I will take a look at Distar Castle and see what I can do with it.
Hmm, i know now, regardless, why is it the same maps all the time. Surely there is more than 10 maps that are in the list, and if there is such a list, why doesn't it go through the entire list. It seems like it's map 1 to 10, then it restarts from map 1, all the way to 10, then same again, and again. The map rotation isn't the problem, it's the fact that there is no real rotation of maps, well definitly not the maps stated in that list...ye, got the same impression. and in your screens you forgot the one native map that is there over and over again, actually the worst native map there is.
Now aren't these the exact same maps we played yesterday, the day before, and the day before, you get my drift. This sucks, why is it always the same maps, does the server get reset everyday or something, is there something that can be done so it's set to random maps, would be nice...This seems true to me. People keep mentioning and showing the map rotation, yet it always seems to be the same ones when I log on the officials.... Like clockword, same bloody ones...
add tropical!!!!!!!
NO MORE NEW MAPS! Improve on what we have
Of course it's a rotation problem, it's exactly the same as the radio, playing the same songs over and over...
one side always won or something.
... I believe it is better to have plenty of okey maps then a few 'balanced' maps, simply because this is not Counter Strike. Balance should be made by players working together, not by cleverly placed buildings. ...
This excellent site has pictures of all dem C's: http://eelio.pagesperso-orange.fr/ (http://eelio.pagesperso-orange.fr/)
Thanks Jacko, will have a look later on, hopefully some other people will aswell, what do you think of the ones posted? Maybe have a poll and let the players decide on some of the maps, would be nice... :P
Could Tropical be maybe only 1 time in EU1 rotation? Usually I have stable 110 FPS, but tropical always drops it to 40 and its quite annoying. This should not be my computers fault, so I blame the map
For all of you having performance issues: http://forum.c-rpg.net/index.php/topic,26417.0.html
You cannot nerf tree's. You can limit yourself when placing them, but looking at maps like battle on ice, which is a native map, you can have a decent amount of trees without suffering a performance hit.
Does the voting for maps actually do anything? I've not noticed any shit maps ever removed even though I always qmd them. I've never noticed any change in map rotation actually....
Excessive trees, especially those that server no purpose is not good game design. Just like the maps that have entire castles that are not excessable and serve no purpose other than 'ambiance'. This is not CRYSIS, maps should be WELL optimized for lower end machines.
Since your computer is having trouble running a map included with the game I highly recommend you optimize the game for your low end machine! (http://forum.c-rpg.net/index.php/topic,26417.0.html)
Dutchydave:
The names were changed, so all the old native maps are named native_x (or in your case 'native_the_arena'). Go check in the either strings or scenes to see the new names.
For all of you having performance issues: http://forum.c-rpg.net/index.php/topic,26417.0.html
You cannot nerf tree's. You can limit yourself when placing them, but looking at maps like battle on ice, which is a native map, you can have a decent amount of trees without suffering a performance hit.
AlexTheDragon: Some advice are better then others, it's a general guide. You'll have to see what works for you.
Big problem! NA1 is crashing every time it goes to map "Blank 22"
The server tries to send the map, but it freezes clients on Downloading 0%
For siege rotation, Kurosch City & Warkworth castle are very unfun, poorly design maps with little if any strategy.
Im actually working on Kurosch City and am improving it.While you're working on it why do some unlucky attackers spawn on the wall? I consider it a very bad spawn spot as the only noticable way down gives falling dmg (unless I completely missed some other spot).
I have further plans for it but its important to see how last changes worked out first.
While you're working on it why do some unlucky attackers spawn on the wall? I consider it a very bad spawn spot as the only noticable way down gives falling dmg (unless I completely missed some other spot).
EDIT: Just wondering, why isn't that one map (I think it's called dragon castle or something like that) in the siege rotation anymore? It was one of/my favorite map(s).
Dragon Castle is using Polished Buildings, which are no longer in use in cRPG.Guess that explains why I can't find my favorite castle set anymore.
I think Tevarin Castle C is not balanced for attackers. So many hills and stuff, attackers need ages to get up and due to small walls and roofs infront of them, defenders can come down and walk over ladders all time while fighting so you have no real chance to raise ladders in a short amount of time. and once you broke maingate you still have to walk up a big hill with spikes everywhere :/If this is the horrible map I think it is (was gonna complain about it now, but forgot to check name), then I suggest complete removal, I really hate the living fuck out of that map, badly done, walls are placed in that really retarded way that says "I don't give a fuck, just wanna get this shitz done." main gate(s) is(are) destructable, some giant open hill is normally the main part of defense instead of walls.
