cRPG

cRPG => Scene Editing => Topic started by: Teeth on December 28, 2011, 11:12:07 pm

Title: Teeth's maps
Post by: Teeth on December 28, 2011, 11:12:07 pm
Siege

Vocht Castle
(click to show/hide)

Tzar Castle
(click to show/hide)


Battle

Lakeside Abbey
(click to show/hide)

Waning Cold
(click to show/hide)


Siege Beta

Isle of Cray
(click to show/hide)
Title: Re: Battle Map, Waning Cold
Post by: Jacko on December 29, 2011, 10:29:29 am
Map looks good, always need more battle maps, especially more open ones that is not "random plains".

Only concern I have would be water levels (submarine archers), but that doesn't  really look like a problem judging from the pictures.
Title: Re: Battle Map, Waning Cold
Post by: Teeth on December 29, 2011, 10:35:18 am
Map looks good, always need more battle maps, especially more open ones that is not "random plains".

Only concern I have would be water levels (submarine archers), but that doesn't  really look like a problem judging from the pictures.
No, its just a thin layer of water, there is a small river that is a little deeper, still no submarine archers.
Title: Re: Battle Map, Waning Cold
Post by: monsterbrum on December 29, 2011, 09:05:03 pm
Cool idea, looks nice, and especialy good playable
Title: Re: Battle Map, Waning Cold
Post by: JPFaultless on December 30, 2011, 01:08:21 am
looks awesome
Title: Re: Battle Map, Waning Cold
Post by: Darkwulf on January 06, 2012, 06:25:01 pm
Looks good, can't wait to play on it.
Title: Re: Battle Map, Waning Cold
Post by: Peasant_Woman on March 30, 2012, 04:13:56 am
Just played this and noticed that if both teams decide to take the ruins on the far hill, Team 2 will find that they are just slightly closer to them than Team 1 so Team 2 can get there faster and have somewhere for their ranged to hide while team 1 is still out in the open.
Title: Re: Teeth's maps
Post by: Teeth on January 22, 2013, 05:03:28 pm
New map
Title: Re: Teeth's maps
Post by: Zlisch_The_Butcher on January 22, 2013, 05:54:55 pm
Looks good, there is a slight chance those cliffs will be abusable like on that by the rocks map by mustikki and I feel the spawns would be easy to gk.
Title: Re: Teeth's maps
Post by: obitus on January 23, 2013, 11:51:12 am
just a warning...im not sure if that water texture can be used.

when i tried to use it it ended up making weird underwater areas above ground all over the place
Title: Re: Teeth's maps
Post by: Teeth on January 23, 2013, 12:49:56 pm
just a warning...im not sure if that water texture can be used.

when i tried to use it it ended up making weird underwater areas above ground all over the place
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.

Oh I also had horrible texturing problems with the road to the right of the bridge on the overhead screen. I could either texture it hard path or hard pebbles even if I tried to use brown stone, it would just turn huge slabs of texture into pebbles. Later on I tried the village texture and it didn't screw up as much and in the end it looks okay with some stone props, but I'd rather have some more texture contours there. Anyone knows what causes such texture bugs?
Title: Re: Teeth's maps
Post by: Mlekce on January 23, 2013, 11:43:09 pm
Lakeside Abbey is looking very nice. Why isn't it added yet?
Title: Re: Teeth's maps
Post by: Teeth on January 24, 2013, 12:23:06 am
Lakeside Abbey is looking very nice. Why isn't it added yet?
Probably because I uploaded it yesterday.
Title: Re: Teeth's maps
Post by: Mustikki on January 26, 2013, 12:02:29 am
Looking good in the pics!
Gotta take a look in-game when i get time for it.
Title: Re: Teeth's maps
Post by: Mustikki on January 27, 2013, 12:48:15 am
Fix entry point 1 to entry point 0.
Church is missing cross.
The water element placed y-axis sometimes produces bugs in the map like under water textures and slowed moving. So i would advise it to be removed.
Cavalry loves to run into map borders. If its not too much work, maybe add something that players will recognize the map borders before clashing to it (fence, ground changes upper/lower).
The field ground is too dark.
Road/turf edge could be smoothed.
And now that your on it: add some color to dirty road :)
mp_fence will let people walk through so you need to add invisible barrier_4m stopping people for both sides. Stretch it a bit.
When these are done, contact to Jacko - i'll be away untill next weekend.

