faction: Templar
  • Game nicks: Templar_Steevee, Templar_catchArabbit, Gangtroll
Re: NEW! Rhodok Cliffside Castle
« Reply #10 on: June 20, 2013, 01:09:55 pm »
+2
i like this casle. It looks like a serious castle, not a village with a wooden walls... +1 :D
Archer forever :D

Offline Tore

  • Item Manager
  • *
  • Renown: 882
  • Infamy: 329
  • cRPG Player
    • View Profile
Re: NEW! Rhodok Cliffside Castle
« Reply #11 on: June 20, 2013, 06:13:27 pm »
+1
10/10 would bang

Offline Viriathus

  • Count
  • *****
  • Renown: 273
  • Infamy: 23
  • cRPG Player
  • !TI SLLIW DOG
    • View Profile
  • Faction: Crusader_Alliance
  • Game nicks: Templar_Viriathus
Re: Viriathus Scene Editing
« Reply #12 on: July 20, 2013, 02:06:27 am »
0
bump, new map.
« Last Edit: July 20, 2013, 11:08:50 am by afonsoserro »

Offline Fips

  • Moderator
  • *****
  • Renown: 1217
  • Infamy: 290
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Fips_HRE
Re: Viriathus Scene Editing
« Reply #13 on: July 20, 2013, 08:13:28 pm »
+1
Okay, so here we go:

Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)


Rhodok Cliffside Castle
- remove the winch on the table! It will open the frontgate and if the other winch is used as well, it will fuck things up
- where that second winch is, close to the stairway a little more inside the castle, you need to retexture the ground, it looks a little invisible
- smoothen the mountain textures please, they look very rough
- the ladder is flying, adjust it please so it sticks on the ground when not deployed
- you will have to rethink the flag area a little bit, it's a big castle (Shortest way to flag: 60-65 seconds, with opened gate) and the staircases are very easy to defend, basically i would suggest lowering the area so the staircases are not as long, and maybe move more attackers spawn closer to the castle itself
- backdoor would be solved with reworked flag area, now it seems kinda useless to walk all the way to there just to end up at the same stairs
« Last Edit: July 20, 2013, 08:18:50 pm by Fips »

Offline Zlisch_The_Butcher

  • King
  • **********
  • Renown: 1272
  • Infamy: 971
  • cRPG Player
    • View Profile
  • Faction: Faction: Frisian Church of Mork The Goat God
  • Game nicks: Zlisch
  • IRC nick: IRC nick: Tears
Re: Viriathus Scene Editing
« Reply #14 on: July 20, 2013, 08:20:40 pm »
+1
Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)
He could also move the ship spawn a bit forward and then invisible wall the ship, fighting on mountains* is the lamest shit ever and altering the mountain for the invisible walls to be more obvious and natural imo makes 100% more sense.



*Read: ranged camping on mountains
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.