And 2 gates to destroy just takes ages, especially when defenders can stab/shoot through. I think that map needs some love Jacko :)
BlueBells_BeechTrees
This one was fine if a little dumb with the bridge to nowhere, now completely retarded with a random river snaking through the middle of the map, cavalry rendered inert.
BurningoftheShips
Most players head straight to fight on the walls leaving cavalry down below to ride around in circles until they come down or the map ends.
(click to show/hide)(click to show/hide)
Also like more than 10 maps are mainly for infantry. All maps should be available to all class. There are 2 swadia maps that are very annoying and too many maps that can help people to delay the game into draw
The Santa's Castle map, for instance, ends up with teams rushing for the tower instead of playing in the battle area. The tower has three entrances - one stairwell, and two mile-long narrow wall walkways, all inaccessible by cavalry. Usually multiple routes alleviate campability, but in this case the walkways are just simply too long and easily guarded.
Elmuri, did you look which maps of those are already in the rotation?Only iyindah is in rotation on Eu1 of those I mentioned
No Santa's Castle on official servers. If you have complaints on other servers rotation, feel free to PM the server owner (or find appropriate thread).
A map can not be stupid, only people can. It is stupid to complain a map, without leaving any suggestions/opinions how to fix the map.
The map (Mountain Warfare) looks really good and have nice idea behind it. But sure the map could have some tweaking.
Moving the upper spawn a bit lower or making the lower way more profitable, could be enough to balance the map. Also blocking the back/roof at the buildings could move the fight to a more appropriate and balanced place.
Sorry but asymmetrical design does not work when its 80/20 loppsided in favor of one side.If you would have experience from scening, you would know.
Heres your english lesson for the day, since english is clearly isnt your native language. Sorry but asymmetrical design does not work when its 80/20 loppsided in favor of one side.
stupid (http://dictionary.reference.com/browse/stupid?s=t)
[stoo-pid, styoo‐] Origin
stuĀ·pid
[stoo-pid, styoo‐] Show IPA adjective, -er, -est, noun
adjective
1. lacking ordinary quickness and keenness of mind; dull.
2. characterized by or proceeding from mental dullness; foolish; senseless: a stupid question.
3. tediously dull, especially due to lack of meaning or sense; inane; pointless: a stupid party.
4. annoying or irritating; troublesome: Turn off that stupid radio.
5. in a state of stupor; stupefied: stupid from fatigue.
A map can not be stupid, only people can. It is stupid to complain a map, without leaving any suggestions/opinions how to fix the map.
The map (Mountain Warfare) looks really good and have nice idea behind it. But sure the map could have some tweaking.
Moving the upper spawn a bit lower or making the lower way more profitable, could be enough to balance the map. Also blocking the back/roof at the buildings could move the fight to a more appropriate and balanced place.
The way I see it there are a few features to avoid that can make any map bad.
1. Uber-campable positions with too-easily guarded entry points.
2. Steep hills.
3. Unbalanced spawns
Which server are you talking about? battleserver is mainly cavrape currently and siegeservers were always for infantry^^
i fixed the spawn points already and i answered u btw.
you have not much experience in mapping so after this post i refuse talking to you. cuz u always come with same shit.
spawn are definately not uber campable atm. steep hills?! wtf its a mountain map and i tryed to make smth different. tell me another map like this. ye random plains with big hills maybe but they are shit in my opinion. so now genius explain me how to avoid steep hills in a mountain map...
will update it soon.
also yesterday i played it the lower team won 4-0
i ahve nothing againt feedback but i want some feedback with brain
XP barn map for example?
40 people of the whole 100 on a horse
Don't think this is true but it might happens, however it will not occur every single day and since i play more than you i notice that almost 60% are infantry players
What I'd also like is more custom village maps (that's actually made for multiplayer).
No more city maps please, CAV can only bump their own team mates in there and many players already down vote those maps.
...
Edit: Also on one of the siege map it is very unbalance. Something with Motte and Bialey 1 is insane. Attackers are extremely close to defenders and they can come inside to the castle in less than 15 seconds. The defenders spawn sucks really hard because the flag is at top that means the defenders will have to walk all the way back to the flag. (It's impossible to do so because once you spawn you will get instant-spawn rape by attackers. The defenders spawn next to the gate, and the attackers spawn are just behind the gate. Fail map is fail. Attackers has too much advantage on this map.
