Author Topic: Siege Map: Khirin Castle  (Read 6646 times)

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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #15 on: January 09, 2011, 09:40:20 pm »
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Thanks for your feedback. I already removed the wooden doors and added two more ways to the inner castle.

Thanks for testing it on NA_Siege. My ping is horrible, there, so some feedback of others would be nice...
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #16 on: January 10, 2011, 11:01:22 pm »
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I've had another chance to play it, and at least with 40 ppl on the server, it was pretty balanced. If the defenders stuck together, they could hold it, otherwise the attackers won. I've seen someone get stuck on one of the stands, so I'm going to fix that. Some more feedback? It's on EU_cRPG4, btw..., thanks again, Pecores Clan.
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Offline Ishar

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Re: Siege Map: Khirin Castle
« Reply #17 on: January 11, 2011, 10:39:10 am »
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I played it again, and the defenders actually lost twice. Still, the attackers are pretty much screwed with balanced teams.
Possible problem: The players can't go around whole castle, some tower blocks the path at the back, near the flag. If you remove that, the attackers could reach the flag form the opposite direction. To prevent the absolutely gay 'jumping down' method, there could be a fence there or something.
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #18 on: January 11, 2011, 09:02:16 pm »
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Hmm, why do you think the attackers are screwed? Are three entries not enough? Or is it because the flag area is too compact? Is the distance from spawn to flag too long? I'm not sure, if I can simply remove the keep. Every castle needs a keep.
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #19 on: January 13, 2011, 02:51:41 am »
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I've upped a new version with closer spawns for the attackers and the fix for the stuck bug on the snowy stands: http://node23.net/khirin_castle_v3.zip
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Offline Ishar

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Re: Siege Map: Khirin Castle
« Reply #20 on: January 13, 2011, 02:54:01 am »
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Oh, forgot to mention. The entry point for the siege tower is a bit... interesting. Is that intended?
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #21 on: January 13, 2011, 03:52:03 am »
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Do you mean that the door doesn't fully open? Yeah, I wanted the defenders to not be able to go into it from above. Also, as an attacker, it needs a leap of faith, as you can't pull back after the drop.
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #22 on: January 14, 2011, 10:30:22 pm »
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The third version is still to hard to attack. It can be done with coordinated effort, but the usual skirmishes lead to 3x win for defenders. I think I have to redesign the castle interior a bit.
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Offline CtrlAltDe1337

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Re: Siege Map: Khirin Castle
« Reply #23 on: January 14, 2011, 11:39:40 pm »
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I have mixed feelings about this map.  Its easy to zerg up the left ladder (from the attacker perspective), open the gate, and smash up the defenders.  Maybe it was just the teams I was playing on, but every time I play it the attackers almost always win.  However, I will say its a nice design and layout overall.  Perhaps you could put up some fences and barriers to keep attackers from jumping down to the flag from the wall, which was how they won almost every time for me.
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Offline Ishar

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Re: Siege Map: Khirin Castle
« Reply #24 on: January 15, 2011, 12:55:11 am »
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Perhaps you could put up some fences and barriers to keep attackers from jumping down to the flag from the wall, which was how they won almost every time for me.

Without that, it's impossible.
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Re: Siege Map: Khirin Castle
« Reply #25 on: January 15, 2011, 03:21:46 am »
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I'm confused now...did you say it's too easy for the ATTACKERS? I've seen them win only once so far...
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Re: Siege Map: Khirin Castle
« Reply #26 on: January 15, 2011, 06:24:10 pm »
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Someone else told me in chat today that he also thinks it's too easy for the attackers. This is contrary to my experience, where defenders mostly win 3-0, or 2-1 if they don't pay attention for 1 round. Maybe the map is also hosted on servers with longer time limits?
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Offline CtrlAltDe1337

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Re: Siege Map: Khirin Castle
« Reply #27 on: January 16, 2011, 06:20:23 am »
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NA has around 6 or 7 mins I think.  And yeah, I've only seen defenders win maybe a third of the time...but maybe it was just the teams we got from autostack.
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Offline zagibu

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Re: Siege Map: Khirin Castle
« Reply #28 on: January 16, 2011, 11:00:58 pm »
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I can always readd the doors, of course, but I think I will play some more before I decide what to do. I actually already planned to redo the whole castle interior and make the inner castle less crowded, so it's easier to fight in for the attackers...oh well, I guess balancing is the hardest task of map development.
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Re: Siege Map: Khirin Castle
« Reply #29 on: February 04, 2011, 11:07:43 pm »
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I've put a new version of the map up. I've worked on the spawns and added a backdoor that leads directly into the inner castle. To compensate, I've readded the doors to inner castle. But I've also put up a variation without inner doors, if they turn out to make it too hard for attackers. Last but not least I've added lots of trees and other visual fluff.

http://node23.net/khirin_castle_v4_doors.zip

http://node23.net/khirin_castle_v4_nodoors.zip
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