Otherwise the map looks good. :)
Title: Re: Teeth's maps
Post by: Teeth on January 30, 2013, 02:14:05 pm
Right, fixed all of that. The cross was there for me though  :P. I made the field ground a little lighter, but I disagree that it is too dark, actual soil can be very dark. Did some minor other changes like lowering the roads a little and moving spawn points so both teams have the same distance to key locations.

The mp_fence had collision when editing though, but added the invisible barriers. I did not add barriers to the poles to which the fence is attached, because I could not be arsed so people will be moving through
those.

New upload is up. No new screenshots, but not really any groundbreaking changes.
Title: Re: Teeth's maps
Post by: Zox_Fury on January 30, 2013, 09:48:42 pm
You re awesome Teeth
Title: Re: Teeth's maps
Post by: Teeth on March 09, 2013, 10:02:11 am
New map, a siege map this time. Feel free to provide feedback here http://forum.meleegaming.com/scene-editing/vocht-castle-my-first-siege-scene-feedback-requested/ or just here.
Title: Re: Teeth's maps
Post by: bagge on March 09, 2013, 10:06:32 am
wtf u made Warning Cold? I hate that one :D
Title: Re: Teeth's maps
Post by: Teeth on March 09, 2013, 10:13:49 am
wtf u made Warning Cold? I hate that one :D
Twas 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:
Title: Re: Teeth's maps
Post by: Teeth on March 09, 2013, 10:20:08 am
Whoops, thought I was editing instead of quoting, Ignore this post
Title: Re: Teeth's maps
Post by: bagge on March 09, 2013, 10:31:12 am
Hehe :wink:
Title: Re: Teeth's maps
Post by: Muunilinst on March 12, 2013, 12:25:07 am
this underwater tunnel looks really promising. i want to cage some byzants their and let em drawn :3  :D
Title: Re: Teeth's maps
Post by: Joseph Porta on March 12, 2013, 12:34:14 am
Love the maps, i hope theyll be added!
Title: Re: Teeth's maps
Post by: LordRichrich on March 12, 2013, 07:25:45 am
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?
Title: Re: Teeth's maps
Post by: obitus on March 12, 2013, 10:04:18 am
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?

This odd bug seems to be happening for more than just that map.  The server's map names seem to be getting mixed up
Title: Re: Teeth's maps
Post by: Chagan_Arslan on March 12, 2013, 02:30:50 pm
wtf u made Warning Cold? I hate that one :D

he hates cav maps, so he made ultimate cav map
Title: Re: Teeth's maps
Post by: Teeth on March 26, 2013, 12:11:45 am
New map for the Siege Beta.
Title: Re: Teeth's maps
Post by: Jarold on March 26, 2013, 12:41:49 am
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.
Title: Re: Teeth's maps
Post by: Joseph Porta on March 26, 2013, 12:52:40 am
I like that bridge, that is what you meant with flipped gatehouse I take it?

Looks good from a regular players point of view, hope its given a chance, has a nice athmosphere to it.
Also, you dont thinks its too hard to attack hose gatehouse entrances? Narrow corridors etc. Taken that theyre opened at the beginning. Just speculating ofcourse

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!
Title: Re: Teeth's maps
Post by: Viriathus on March 26, 2013, 12:55:25 am
that inverted gatehouse bridge worked realy well. Awesome.
Title: Re: Teeth's maps
Post by: Teeth on March 26, 2013, 01:06:28 am
Also, you dont thinks its too hard to attack hose gatehouse entrances? Narrow corridors etc. Taken that theyre opened at the beginning. Just speculating ofcourse
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  :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.
Title: Re: Teeth's maps
Post by: Jarold on March 26, 2013, 01:08:34 am
Just so you know being in editor makes you lag when moving around your map. If you press H while in editor mode it gets a lot smoother and it is good for pictures.

I see your reasoning though.
Title: Re: Teeth's maps
Post by: Joseph Porta on March 26, 2013, 01:17:02 am
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  :P
I 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-)
Title: Re: Teeth's maps
Post by: Fips on March 26, 2013, 01:36:20 am
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. =P

Especially the cam-prop desperately needs testing before it gets on the server.
Title: Re: Teeth's maps
Post by: Dalfador on March 26, 2013, 04:44:09 am
Excellent job on Isle of Cray, it looks stunning.

Title: Re: Teeth's maps
Post by: Teeth on March 26, 2013, 12:23:29 pm
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. =P

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.
Title: Re: Teeth's maps
Post by: Fips on March 26, 2013, 02:30:30 pm
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.

Etc. meaning if you want to edit the scripts and string-files as well, although you don't have to.