Stonehammer seems to be really unbalanced.
I've never seen attackers win there yet. Ways are too long and flag is up a hill that slows people down really hard :/
Working on an update for the map at the moment, changes will include a more nuetral flag position.
Really? Took 2 years to found out that? :mrgreen:
Please change the EU1 map rotation. Its way to short its like always playing the same map over and over again. And its cav map after cav map. Where did all the village maps go?
Less open field map on EU1 please, more city map.
Give us Nord Village back !
The change to Motte and Bailey 1 just made it to constant winning for defenders :rolleyes:
Don't understand the change. It was quite balanced in my opinion. What isn't balanced is Motte and Bailey 2
-Almost 50 maps. At 20-30 min each. You do the math.
Yes, it's not actually the entry points but the script that makes people spawn at weird places. It has do with the how close/far from the flag people are, and the amount of friendlies/enemies close by (which is why it happens, on some maps, that attackers spawn inside of castles/bases). I will be removing the map soonish, since this issue is not resolvable with the current map design ('siege script' does not like heights and S shapes either).
This always seemed crazy to me. The one question I can never think of a decent answer to is, why did the taleworlds team decide to use a convulted system, rather than say ______ Like every other multiplayer game ever.
Stonehammer is worse than before now....instead of gate at start we now have a gate in the middle which is very hard to destroy due to defenders constantly jumping on you :rolleyes:
Ironmine really needs to be removed from the server. It is unplayable for cav and very unbalanced. Not to mention how easy it is to camp.Ironmine is fine, for cav too.
Please remove immediately. Thanks.
Never seen any real problems with Ironmine on EU. Most people seem to enjoy it.
I have a request for the map that was once used in the rotation. I can't recall the name, but it was a Sarranid harbour town, one team started at the docks, the other in the town. It was all buildings and access to rooftops, also one big tower in the middle.
Read the logs from the chat, lots of people wants to remove it
btw: That iron mine map is alot better than Swadian town map (x2) those are the ones that is 100% unplayable for HA and CAV
You mean the one with the large wooden bowls full of dyes?
All I see is cav complaining. Map is fine. Swadian town maps are decent for cav as well. It's not an open field, that doesn't mean it's bad, it's another sort of map.
Edit: I play rage ball more than battle, force infantry to play in siege if they hate cav!
What a stupid suggestion. Why don't you damn cavs just go off your horses if the map isn't cav friendly?
Iron mine is a fine map.
On rage ball i can keep x5 rolling with no problem but on battle i will 100% lose my multi on those infantry maps. Yea Iron mine is alot better than swadian map (At least its playable for CAV)
This might be the map your talking about:(click to show/hide)
And this is the thread you can find the old maps: http://forum.c-rpg.net/index.php/topic,468.0.html
Then it is your fault for making a pure cav build mate.
Then it is your fault for making a pure cav build mate.
Thinking on this more...any cav build isn't a pure infantry build. I like rageball's solution of converting riding to ath. It adds flexibility, allowing Cavalry to play a footman role.
If all servers converted riding to ath when spawning without a horse equipped we could have a lot more flexibility on maps.
Why would anyone not want to take riding instead of ath then?
I'd like canals of our city and spring flood to be remove, those are fucking shitty map, no tactic on them, and walking in water without reason..come on!
No one would! That's the beauty. Everyone would be free to play as cavalry or infantry as they pleased, hence the more map flexibility thing.
The only reason to leave them separate is for the ath/riding split when playing as cavalry.
That is retarded. Everyone who wouldn't want to get completely stomped would have to pick cavalry on open maps. Even now large amounts of cav can completely destroy infantry on open maps.
Yeah completely unrealistic for a large percentage of an army to be mounted on open plains. I can't imagi
visitors can't see pics , please register or login
Open up flexibility on character builds, open up flexibility on maps. Cavalry will bitch less on infantry maps, infantry will bitch less on cavalry maps.
Nope. This way you're FORCING players to play cavalry on pretty much any semi-open map.
I don't think people understand the fact that armies were mainly infantry with support from archers and cavalry. Every map should be balanced so Cav can attempt to flank or support it and maps shouldn't be based around them on open plains. Problem is focusing one class type over another and it's not enough all around. If you're also complaining about the maps, every map Jacko adds to the rotation, let it be played for a week and then add a poll for it to be permanently added or removed based on how well the reviews are. This should be done for every map regardless of who made it.
