cRPG

cRPG => Scene Editing => Topic started by: Jacko on January 09, 2012, 01:51:56 pm

Title: [Feedback] Maps on official servers
Post by: Jacko on January 09, 2012, 01:51:56 pm
Feedback about maps/rotation goes here.

Please state the Map Name and server of the map.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on January 09, 2012, 04:36:41 pm
Will the map list actually be posted?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 09, 2012, 06:19:01 pm
*cough*

http://forum.c-rpg.net/index.php/topic,14424.0.html
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on January 09, 2012, 06:49:32 pm
Ah, didn't know you could ninja edit Punisher's post. Should've figured from the almighty Moderator title.
Title: Re: [Feedback] Maps on official servers
Post by: Chagan_Arslan on January 09, 2012, 10:45:13 pm
remove "caravan" map from rotation, the main fighting ground is very close to invisible walls its annoying ;/
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 11, 2012, 08:16:53 pm
Ten more siege maps have been added to EU2. They are of the same standard as the village_c maps, so it's a bit hit and miss.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on January 14, 2012, 08:01:55 pm
Why is multi_scene_1 in there multiple times? Which one is that? If its either Ruins or Field by the River I would suggest just keeping it in there once, we play both those maps so often. Also everytime an admin changes the map we always get ruins too.
Title: Re: [Feedback] Maps on official servers
Post by: Mala on January 15, 2012, 10:11:54 pm
I have not seen all of the new siege maps, but the ones i have played were not that good.
Mostly because of  bad terrain (a lot of sloped ground), only a few good ladder spots together with only one or two ways to the flag (and easily to block as well).
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on January 16, 2012, 12:17:41 pm
Lots of siege maps need either someone to work on them or ladders for attackers again.

Maybe 2 ladders for the attacking team or something?

Distar castle for example. Some of the ladders there are so steep, that you can hardly walk up and if you reach it it took you about 20 seconds

Btw, Distar castle is not balanced. Once people get onto walls and open the gate they just destroy doors to flag and rush through. Maybe take flag and put it up the stairs behind it's current position?
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on January 16, 2012, 12:29:16 pm
But perfectly balanced or not, I'm very glad to finally see some new siegemaps :)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 16, 2012, 05:33:41 pm
I will take a look at Distar Castle and see what I can do with it.
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on January 16, 2012, 05:52:43 pm
The other brown castle has only ONE way to flag without ladders.
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on January 16, 2012, 11:34:34 pm
I will take a look at Distar Castle and see what I can do with it.

Thanks alot :)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 20, 2012, 12:18:18 am
Some maps added some removed. Feedback on EU1 rotation needed (as in, what maps are good, bad and what kind of maps do we need more of).
Title: Re: [Feedback] Maps on official servers
Post by: zagibu on January 28, 2012, 03:20:58 am
Unuzdaq castle c and Distar castle c have to be removed or seriously overhauled...
Title: Re: [Feedback] Maps on official servers
Post by: Zerran on January 28, 2012, 04:23:21 am
They need a subforum for map removal.
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on January 28, 2012, 04:24:04 am
Hell Valley, too, please.  People end up screwing around in the water and you can get inside of the buildings.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on January 28, 2012, 04:31:19 am
Hell Valley

visitors can't see pics , please register or login
 (http://imgur.com/Ct8Wh)

-Huge underwater areas for awesome underwater battles
-Near vertical cliffs to climb up all over the place
-Collision errors available to get inside of scene props
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 28, 2012, 10:19:08 am
http://forum.c-rpg.net/index.php/topic,23740.0.html
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on January 28, 2012, 11:56:04 am
We got too many desert village maps. -> Flat cavalry rape maps.
- Just remove the bad apples.
Title: Re: [Feedback] Maps on official servers
Post by: Mala on February 06, 2012, 04:24:16 pm
The Unuzdaq map is quite unbalanced. There is only one small path to the flag.
Well to be more precise, there is a second way, but therefore you need to leave the borders of the map and climb the hills hehind the wall.
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 07, 2012, 01:54:06 pm
Yes I'm not really fond of Unuzdaq. I did some small changes to it. Added a ladder from the ground, fixed the barriers. Let's see it it works better. Otherwise I'll just remove it.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 07, 2012, 11:59:57 pm
Banner balance is now off on EU_cRPG_5.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 12:04:38 am
You might be getting sick of these threads, but i'm getting sick of the same maps day in and day out, how many maps are in rotation on EU_1, i can't remember exactly, but there was quite a fair few. A fair amount that you'd think you would see some different maps each day, well, today was the same as any other day, here's some screenshots of the maps that today had in store for us...