Ah, sorry. I thought you knew that the names are completely fucked up in the list =D
When i want to test Blank 5 now i need to test Blank 25. It's very weird. Iirc no rules had to use blank 9 when he tested my blank 5 out. I don't know how to find out how far you have to go, so you need to just go through those maps, ha.
Title: Re: Teeth's maps
Post by: Teeth on March 26, 2013, 04:28:40 pm
That sounds utterly random, and there are 200 blank maps  :|
Title: Re: Teeth's maps
Post by: Fips on March 26, 2013, 04:35:33 pm
That sounds utterly random, and there are 200 blank maps  :|

Yes, i raged a lot when i renewed my mapping-module and i haven't found any of my maps. =(
But without a new mapping module you won't be able to test the new maps. I tried and got an error once i started the server.


Maybe you're lucky and you got the same "cycle" as i do, just try blank 123.

Also, rename your blanks so you don't have to click over 9000 times. Keep the numbers as low as possible xD
Title: Re: Teeth's maps
Post by: Teeth on March 26, 2013, 04:46:53 pm
Also, rename your blanks so you don't have to click over 9000 times. Keep the numbers as low as possible xD
I always use polls to change maps, which gives you a nice scrollable menu  :P
Title: Re: Teeth's maps
Post by: Fips on March 26, 2013, 04:48:23 pm
I always use polls to change maps, which gives you a nice scrollable menu  :P

I'm not patient enough to wait for a poll =D
Title: Re: Teeth's maps
Post by: Teeth on March 27, 2013, 04:52:10 pm
Maybe you're lucky and you got the same "cycle" as i do, just try blank 123.
Hehe, this worked.

Fixed some door and ladder issues and map should be playable now, reuploaded.
Title: Re: Teeth's maps
Post by: Ronin on March 29, 2013, 01:16:12 pm
You got the same problem? I was struggling to find out what was wrong.

The map codes are also fucked up. Please check this out:

http://i.imgur.com/1kfVEt9.jpg
http://i.imgur.com/32EN8Gs.jpg

What should I do. Everything is fucked up for me.
Title: Re: Teeth's maps
Post by: Fips on March 29, 2013, 04:42:45 pm
Pretty sure you messed up your code in the scenes.txt

Although the cycle is very fucked up, everything should still work as intended once you found the right name of the map in your game.
Also, be sure to make a new mapping module once in a while, so you stay updated with the current crpg.
Especially now, with the new siege beta.

So make sure you have your own maps saved somewhere, delete the old mapping module, make a new one, and then copy your maps back into it again.
Title: Re: Teeth's maps
Post by: Zlisch_The_Butcher on March 29, 2013, 06:24:35 pm
An easy way to find the correct scene is picking a random scene, recognizing it, finding its name, and then counting the amount of maps from the map to its name.
Title: Re: Teeth's maps
Post by: Viriathus on April 02, 2013, 07:57:33 pm
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.
Title: Re: Teeth's maps
Post by: Fips on April 02, 2013, 08:29:46 pm
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.

Simply way too many useless props can cause that, too.


Anyway, i've took a look at your beta-map, teeth, noticed some things (Looks epic, though!):
- doors in the keep facing the wrong way
- gate is placed wrong in the keep (Just lower it)
- floating stairs at the bridge, also if you walk towards the marketplace from the bridge you can see through the stairs on the ground
- barracks: you can just simply walk up to flag like 10m on the right side of the gates, not sure if that's intended? (Over the rocks next to that house)
- gatehouse near the harbour: if you look from the gates to the barracks, flying stairs
- harbour: same thing as barracks: you can walk from the spawn at the docks to the left (where that round tower is) straight to the harbour-flag
- grass everywhere! I don't know if you intended that, but there is a lot of grass sticking out of stone-ish things. Just use path-texture where you want it removed (If you want to at all)
- 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 xD

Also, the crane you build with ladders, bathtubs and stuff is fucking great!


I'll get back to you if i notice anything else.
Title: Re: Teeth's maps
Post by: Teeth on April 02, 2013, 09:28:52 pm
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 xD
The 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.

I will be watching that point closely though when it gets played and I'll balance accordingly.

Thanks for the feedback, much appreciated. Will take a look at the things you mentioned right now.