From jacko
19/04 2012
Battle: Removed mountain_warfare and forest_lake
Useful as feedback? Not really. But have been playing around with HOW to make use of the data. So by all means, keep voting.
I bet all cav plain maps will get downvoted and all infantry map will get upvoted 8-)
Yes, all the rotations are currently broken, fix inc.
Honestly I don't really care what they are, we just need some new ones. The rotation is getting really stale.Also get rid of every castle that has just one entrance (I'm thinking of the wooden castle with the single chokepoint uphill past that fire, then you can either go right for the wall or right for the door or straight forward for the other wall), those are horribly IMBA. At least get rid of that one castle please <3
Jacko, why the hell is that bar map on EU_4? (if it still is, haven't played there for a while), It makes no sense for a melee only map which allows for cav and archers to spawnrape people who spawn 3 seconds later than them, the tables and shit stop cav, and the upper story is cav proof... please remove it, Zlisch commands it!!!
Are you serious?Damn right I'm serious, just because you made a map which only works properly on the melee only server and you're so fucking proud of it's "perfection" doesn't mean atleast one person spawning at standard time per map change has to get spawncouched, and several others spawn-shoot, your map is fucking shit with ranged and cavalry involved, it even sucks on the melee only server due to your weapons getting stuck in random tables 'n' shit everywhere. It doesn't seem like a good idea to make 50% of the map inaccessible from horseback either... Mustikki I know you think all of your maps are perfect and should be enforced upon everyone playing cRPG (including this fucking barmap and that really retarded boat map) but I however think that is bullshit... you're also one of the worst map makers around... yet to see a map and think "Yay! This is that one awesome map Mustikki made!" or some shit like that. I personally have GTX from a server with 5x a few times due to the bar and the boat map arriving on the server.(click to show/hide)
Damn right I'm serious, just because you made a map which only works properly on the melee only server and you're so fucking proud of it's "perfection" doesn't mean atleast one person spawning at standard time per map change has to get spawncouched, and several others spawn-shoot, your map is fucking shit with ranged and cavalry involved, it even sucks on the melee only server due to your weapons getting stuck in random tables 'n' shit everywhere. It doesn't seem like a good idea to make 50% of the map inaccessible from horseback either... Mustikki I know you think all of your maps are perfect and should be enforced upon everyone playing cRPG (including this fucking barmap and that really retarded boat map) but I however think that is bullshit... you're also one of the worst map makers around... yet to see a map and think "Yay! This is that one awesome map Mustikki made!" or some shit like that. I personally have GTX from a server with 5x a few times due to the bar and the boat map arriving on the server.
Hahaha! You are so funny when you are serious! :mrgreen:Cavalry and archers aren't that insanely OP, problem is that spawnraping is certain for people who spawn at normal time (not talking downloaders or laters here) (both by cav and archers), and after this cavalry is pretty useless due to tables blocking maneuverability and inaccessible second floor, archers however are still able to shoot and run fine, and there is little to no cover from them during the match which at times is quite annoying, tables also will block your attacks in melee at times which is annoying... I personally simply don't think the map is suited for a bigger than the usual 0-20 people the melee only server gets, and certainly not having any of those people be cav or ranged, and one last thing, it'd seem much better IMO if you made the fog regular grey one instead of the orange one, not that there should be fog or rain indoors anyway, but this change is better than nothing.
But i didn't get it, is the cavalry op or archers on the map?
Cos you are actually first person to give me any kind of feedback from the map.
Remove all uphill maps cuz they are shit when your on attack, we need more maps like the desert one with the circle in the middle and the water and shit, that's a nice one.
Maybe keep the one with the little uphill bit with the big wooden doors, that ones ok
Ok as a 100% siege player remove all steep uphill maps, simple, they are boring as hell to attack and piss everyone off
a-mother-fucking-men. Any map that takes 10-15 seconds just to get to the front walls should be deleted..and the creator beat unconscious with his own keyboard
Sweet God add some new maps to NA siege. I don't care what they are, we just need new ones. We've had the same rotation for a loooooong time. It's getting really old.And its only getting smaller cos people doesn't like the current maps either..
Removed Battle in Swadia
Why is that Hrus Castle c map on battle rotation? At spawn lots of people lose 30-40% of their hp at start because they fall to a bridge. And some trolls always stop team mates from jumping through, that is a castle map :O
Current rotation is shit. Feels like there's 5 maps and most of them are pretty bad. I know theres more maps in the rotation, but I have to play some shit maps at least 2 times a day. For example Ruins by the river, the castle map with circle and the desert village with river in the middle are a bit crap.