(click to show/hide)

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...
Title: Re: [Feedback] Maps on official servers
Post by: Fluffy_Muffin on February 08, 2012, 12:13:25 am
The rotation is made by adding maps on a list. You can randomize the list by putting the same maps multiple times on different places on the list. It usualy works as a "random" map list but when you play over and over again on the same server it get stale no matter how much you try to "randomize" it.

As far as i know there is no randomize function, you need to do it manualy as stated
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 08, 2012, 12:16:48 am
There has been talk about a randomizing feature.

Also, did you know there is a whole subforum dedicated for map whine, where I specifically been asking for feedback?
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 12:33:58 am
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...
Title: Re: [Feedback] Maps on official servers
Post by: The_Bloody_Nine on February 08, 2012, 12:38:31 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Overdriven on February 08, 2012, 12:43:37 am
It's not so much the map rotation for me. It's the fact that I play through infantry based maps, or hilly village maps with perfectly clear weather...then it gets to an open cav map and it's either fog, rain or both  :| This seems to be happening a lot recently.

But I also find myself playing the same maps each day...which can be pretty damn boring. Some form of proper randomisation would be a massive + for the servers.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 01:00:36 am
Obviously these are just the maps i played so far today, there are obviously more, it just gets a little boring. I'm not saying these maps are terrible, well, i dislike some of them, but a little variation is a good thing, and it's definitely needed. As for fog appearing on the best maps ingame, open plains, that's another problem entirely, fog is fine, but not on open maps... :P
Title: Re: [Feedback] Maps on official servers
Post by: Tears of Destiny on February 08, 2012, 01:04:40 am
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...
Title: Re: [Feedback] Maps on official servers
Post by: Torben on February 08, 2012, 01:08:23 am
add tropical!!!!!!!
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 01:17:20 am
It really is, always the same ones, and different rotations in the past have been the same, different maps but the same ones everyday. I know once the server is reset it'll go through all of them again, but is there anyway to say, make maybe 4 starting maps on random, so we would get different starting maps everytime. Hopefully we'll soon see a random map rotation, or maybe something so players can choose what the next map would be, say in the last round of the map you're playing. There are some great maps, it's a shame we don't get to see them, and don't say, well which ones, because even if we were to mention them, the chances of actually seeing them with the way the current rotation works is zero...
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on February 08, 2012, 02:14:12 am
Jacko, could you make a new mix in the EU_1 map rotation, pls? :D
As you might know, we mostly play the same maps in the same time on every evening. So a hotfix could be to change the current map rotation, so the maps that has been played less would be in the start of map cycle.
(click to show/hide)

And maybe change of the first map, set_map native_ruins, to something else. We have played that map so many times.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 04:34:51 am
Pretty much what Mustikki said, what we have now, it's like trying to count and reach 100, only counting like this, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10. Why does it do this in the first place, why can't we get past 10, sort this out and it would be great...
Title: Re: [Feedback] Maps on official servers
Post by: Fluffy_Muffin on February 08, 2012, 10:14:16 am
Ill be adding 7 fresh new maps to the EU_crpg_melee as soon as the competiton is over, come check it out  :D

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: The_Bloody_Nine on February 08, 2012, 10:26:08 am
add tropical!!!!!!!
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 08, 2012, 10:31:28 am
EU1 updated. A lot fewer village maps. More custom maps (a lot of them x2). We'll see how it pans out.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on February 08, 2012, 10:32:54 am
In EU_2 , some of the new siege map has the same bug i mention long time ago. is taht at the first round all siege walls/ props will have extremely low hp, this was fixed by chadz few days ago after the patch, but this happens on the new maps.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on February 08, 2012, 10:40:32 am
We just need more maps lol :D
Title: Re: [Feedback] Maps on official servers
Post by: Armpit_Sweat on February 08, 2012, 11:18:38 am
Personally, I hate new maps in general. I could play 10 good maps forever. Even 3 balanced, well made maps would satisfy me.

NO MORE NEW MAPS! Improve on what we have, or even better - remove few ugly, unbalanced maps from rotation.

visitors can't see pics , please register or login
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 03:55:07 pm
I agree with armpit on one point, there are plently of good maps that have seen to vanished. Thanks anyway Jacko, will give feedback on the new maps. I would also like to know, is the problem of the same maps everyday been sorted, will we see a variety of different maps each day, or are we destined to see the same maps again and again?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 08, 2012, 05:05:55 pm
I disagree with Armpit. 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.  Of course some maps are simply 'unbalanced', and will be weeded out in time.

