Horseshoe Canyon - Remove it because it causes severe 'lag' issues. I get 120 fps on it and it feels like I have 20. Every time it comes up in rotation people complain about it.
A comeback of some of the 2010/11 maps would be nice...No I don't really, and maps usually get removed for a reason. Exceptions are village maps which have been violently and indiscriminately purged in 2011 because they made up 80% of the map rotation. Finding old maps is as easy for you as it is for me, except that you don't have to check them, fix them and implement them. Sort the Scene Editing board threads by views and you should see many threads of big mappers or map collections, look through them and find me maps. Go to the Taleworlds mapmaking boards and find me maps. Go through the villages using the Strategus fief list and find me those few precious villages that you thought were great, I don't want the okay ones. We currently have about 8 villages thanks to Gnjus pointing a few out to me in the past, but there is room for more. Look through old screenshots and videos, if you find me a decent shot of an old map I might very well remember the name or where to find it.
I don't know names and describing would take up too much space and time but I'm sure you remember some of them.
They don't have to be really well made or anything, I'm sure nostalgia will work its magic anywa. :D
Old maps
Here are some old maps that are still ingame that I remember being decent and which I am willing to re-add. Please give your opinions which you would like back and why. Most of these are fairly open, for which there seems to be a preference currently
Peipus Lake(click to show/hide)
This map tended to have a few different ways for people to play it and didn't seem too bad. I'd like to play it again to see what I think now
Hun in the Sun(click to show/hide)
I never liked this map - it seemed like there was no real tactics to how you fight on it, just ranged camp on the roofs and everyone else does some deathmatch
Covered Crossing(click to show/hide)
This was fun sometimes, but it had too many good sniping spots for ranged. I would rather not have this in rotation
Citadel Ruins(click to show/hide)
Lots of good memories from this map. Would like to see it back in rotation and see how people play it now. Both sides are viable imo. One spawns higher but the other has the big tower to shoot from
Domremy(click to show/hide)
I liked playing this map. One sides ruins is a bit too dense and easily defended though. I think it needs some editing so its better balanced
Two Rivers(click to show/hide)
This was quite fun, but it could do with some editing to tighten it up a bit. Some pointless areas but has quite an interesting design imo with people fighting around the tower in the middle
Tumulus(click to show/hide)
Don't really like this map. If its an open map like that you shouldn't have such a big incentive to camp near the start. Less cover and people will push forward and fight. As it is its a bit too boring with little incentive to push to the other side
Forgot what this one is called, cba to look up the name now(click to show/hide)
I like this map. Decent options for teams without too much emphasis on camping or pushing. Not great but certainly playable
Remove Bounty: It has terrible class balance. It's really just a valley, which should be obvious to anyone, that it's terrible for melee. Ranged get fairly advantageous spots to shoot from, cav don't really have to worry about anything at all, most of the terrain is flat, and there is very little (if any) debris they need to steer away from. So what you have, is a map that funnels melee into one spot to get eaten alive by both ranged and cav. This is the exact opposite of what we want.
It's best to balance through maps, than items or builds, if possible.
i updated that map and moved the spawns... waiting for the patch, if it still doesnt play well remove itThis is one of my favourite maps, as any class. I don't see why you would need to remove or edit it.
Old mapsKeep in mind, it's very likely that all of these maps will need to have their MotF locations looked at to make sure they don't spawn too close to one team. Even though we don't have MotF spawning immediately, it can still often spawn within the first minute of a round.
