Author Topic: Teeth's maps  (Read 7332 times)

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Offline Viriathus

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Re: Teeth's maps
« Reply #30 on: March 26, 2013, 12:55:25 am »
+1
that inverted gatehouse bridge worked realy well. Awesome.

Offline Teeth

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Re: Teeth's maps
« Reply #31 on: March 26, 2013, 01:06:28 am »
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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.

Offline Jarold

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Re: Teeth's maps
« Reply #32 on: March 26, 2013, 01:08:34 am »
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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.

Offline Joseph Porta

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Re: Teeth's maps
« Reply #33 on: March 26, 2013, 01:17:02 am »
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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-)
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Offline Fips

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Re: Teeth's maps
« Reply #34 on: March 26, 2013, 01:36:20 am »
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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.

Offline Dalfador

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Re: Teeth's maps
« Reply #35 on: March 26, 2013, 04:44:09 am »
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Excellent job on Isle of Cray, it looks stunning.

visitors can't see pics , please register or login

Maybe some day they'll call us heroes.

Offline Teeth

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Re: Teeth's maps
« Reply #36 on: March 26, 2013, 12:23:29 pm »
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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.

Offline Fips

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Re: Teeth's maps
« Reply #37 on: March 26, 2013, 02:30:30 pm »
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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.

Offline Teeth

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Re: Teeth's maps
« Reply #38 on: March 26, 2013, 04:28:40 pm »
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That sounds utterly random, and there are 200 blank maps  :|

Offline Fips

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Re: Teeth's maps
« Reply #39 on: March 26, 2013, 04:35:33 pm »
+1
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

Offline Teeth

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Re: Teeth's maps
« Reply #40 on: March 26, 2013, 04:46:53 pm »
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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

Offline Fips

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Re: Teeth's maps
« Reply #41 on: March 26, 2013, 04:48:23 pm »
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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

Offline Teeth

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Re: Teeth's maps
« Reply #42 on: March 27, 2013, 04:52:10 pm »
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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.

Offline Ronin

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Re: Teeth's maps
« Reply #43 on: March 29, 2013, 01:16:12 pm »
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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.
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Offline Fips

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Re: Teeth's maps
« Reply #44 on: March 29, 2013, 04:42:45 pm »
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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.