Map looks good, always need more battle maps, especially more open ones that is not "random plains".No, its just a thin layer of water, there is a small river that is a little deeper, still no submarine archers.
Only concern I have would be water levels (submarine archers), but that doesn't really look like a problem judging from the pictures.
just a warning...im not sure if that water texture can be used.Shame if that is the case, thought it was very nice to be able to place water besides the horizontal level water. If there are any problems I will just remove it, no biggie.
when i tried to use it it ended up making weird underwater areas above ground all over the place
Lakeside Abbey is looking very nice. Why isn't it added yet?Probably because I uploaded it yesterday.
wtf u made Warning Cold? I hate that one :DTwas some very quick work and my first map, I didn't know that horses would become super ninja assassins in a small layer of water. Can't be arsed to go change it now, even though there is some obvious flaws. Map managers should just take it or leave it, so far they've taken it :wink:
Uh, I just played a map called Lakeside Abbey. Looks nothing like yours. It's all underground tunnels and shiz...
Is that yours or just a generic name?
wtf u made Warning Cold? I hate that one :D
I really like Isle of Cray. If you don't mind my input though I would put down some more aesthetics on the map. Like some barrels here, and some boxes there. I feel like that makes some maps look a lot better.Read my friend read!
Also, you dont thinks its too hard to attack hose gatehouse entrances? Narrow corridors etc. Taken that theyre opened at the beginning. Just speculating ofcourseI am a little worried that they might be locked down completely by just a few defenders. At least any defenders in there can get shot. The thing is though that I distanced the spawns to make the flag at the end of the bridge the middle point during the fight where the bridge matters, not the actual bridge. Which means attackers will be able to get to the gatehouses on the bridge at a faster rate than the defenders can reinforce it. Hopefully this will be enough to not make them an iron chokepoint, it does not matter if it takes a little long, attackers have half an hour for all this :P
I really like Isle of Cray. If you don't mind my input though I would put down some more aesthetics on the map. Like some barrels here, and some boxes there. I feel like that makes some maps look a lot better.It is slightly barren here and there, but the map was lagging a little already in the editor mode which I haven't really had before. I find it really difficult to estimate how much resources I can use for a map before it becomes unplayable for the low end machines, so I rather play it safely. I am sure I have to do some balance tweaks at some point, at which time I can also decide whether I can put some more detail in there. With the speed of map updates it could be weeks before a better optimized version actually makes it into the game and it would suck if people had to lag their way through it all that time.
I am a little worried that they might be locked down completely by just a few defenders. At least any defenders in there can get shot. The thing is though that I distanced the spawns to make the flag at the end of the bridge the middle point during the fight where the bridge matters, not the actual bridge. Which means attackers will be able to get to the gatehouses on the bridge at a faster rate than the defenders can reinforce it. Hopefully this will be enough to not make them an iron chokepoint, it does not matter if it takes a little long, attackers have half an hour for all this :PI completely missed that flag for some reason, I also tend to forget that the new game mode lasts for 30minutes, but it sounds promising, can't wait to try it out! I'll give some feedback then, as I am a 100% siege noob now. 8-)
To test your maps properly you have to move your map to the actual crpg-folder, edit the scenes.txt, etc. and host a game after you launched with the crpg-launcher. =PWhat do you mean with etc.? I move the sco file (called blank_103) to the cRPG SceneObj folder and then I replace the terrain code of blank_103 with my terrain code. Then I can open the map in cRPG (without WSE 2) fine, but only in the scene editor. When I try to host it, it is just an empty map, and so is blank_104.
Especially the cam-prop desperately needs testing before it gets on the server.
What do you mean with etc.? I move the sco file (called blank_103) to the cRPG SceneObj folder and then I replace the terrain code of blank_103 with my terrain code. Then I can open the map in cRPG (without WSE 2) fine, but only in the scene editor. When I try to host it, it is just an empty map, and so is blank_104.
That sounds utterly random, and there are 200 blank maps :|
Also, rename your blanks so you don't have to click over 9000 times. Keep the numbers as low as possible xDI always use polls to change maps, which gives you a nice scrollable menu :P
I always use polls to change maps, which gives you a nice scrollable menu :P
Maybe you're lucky and you got the same "cycle" as i do, just try blank 123.Hehe, this worked.
Doesnt those Valley Rocks generate a lot of bad frame rate?
I dont get it, what makes the frame rate drop any way besides torches and smoke.
Doesnt those Valley Rocks generate a lot of bad frame rate?Yes, as do all objects, some more than others. I kept the amount of valley rocks to a bearable visual minimum, but I can't get around using them to cover up those horrible stretched textures which steep slopes get you. I added in some detail work and removed some rocks compared to the screens and I think the map should not be too bad performance wise.
Also, the crane you build with ladders, bathtubs and stuff is fucking great!I have to say that Ozin or Jacko, whoever made the sandy port siege beta map, created an improvised crane. It looked so awesome I couldn't stop myself from making one, no port looks complete without it. Mine has a different design of course.
- no gates/doors at the marketplace? Kinda makes the backladders obsolete imo. At least i would just push through the front, since there is not much you gain when you walk over the backladders, other than falling down and kill yourself xDThe attacker spawns are a bit further away from that capture point than the other ones, so I think doors would be a bit too much, especially those that ranged and pokers can effectively lock down for a long time. From what I have seen from Himmelsberg Monastery, which has the same door way, such a spot can be quite hard to attack, especially with the current stake spam. I made the back route jump a lot easier and if people spawn at the Harbour they can get there pretty quick, so I doubt it is useless.
Yes, as do all objects, some more than others. I kept the amount of valley rocks to a bearable visual minimum, but I can't get around using them to cover up those horrible stretched textures which steep slopes get you. I added in some detail work and removed some rocks compared to the screens and I think the map should not be too bad performance wise.
If you are talking about Lakeside Abbey, then yes, but only because one team spawns in the center of the map at a superior position, something for which I released a fixed version two weeks a go. Blame Jacko.
Testing destructive stuff is not really possible in the host game mode, because you only get fists ._.
Probably used a mp or crpg-prop, they can be bugged in some modes.