E: Sorry for being rude, but I was angry cause of idiotic map
Add lots of infantry maps to EU1. think atleast 50% should be inf maps.
I know I am not the first to say this, but please remove bandit_hideout from the map rotation (NA_1). The map causes horrible frame lag for me, and many others.
...
Rhuin castle is the new map in the rotation. It is without a doubt the most imbalanced, server-killing, boring map in rotation now. It cut the server's population in half when we had around 70 and it just never recovered tonight. I'm pretty sure people spent more time talking about how awful the map was than playing.
Rhuin castle is the new map in the rotation. It is without a doubt the most imbalanced, server-killing, boring map in rotation now. It cut the server's population in half when we had around 70 and it just never recovered tonight. I'm pretty sure people spent more time talking about how awful the map was than playing.
2nd this.
Sorrow anchorage, remove remove remove.
Cheers
Also remove that shitty NA map from EU servers, Motte and Bailey 2. Thank you!
Care to tell us why you want it removed rather than giving constructive feedback for the map maker, how he could improve the map.
There is no many maps in the rotation and there won't be new maps if you guys keep disappointing new map makers, we have already lost many of them. They will just quit even trying to fix their maps and not making any more -> everyone lose.
Edit: And please, everyone who read this. Give your feedback or there will be only maps that loud minority likes.
Cant touch on maps in EU servers untill chadz set's up the ftp accesses at the new server.Tropical got one of it's ramps bugged so you float like you do on a broken siege tower on it.
The only dev's that has ever been fixing maps are Jacko and Me. Rest of them doesn't care.
Whats the glitch on those maps "Tropical, open plains map with problematic river etc."(i know the bug of bugged level at Pitfall)?
Yes, for some of the EU servers (only chadz, cmp & me) and for all NA servers.Ok Boss.
Mappers, when you make scenes, always check where the map edges are and if it is available for player to go there. For the love of evil god. Make the borders visible by natural barriers (sharp hill edge, ditches, fences, river etc.) or man made barriers/buildings. Something, so players can recognize the border of the playing area.
This is just one example, there are plenty of maps with such invisible edges with player access to it. Where no one can tell you when the map border hits.(click to show/hide)
REMOVE HRAFNINN CASTLE (http://forum.c-rpg.net/index.php/topic,3358.msg60139.html#msg60139) from NA siege rotation. HORRIBLE balance, defenders win so easily and takes over 1:30 for attackers to even get to flag UNOPPOSED.lol no
All intelligent defenders have to do is camp flag area (which is too small) for easy win. Unless defenders are completely stupid, its guaranteed win for them.
Why removed Hun in the sun? That map is epic and people do use team work to play, there is already plenty of infantry maps already, and some of the plains map are totally unplayable, those stupid plain maps have buggy river and moutains everywhere, some plain maps is even worse than city maps because it's unplayable for CavReason he stated was him hating on the ladder up to the giant statue.
Reason he stated was him hating on the ladder up to the giant statue.
that should be fix with a small tweak by Chagan hopefully.Shouldn't be fixed, it ain't a fucking issue.
Shouldn't be fixed, it ain't a fucking issue.
Could you make a small fix at one of your maps.
Mirage, as you know people tend to run circle at the map, and to prevent this, there could be really easy and fast fix.
Changing the spawn entry points to point at the same way (as in pic) and people would naturally move at the same direction.(click to show/hide)
Beside the ladder, the map is fine. Remove the ladder and the map will be re-added.Any reason you hate the ladder so insanely?
Zlisch when those random plains maps come up you will agree with me soon, honestly no one really like those maps, you can hear people whining about the map on the server, except for ranged, they are called random plains but it is 100% not a plain flat map. Everywhere is mountain, infantry and cavalry have to climb over the mountains, but after you done that there is another mountain to climb. Why is those maps called random plains? they should be called random mountains, when admins are online on the server they changed the map to something else as well. Those maps are completely crap, also why other maps is completely removed in the rotation? Maps like Maaseutu_1, Maaseutu_2 are completely gone forever? I checked in the rotation thread but you guys didn't said you remove them.I like those giant hill maps, sorry to say, well, I don't like them, but they beat pretty much every village/town/boat/tavern map.
I request Ruins by the River to be removed from the rotation. It's the one with the very narrow bridge with very tight slopes on both sides. Camping is basically the only option and it is very boring and unspectacular to play.Amen
And the name, there is Ruins, there is Field by the River. Ruins by the River, really? Whats next? Field?