Honestly, if you see the same map over and over, it is most likely because you play at the same hours each day. At least I never had this problem. But, if it happens 'again', please post what maps that seem to break the cycle, and I will take a look.

Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 05:26:59 pm
NO MORE NEW MAPS! Improve on what we have

This is the point i agree on with armpit. Jacko, it's the same maps every god damn day, same today aswell, someone said they saw a new map but other than that. The last map i played last night was the first map i played today, how many maps are on this cycle, 10? Increase the cycle to the 100 or so maps that are on the list, why even repeat the same maps, we want variety...
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 08, 2012, 05:59:02 pm
You might want variety, but  some people obviously want the opposite. You got variety, you whine about lack of "good maps", and now you will most likely do the same about this rotation.

This is not a map problem, or even a rotation problem. This is just 'map fatigue', and will happen, over and over.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 06:15:46 pm
Of course it's a rotation problem, it's exactly the same as the radio, playing the same songs over and over...
Title: Re: [Feedback] Maps on official servers
Post by: Chagan_Arslan on February 08, 2012, 10:00:40 pm
Of course it's a rotation problem, it's exactly the same as the radio, playing the same songs over and over...

its probably because you play at the same time, and i current rotation makes full circle in something about either 12h or 24h
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 08, 2012, 10:46:29 pm
Well this was one of the points of the thread i made, why is there so little maps in the rotation, have seen some different maps today though, which is great...
Title: Re: [Feedback] Maps on official servers
Post by: Molly on February 08, 2012, 11:09:09 pm
(click to show/hide)
(click to show/hide)

I accidently got stuck between the handcart, the tree and the wall. Just dropped right into it.
As I said I unfortunately don't know the mapname but I guess the pics give it away somehow.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 08, 2012, 11:55:29 pm
Last rotation was 40 maps (one before that 70). This one is a bit shorter. It's not lack of maps.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 09, 2012, 12:17:18 am
Why only 40?
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on February 09, 2012, 12:20:00 am
The rotation is the best I have ever seen it.  Pretty much all of the maps that were removed sucked; you had to run up mountains from your spawn or one side always won or something.  Jacko has done a pretty good job.  You don't need 100 maps and there aren't 100 maps good enough, anyway.

Still needs more Tropical and Hell Valley needs to be removed  :P
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 09, 2012, 01:15:48 am
one side always won or something.

:|

Anyway, knowone's saying that Jacko hasn't done a good job, and i'm glad he's taking his time to do it, it just doesn't feel like there's 40 maps. What happened to all of the revised village maps, some of those were great, some before and after they were changed...
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on February 09, 2012, 02:33:45 am
I don't know but it has been playing a lot of unknown scene and random maps lately and those all look the same so maybe that's what you mean.  If so, I agree they are bad.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 09, 2012, 01:20:12 pm
It's like 1 in 5 maps that is actually balanced, one side always gets owned, but i think that is down to actual team balance rather than the map itself...
Title: Re: [Feedback] Maps on official servers
Post by: Armpit_Sweat on February 09, 2012, 10:20:57 pm
... 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. ...

Just like in Counter-Strike, a greatly superior team will always win, regardless of map ( think - veteran players vs peasants ). When two equally skilled teams meet - that's when it should take same time to reach certain spots on the map, that's when every building/obstacle should exist for a reason, that's when you need to know every square meter of the map, in order to use tactics and teamwork.

Cleverly placed buildings produce equal tactical opportunities for both teams. Why would anyone want it any other way?..
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 09, 2012, 11:09:35 pm
There are basically two ways of balancing a map. Either you micro manage the maps, like with counter-strike and similar games, or you go the more 'open world/sandbox approach' like battlefield. Both strive for balance, but one in the 'micro' and the other in a 'macro' way (I really wish we could have a more objective based combat). I believe that the scale of warband and cRPG is more suited for a more "open world approach" (read: sandbox) where balance is there, but maneuvering and positing is more important then rushing that particular spot on the map (which could be argued is the same thing, but the general scale and diversity of combat usually makes such 'spots' obsolete).

A cliche if you will: Less is more. Let the players dictate the flow of battle, not the map.