New version up with some slight fixing.
Title: Re: Teeth's maps
Post by: Fips on April 02, 2013, 10:55:42 pm
Usually some smoothing solves the stretched mountains quite nicely (If you don't overdo the steepness, ofc). Just go in there and use smooth with little roughness until it looks "okay"; don't expect miracles there. So yeah, the rocks are a good solution, although depending on the map, definitely not needed. Yours does, though  :D

Well yeah, i was just thinking about some double-doors, destroy one and you're in. Big ones, so the you can still use the place.
Anyway, you're probably right to wait until tested on the server.
Title: Re: Teeth's maps
Post by: Viriathus on April 02, 2013, 11:54:08 pm
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.

So you did that by intuition, ok.
Title: Re: Teeth's maps
Post by: bagge on April 05, 2013, 02:10:10 am
YOUR NEW MAP SUCKS
Title: Re: Teeth's maps
Post by: Teeth on April 05, 2013, 02:14:56 pm
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.
Title: Re: Teeth's maps
Post by: Jarold on July 20, 2013, 12:15:56 am
I think you need to fix lakeside abbey, people can walk inside the church building.
Title: Re: Teeth's maps
Post by: Teeth on July 20, 2013, 11:12:41 am
Huh that's new, played it half a dozen times but never noticed this. Is like the entire building a ghost?
Title: Re: Teeth's maps
Post by: Lennu on July 27, 2013, 09:46:05 am
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.

Now you can get it done yourself. So do it, or I WILL be under your bed one night.
Title: Re: Teeth's maps
Post by: Nordwolf on July 31, 2013, 01:53:13 pm
I'm sorry but you failed to bugtest your own siege map ^^
Some wooden stairs and a cart are destructable and after first round most of the ways to walls are bloken. Lol :D

Or maybe in this troll map that's intended xD
Title: Re: Teeth's maps
Post by: Fips on July 31, 2013, 02:14:06 pm
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.
Title: Re: Teeth's maps
Post by: Elindor on July 31, 2013, 04:38:10 pm
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.

I generally use like Castle_F_Door A or B or something like that.

I think in the HOST mode even though you have fists so you can't hurt the door, it will have a healthbar when you look at it if it is destructable. 
Title: Re: Teeth's maps
Post by: Nordwolf on July 31, 2013, 07:18:32 pm
BTW Teeth you said you couldn't do normal screens with edit mode, you can, just press H :)
(removes all GUI and visual glitches, just don't hover over object at that time)
Title: Re: Teeth's maps
Post by: Fips on August 01, 2013, 12:12:03 pm
Also, gates are bugged after round restarts. Seems like warband really cannot handle more than 1 gate right now =/
Make it one for now, we might get more gates later.

Edit: Also, people can jump on top of the higher walls at the gatehouse.
Title: Re: Teeth's maps
Post by: Teeth on August 13, 2013, 10:11:18 pm
New siege map
Title: Re: Teeth's maps
Post by: Teeth on September 26, 2014, 02:01:22 pm
Updated Tzar Castle

I placed the gate lever far away from the actual gate in an attempt to create two focus points which the defenders have to balance. Some people complained that it didn't make sense realistically and it was too easy to attack anyway, so placed the gate lever next to the gate now. Changed the back route to be more difficult for attackers as well, hopefully this will force people to explore the secret third route that is available but was never required to win. Move attacker spawns a little closer to compensate for the harder chokes and hopefully fixed the one attacker spawning in the water.

(click to show/hide)

Updated Isle of Cray

Created a longer spawn delay for defenders, it is now 12 seconds instead of 8. I designed to be as much fighting in as little time as possible, in which I succeeded, but killing the same enemy 4 times in one minute while trying to take a flag got a little old. Hopefully it will be less of a slugfest now, but still have frantic continous fighting. Made the Barracks point easier to attack by removing the rocks at the side approach, and replacing them with easier to traverse stairs. Also moved defender spawns further away from Barracks, together with the 4 seconds extra spawn time, this should make the spot much easier to attack.

Created a barricate at the end of the road towards the upper city to hopefully create a bit of a choke there and perhaps force people to actually fight over whatever I called that flag in the square keep building. Moved some spawns here and there for spots that were already easy to attack and need some love now that defenders spawn slower. The flag area got elevated a lot so it becomes a spot that is much harder to access. Currently the flag would be such an endless clusterfuck in which no side was ever able to completely clear it. Now if one side firmly grabs a hold of the top, they can prevent people from coming up. Also fixed the doors that were openable by attackers.

(click to show/hide)

Please provide feedback on both these maps, but especially Isle of Cray, because it is incredibly hard to balance so that every flag is a challenge, while also making every flag takeable within 30 minutes. I fully intend to keep optimizing balance.