I request Ruins by the River to be removed from the rotation. It's the one with the very narrow bridge with very tight slopes on both sides. Camping is basically the only option and it is very boring and unspectacular to play.
And the name, there is Ruins, there is Field by the River. Ruins by the River, really? Whats next? Field?
Why is that Hrus Castle c map on battle rotation? At spawn lots of people lose 30-40% of their hp at start because they fall to a bridge. And some trolls always stop team mates from jumping through, that is a castle map :O
Teeth is "Ruins by the River" and "Field by the river" the same map? :idea:No, these are two different maps.
you can't spawnrape and rejoin on that map, huh? probably that's why you're bitching
Hey calm you tits dude, rotation should have bigger maps so that no horseman can get to the enemy spawn within 30 seconds of the round, and no as i said before I don't rejoin server, just go afk, peace with you. I will still kamikaze on those infantry maps since there is not really a point for me to play there :mrgreen:
so, you want another ban for suicide charging? if you don't want to play that map then just go spec til the next map. you ruin the team balance by suiciding like a bundle of sticks..
battle? yeah....watch the cav rage lol
i willmake a battle map soon that is maybe decent for all classes..we'll see
If you can make a map that is equally fair for all classes, you will be a great map maker.
Bertreford Keep Siege map on NA2, still broken as hell. Attackers spawning INSIDE the castle and on the walls. Guaranteed loss for defense
There is no "maps must be made in a specific way to cater to a class", if you think that then you're foolish.
I'm not so sure about that. Chagan's most recent maps are just like that. Playing as infantry on those maps isn't pleasant experience at all.Of course Chagan's maps are cav focused, you'd be blind not to realize that, but eh, those maps are very playable for all classes 'cept for maybe that one map with bushes everywhere and sand and water, that map is retarded and plays like shit.
Tuckmunck:Map 1. = Ruins, the native map, and, I don't request you remove the ruins entirely or bar 'em all off (some barred off would be nice) or something insane like that, maybe just add a broken tree or something acting as a cav usable ladder, and maybe some props to put the people in the ruins up on higher ground so ground ranged can shoot 'em easier, and the other one, I can't believe you don't know that map, it's a village, with a tiny amount of ruins, and two wooden towers in the center with openable doors, also got a few openable doors to some gardens and shit, know which one I'm talking about?
Press escape and "show game rules" to see map name. That does look like Mustikkis maasuetu 1 or 2 tho (http://forum.c-rpg.net/index.php/topic,24392.0.html).
Leshma:
From Our perspective, you can make a map how ever you like as long as you follow the map making rules. That means you Can make an all cav map if you so like.
Zlisch:
You'll need to give me some map names, at least for the tower camp map.
river village map?
Ridoma castle on NA_2 is a tried and true server-killer. It really needs to be removed. One of the new FrugFrug(or so I was told) maps is really really bad too, I'll try to get the name and post about it later.
I'm going to try and get more people to give feedback about the siege map rotation on NA_2 here.
Some horribly bugged map just appeared on EU_4, name is unknown scene.
What's so bad about Ridoma? It doesn't seem too unbalanced when I play it.
pls fix Comercial City, u can jump glitch to get on the walls and high roofs on the map now, pic:Fixed on last nite ;)(click to show/hide)
Pagundur is removed, Slezkh should be fixed (roofs blocked). Let me know if it isn't.
attack on a caravan was 100x better before you turned it into a bridge-fight, unfuck it tia
Gnjus, map name?
Yeah ther could be more maps at the same time in the rotation.
Jacko, did the updated Cazawa keep ever get added to the rotation and if yes, was it still so brokenly unbalanced it needed to be removed?
Well, horribly broken is a going a bit far, it's well made and I'm sure you could make a good map, but this one is just not savable. Been getting some player feedback, that's why I've taken it off.Well, balance wise it is horribly broken, and I agree it's not savable, might try sometime once Ozin eventually finished the new siege mode, but probably not.
Orlaugg's Hold siege map - please remove.
It can't be fixed - horrible design from the start. Person who created this needs to learn a lot about levels for multiplayer arenas.
Edit: It's made by ICEMAN1779. No wonder it's bad :lol:
I see you guys removed most of his maps, please do that with the rest and permaban him because we had to waste hours playing his shitty maps. Thank you.
Cazawa Keep on Siege rotation has been making people GTX from the server constantly for it's overall composition. Terrible design, moonwalking bugs, takes more than a minute to an attacker reach the flag (and die), etc.Just figured I'd point out that with the gate open and the ladders down the flag should've been reachable within 30-40 seconds unless your char is a full plate 0ath, map was unbalanced as hell though.
