Poll

What do you want in your DTV map?

Bots spawn/attack from 2 or more directions.
25 (15%)
Bots spawn/attack from generally one direction. (Very linear).
32 (19.2%)
More open terrain to allow for better fighting and various tactics.
40 (24%)
Narrow paths (spam overhead) where the only way bots getting past you is over your dead body, which might result from getting shot in the back of your head by teammates.
20 (12%)
Dynamic props (i.e. Ballistas and portcullis for gatehouses)
42 (25.1%)
Ballistas? No thank you. My MW Light Crossbow is enough.
2 (1.2%)
Something else (post in comments)
6 (3.6%)

Total Members Voted: 73

Author Topic: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)  (Read 9440 times)

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Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #30 on: February 04, 2014, 06:09:28 pm »
+3
Okay, so one new map, 2 to go.

DTV_Desert_Ruins

Description:
The Viscount is feeling exotic, so he's gone and gotten himself (and YOU) lost while pretending he's an Arabian Sheikh! Luckily you found a bandit's hideout and the bandits were away, so you've been eating all their food, but now they've come back, and they're none too happy. Protect your lord and (albeit, dimwitted) master from the scourge of the deserts!

Pics:
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Offline Jona

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #31 on: February 05, 2014, 12:38:31 am »
0
Is that an actual functioning weapons rack? In DTV?
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Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #32 on: February 05, 2014, 12:46:55 am »
0
Is that an actual functioning weapons rack? In DTV?

Yep. Should be functional.
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Offline Moncho

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #33 on: February 05, 2014, 12:54:53 am »
0
Yeah the ones on the maps on the server are functional, but if some funny guy breaks it, they dont respawn in the entire map.

That one sounds interesting, the 3 entry points seem alright. Can't wait to see it on the servers

Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #34 on: February 05, 2014, 01:00:31 am »
0
Yeah the ones on the maps on the server are functional, but if some funny guy breaks it, they dont respawn in the entire map.

That one sounds interesting, the 3 entry points seem alright. Can't wait to see it on the servers

Awww... Not even after 3 waves at the start of a new round?  :(
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Offline Patoson

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #35 on: February 05, 2014, 04:36:51 pm »
+3
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Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #36 on: February 05, 2014, 05:52:49 pm »
+3
 :shock:

Wow. Fips was right. Exploiters are damn clever. I thought it was physically impossible to go inside those props. Oh well.  Added barriers to the 2 buildings next to that platform, so it shouldn't happen again..... actually, I'll take a closer look at the buildings in general.

As for the rock problem, thanks for reminding me of that. I put a barrier there to keep that from happening, but I don't think that version is up yet. It won't go in effect until the servers restart; however, I took another look at it just in case, and I had leftover AI mesh under the rock that didn't need to be there, so I fixed that.

I'll upload the new versions and send 'em Fips way.

Thanks Patoson.
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Offline Fips

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #37 on: February 05, 2014, 06:02:54 pm »
0
On the new map: the 2 spawnpoints behind will barely make bots go to the v. People will just lure them to the wall and get them stuck there. Maybe even v will do that.
That's all i could see from the screens =P

Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #38 on: February 05, 2014, 06:11:30 pm »
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On the new map: the 2 spawnpoints behind will barely make bots go to the v. People will just lure them to the wall and get them stuck there. Maybe even v will do that.
That's all i could see from the screens =P

Hmmm... yeah, that would be a problem. I can probably find some props to place in front of the walls to keep bots from hugging the walls and further route them to the entrances.


***EDIT***

I think it's safe for me to say, that any new map requests will be put on the back burner for a while. After I finish the 2 I'm working on (I haven't even started Lichen's) I'll have 6 DTV maps (7 with Lichen's).  :twisted: I think that's plenty for now. Plenty of editing and making changes as feedback comes in.  haha. After all, I do need to play the game some or my clan will disown me!   :oops:


*EDIT....again* v as in viscount, not v as in v-shaped wall. .... where's a facepalm smiley when you need one?  :oops: I thought you meant players on top of wall getting bots to get stuck on outside walls.  Well, different possible problem, so I'll try and prevent that like I said. As for the 2 spawns in the back (or the rabbit ears as it were), I don't think they will be a problem as long as the AI mesh isn't too close to the fences/walls. The spawns in City Revolt are as close, or possibly closer I think, to the viscount than they are in Desert Ruins, and the bots just go around the buildings....well, not in Patoson's case right now, but in a non-exploitable building world.... should be fine.
« Last Edit: February 05, 2014, 06:58:47 pm by Thranduil »
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Offline Thranduil

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #39 on: February 08, 2014, 12:26:37 am »
0
Okay, I've made some small changes to Desert Ruins to address the possible problems that Fips mentioned. Basically I just blocked off a few walls, but here's a pic showing what I did.

(click to show/hide)


I'll update this post later with my new DTV map. After that, good luck getting anything outta me. It's ESO beta weekend!
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Offline Jona

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #40 on: February 08, 2014, 10:00:59 am »
0
Wow. Fips was right. Exploiters are damn clever.


Meh, not really... people just tend to happen upon these things by mistake. Ballistas can send u anywhere, on any map, by the way, so there isn't all that much u can do about it from your map design. Ballistas just need some hardcore fixing.
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Offline Fips

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #41 on: February 08, 2014, 11:01:21 am »
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Meh, not really... people just tend to happen upon these things by mistake. Ballistas can send u anywhere, on any map, by the way, so there isn't all that much u can do about it from your map design. Ballistas just need some hardcore fixing.

What, how?!

Offline Jona

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #42 on: February 08, 2014, 11:21:29 am »
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Dark voodoo.
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Offline Fips

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #43 on: February 08, 2014, 11:50:32 am »
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Okay, then don't help... ~_~

Offline Moncho

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Re: Thranduil's DTV maps. Taking suggestions/requests.
« Reply #44 on: February 08, 2014, 11:53:46 am »
0
I do not know how it happens, but if you are using a ballista at the end of the round, strange things sometimes happen.
This includes spawning at a ballista (instead of spawn point), having an unusable piece of equipment (like throwing spears or simple sword), teleporting into random places ( http://forum.melee.org/general-discussion/i-can-fly/msg939841/#msg939841 ), and maybe others.
When turning a ballista around, strange things happen when the platform is not big enough to support you for the entire rotation (falling down, stuttering, etc)