Here are some old maps that are still ingame that I remember being decent and which I am willing to re-add. Please give your opinions which you would like back and why. Most of these are fairly open, for which there seems to be a preference currently
Peipus LakeThe concept is nice, but I don't like how it plays. The lake/pond needs to be smaller, the size tends to cause teams to either never touch the center, or to only utilize the center. It's incredibly hard(suicidal) to cross from one side to the other due to the size. Just add 5m-10m of additional trees to shrink the center area, then readd it.(click to show/hide)
Hun in the SunAt least throw some debris around the areas away from the huts.(click to show/hide)
Covered CrossingPretty good map. It has issues when you get a full server playing due to the one small bottle neck.(click to show/hide)
Citadel RuinsGood map. Shouldn't have been removed.(click to show/hide)
DomremyNot bad, could use some debris strewn about though.(click to show/hide)
Two RiversNeutral on this one.(click to show/hide)
TumulusI never enjoyed this map, except for when I was playing cav or ranged. The hills are good for ranged and somewhat cav (there are no steep inclines), bad for melee, and the open terrain is good for cav, decent for ranged (LOS on everything), and bad for melee. Please do not add. Cav is strong enough on its own that it doesn't need maps catering to it.(click to show/hide)
Forgot what this one is called, cba to look up the name nowNot bad, it favors ranged a bit too heavily for me though. Melee are sitting ducks when trying to climb up hills at archers, which happens all the time on this map. It wouldn't be so bad, except Warband has shitty movement mechanics, particularly when it comes to hills. The left side hill is far too effective of a position for ranged. It's the tallest, widest and steepest hill in the whole map, and if this wasn't bad enough, only one team really has access to it.(click to show/hide)
Tydeus, adjusting the Motf spawns is a matter of minutes, rly.Right, but it means they shouldn't be added back in unless he's updating the maps. I wasn't able to discern whether or not he was willing to do any more than just alter the rotation.
Anyway I went over some of the map rotation a while ago, I think some of these maps are no longer in the rotation and obviously there is way more in it that I don't have down. also i'm sure nobody would edit the maps themselves, so most of the ones i'd just remove.(click to show/hide)
But there is an easy pattern to tell for what makes bad maps that most people I know agree with. Hills are awful. Elevated camping positions are awful. Flat ground with no cover is awful. Narrow pathways/corridors are awful.
Also, whatever happened to that old map which was a square village in the desert, with both teams having a way to go up some stairs and shoot down from their side, but the infantry having to go through 2 archways and meet in the middle, or off to the sides? It was very straight-forward.Does not ring a bell at all, perhaps a drawing could help?
pueblo village and trouble in the neighbourhood were fine imo, sometimes it's ok to cut with the "most OP class ever" (riding classes)I disagree, if someone who wants to play cav for about half an hour before he goes to bed, I think he should be able to. Having a dozen maps where cav is tricky to play is fine, but having many maps where cav is literally impossible to play, I don't think that's good form for a battle server.
remove snowy villages, at least some: they're utter shit.Which ones and why are they shit?
The problem with Down By the River is people don't know where to go and split up really easily. For a pub people need a sense of direction and should be able to have line of sight to team mates. Either people go in the forest and get lost and have random fights, or they go to the open area which is basically just a small arena. There isn't really much strategy then if people avoid the forest, and if people do go in the forest there is no real teamplay since people don't get a sense of whether they are strong enough to push or should retreat since theres poor line of site. It just encourages a very random playstyle with people going all over the map
Changes... Agreed.
- Added Domremy, Covered Crossing, Citadel Ruins and Upon the Rocks
- Removed Rivendell and Blue Forest
- Canceled addition of Sandi Boush
BTW Teeth, can we get an updated list with scrn shots of all maps on rotation? just updated that thread Fips made, its rly usefull.No, on account of me being too lazy. We mostly created that so people would be capable of communicating about maps better, especially because there was no real way to get the right name for a map because the names were bugged. The names are fixed now, so people can QMU or look at the server browser and actually check which map is which. Though of course if you want to take screenshots of every map, upload them and format them so they look like in the spoiler below and PM it to me, then I'd happily copy pasta it in the thread, but personally I don't think it's worth the effort.
It's never been out.
Then do it. There's a nice editor in game, not too complicated to learn how it works. Here's a very good an easy guide. (http://forum.melee.org/scene-editing/peasant_woman%27s-simple-and-easy-guide-to-making-a-playable-map-for-crpg/)
My ideal map, btw, is literally a single room--a killing box 50'x50' that both teams spawn in. I want such a thing to exist very badly.
You keep citing "fuck you to cav" as a reason not to include a map, but as a dickless cav lancer afk-killing, back stabbing loomed courser riding cavalry player I must protest. I enjoy maps that totally, effectively exclude cav.Not all cav players think that way though, people should be able to play cavalry on the battle server whenever they want in my opinion, not just when they get a lucky break in the rotation.
That is not the feedback I have been given in this thread. Nearly every map I removed features hard to attack spots for ranged.Map rotation should have never been separate from item balance. :|