The map lacks everything that makes a siege map enjoyable, and should be removed asap.
I'm sure that after reading this, he will be very motivated to learn more about level making. You have a talent for giving construction criticism; should probably start a professional career in that area.
You are right, that was bad attitude from my side. But I'm just a player and one of those who don't mind playing same maps over and over again. That doesn't bother me. What bothers me is when some bad map ruins my game experience. And people like ICEMAN are responsible for that. So, even if he worked hard on those maps (while I haven't), I don't appreciate his work and would rather see him stop doing it.
You can hate me for saying this, but map makers ruined my fun more times they made it richer. I'll rather see less but high quality maps in the cycle than ton of shit maps we're supposed to test.
Also, no potential map maker will decide to invest his time making maps for a community that doesn't provide feedback on released maps other than "this is shit, remove it".Yeah, however, Leshma sorta just stated that no map makers making maps is what he'd prefer.
2 - as a map maker myself i think that the map devs or some committee needs to "approve" maps before they go into rotation for x months.
QMD/U serves no purpose, no.
Molenbek Castle EU2
Way way too long to run for attackers.
Only one ladder and one backdoor, and the backdoor is even longer to run for.
Once up on the walls there is only one way down, or a long run along the wall.
Its alot of running and not very much fighting, and most of the fighting occur around that ladder,
My suggestions are , shortening the attackers run, adding another ladder or two, or maybe a siege tower, and adding some form of ladder on the inside of the walls. Creating more access to the courtyard
I agree arena is a fun map. Putting new maps earlier or later on the rotation wouldn't change much imo. Since you still have to go through all the other maps to get back to them.
I don't know what it is, but I always seem to end up playing the same maps. And those maps mostly consist of grassy hills with some ruins in it, we have like 8 of those. I find it strange how I encounter so little variation while I play. I can not even recall when I last played some of the maps I see listed in the rotation. How does the system work? Does it just go down a list? Or does it shuffle?
rudkhan castle, the native (sarranid) map, is totally unbalanced now. the defenders have to choose between letting the flag getting capped or letting the attackers open. if they cap the flag it takes them 3 seconds with a few people. if they open the small gate, the whole map is fucked (that was basic defence before the siege beta: defend small gate, if they open it we are fucked)please
I don't know what it is, but I always seem to end up playing the same maps. And those maps mostly consist of grassy hills with some ruins in it, we have like 8 of those. I find it strange how I encounter so little variation while I play. I can not even recall when I last played some of the maps I see listed in the rotation. How does the system work? Does it just go down a list? Or does it shuffle?
Also, Agania is in the EU_4 rotation, I always enjoyed that as a battle map and it would be fine on EU_1. A good balance between cover and open space without much chokepoints which keeps the fight flowing. The list is also outdated by the way.
EU_2 Map - "Blank 4" [at least browser show this name, don't know the original one] have a bugged door, attackers can open it from outside. Maybe ss can let you recognize this map. Please fix this.Dunno whether Jacko already had fixed it, but in case he hadn't I did. Turned the doors so they work correctly.(click to show/hide)
This "Bay Keep" map is now a campfest for the team that spawns closer to this building. Please remove or fix this.Not sure who's map this is but I moved the stone a little that enabled jumping on the roof. I also took the liberty of moving the spawns a little because the one team reaches the buildings way before the other, leaving the others to charge through open terrain while being shot at.(click to show/hide)
Finally snapped after seeing Wolves Cave for the second time in a few hours. My char started attacking its team repeatedly, racking up a huge negative score before GTXting amidst cries of FUCK THIS MAO.
server: EU_2
map name: blank 4
screens:(click to show/hide)problem: these doors are still not fixed and attackers can open it from outside(click to show/hide)
Yo new managers, could you bring back the desert themed siege map, where the flag was in huge underground cave? No idea what was it's name but if my memories are valid, it was quite nice a map..
Yeah, Neresto made this one, i'll ask him what the name was. It was a very good and fun map.
Dunno whether Jacko already had fixed it, but in case he hadn't I did. Turned the doors so they work correctly.
Fixed version: http://www.mediafire.com/download.php?zxdj5adp1tbcejx
So, Lakeside Abbey might have a small glitch at the church. Dunno where, but someone broke in. :PSo I've heard, couldn't replicate it but I did some invisibordering and it should be impossible post patch.(click to show/hide)
Yeah, Neresto made this one, i'll ask him what the name was. It was a very good and fun map.
@Asguardian: I've got the permission from jacko to fix his maps, so yeah, will fix that gate and move attackers spawns.
Map was named Kurosch City. I dont want to fix things on it cause i have no time to do that, but if someone wants to improve it feel free to do so.
Attackers spawn on siege maps should be closer to castle and flag. And not because of balance, but because it's just not funny to run 40 sec after each death. Map can be perfectly balanced but if most of the time I spend running it's not okay. If I wanted to run, not fight, I would play battle, not siege :P Helms deep is great map e.g., but for attackers there's too much running.
Thx for new maps :wink:
Quick Battle Scene 3 aka Tulbuk's pass - Is this fun for anyone? Too open without any cover and too steep and small for cav. And the other team has to charge uphill if the others camp that big hill. Also spawn points are annoying.If that's the map I think it is then it's one of my favorite maps.
I don't know who is in charge of map rotation but some of the maps on EU1 are abysmal plus its all too repetitive, I believe more is better.I think 60-70 maps is a fairly good number and flooding the rotation with village maps has not been appreciated in the past. Exactly that caused people to complain about boring map rotations, as custom maps are usually a bit more imaginative than village ones. Complaints about village maps have caused a village map purging campaign a long time a go. All that said, I do find the dozen village maps that remain fairly crappy at times. We removed a bunch of them due to turdy hills usually when me and Fips did our first rotation review.
I think 60-70 maps is a fairly good number and flooding the rotation with village maps has not been appreciated in the past. Exactly that caused people to complain about boring map rotation
QQ. Problem is already fixed, just needs a hotfix from chadz.
December 2010
Seriously, how about putting some maps into the rotation that aren't town maps?
*cough*
http://forum.c-rpg.net/index.php/topic,14424.0.html
Ah I thought it was some kind of an intended effect (I thought they actually applied joker's idea :D). It's a temporary issue then.
Frozen City Lake is in fact "Bounty".
I love dynamike's map, though! :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Please take a screenshot if you are playing a map you want to give feedback on, we can recognize any map by eye but the borked names make it very difficult to work out which one you are talking about. You could also try describing the map if it has some outstanding features.
It's probably been mentioned to the right people, but since I haven't seen it...
DTV Grunwalder Castle
There is an invisible barrier placed here:(click to show/hide)
Probably a 2m or 4m barrier. I put one in for context's sake.
***EDIT***
I've just seen a major exploitation. Dunno how yet, but I have an idea. I'm bound to get some hatin' for this report.(click to show/hide)
I think that random barrier I first mentioned, and how the players got down there are related.
***EDIT***
The two problems are not related at all after looking at the scene file. The first is just an oversized barrier that is reaching too far out and down. As for the second, while I've seen the general place where the glitch is performed, I have no idea how it works. Frankly, it shouldn't, but just moving the barrier forward a little will probably fix it as there will be no place to glitch out there.
Speaking of glitching, same map, different barrier problem. Down the stairs and to the right of where you spawn, at the walls you can get stuck because, again, oversized barriers are placed for the top of the walls' walkways, and it reaches down to the bottom, trapping players who inadvertently back into the indentations in the walls. (Sorry, no pic.)
Why unknown scene aka simply plain map (EU_2, no castle, walls etc) is in rotation ?
The map San'di Boush NC is quite unfair. The way for one team to the top of the Temple is faster then the other. That causes a huge inbalance, because the team in advance is able to charge downstairs when the main way is being chosen. The spawn should just be moved backwards, as there is enough place to do so.
I meant this map btw(click to show/hide)
I really like that map, it's a fun change of pace both strategy-wise and scenery-wise. Cav gets the shortest end of the stick ever though.
Never noticed the spawns favoring either team too heavily, but I am just remembering it from a while ago. Haven't played it recently since it was re-added.
(click to show/hide)(click to show/hide)
Gameplay on this map is terrible, rangers swarming the roofs & surrounding cliffs and it all ends up like the good ol' days of.....you know what.
Also: this map is somewhat pointless:(click to show/hide)
I don't understand where all the good maps went missing.........so many villages that could be fixed in no time into very decent maps and we have this rubbish......
Tournament Arena, Eu6
Completely broken, and doesn't seem to have the .sco file. Two goals next to each other, no other scene props.
Screenshot(click to show/hide)
Do people still play rage ball Makelele? I missed the old days vs Paul