Lizard_man: I removed most of the Village maps, because I simply don't know which of them are good. I know there are a couple of gems in there, and I will start to poke them in again eventually. If you can remember the names of the good ones, please post em.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 10, 2012, 01:37:36 am
That's a bit of a problem, i have no idea. Do you have a list with pictures, i'm pretty sure there was one, maybe a bit outdated but i wouldn't mind having a look, i could even look through the strategus map actually, as for custom maps and maps not in strategus, i have no idea, sorry... :P
Title: Re: [Feedback] Maps on official servers
Post by: obitus on February 10, 2012, 01:44:37 am
This is a very good map called Riot in Swadian City.

Only qualm I have with this map is that horses can go to the dungeon area but don't have a way to get back out.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on February 10, 2012, 01:48:28 am
The new rotation is really really good!  Lots of great maps back to back.  I've been enjoying it a lot.

Truly a vast improvement over the previous.  Thank you!!
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 10, 2012, 02:05:57 am
Pretty hard remembering what is what with the images provided, but here's a list of some good village maps we haven't seen in a while... :P

Habba
Qalyut
Mazigh
Ehlerdah
Uhhun
Dusturil
Dugan
Dashbigha
Ada Kulun
Dirigh Aban
Jayek
Vezin
Tadsamesh
Dumar
Ilvia
Pagundur
Ruluns
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 10, 2012, 09:46:32 am
This excellent site has pictures of all dem C's: http://eelio.pagesperso-orange.fr/ (http://eelio.pagesperso-orange.fr/)
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on February 10, 2012, 10:00:08 am
I think it would be much better to play (atleast sometime) without any of those native village maps.
We have played them so long time.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on February 10, 2012, 10:03:00 am
Thanks for the info.

The horse trap is a feature i made when i did this map. :D
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on February 10, 2012, 02:24:13 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: obitus on February 10, 2012, 07:49:26 pm
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

i always just used qmu/qmd to vote.

agree with mustakki, native village maps are dull and i've only been playing them for ~4 months.  i think instead they should add a few of the good user maps that have been hosted on community server.  here's a little list of ones i personally think are good:

winter_lumber_ats
frontier
Title: Re: [Feedback] Maps on official servers
Post by: Keslord on February 14, 2012, 03:11:21 am
(As a side note, please give us a sticky for NA siege where we can bitch about the maps.)

Sorry,  I don't know the name of the map, but it's right before Jammadi Castle in the rotation.

The flag is OUTSIDE the castle.

Map just killed the server.

Please don't pull a "community server" and leave this map in rotation for a month.

Take it down. Now.

Please.

(click to show/hide)

(click to show/hide)


Title: Re: [Feedback] Maps on official servers
Post by: Shik on February 14, 2012, 03:33:54 am
You can get the name of a map in game by pressing the QMD or QMU button combinations. By my guess this should be Asugan Castle c - it seems that it's fixed now, let me know if it isn't.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 14, 2012, 01:04:09 pm
You call that broken, hah!

You don't need a whole other thread, just write in this one.
Title: Re: [Feedback] Maps on official servers
Post by: Keslord on February 15, 2012, 12:34:30 am
awesome.


Shik, you kick ass. I'm playing the fixed map right now.


Thank you for your prompt response.

Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on February 16, 2012, 03:25:22 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: obitus on February 16, 2012, 11:38:43 pm
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

How does your computer fare on Mustikki's (not native) Nord Village?  That map always gives me the lowest fps so I benchmark against it.

Try turning grass density down or dynamic lights off, both should help significantly
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on February 17, 2012, 02:55:52 pm
I don't have any problems in Nord Village, but I'll try changing those options next time
Title: Re: [Feedback] Maps on official servers
Post by: karasu on February 20, 2012, 12:29:38 am
Hey jacko, since you might have been afk on IRC for a long time I'll post here my feedback on one of the maps in Siege rotation.

It's actually not a C map, it's most specifically the Forest Assault map, which is very unbalanced now without ladders. It's very easy for defense to keep the only 2 entrances very well blocked and guarded all the time.

Perhaps an extra ladder on the left wall would be a good addition (with some additional small tweaks to safeguard defense).

Tell me what you think about it, I'll pm Cohen regarding it since he's the map creator.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on February 22, 2012, 10:53:02 pm
Lag:


Reason : Trees.

Nerf trees please , they make the map laggy as hell.

some map has tons of trees and i get lag on those map. i did try to go on module.ini to remove the tree meshes, it help but i will crash into invisible barriers.


reduce trees on some maps please,  on some maps too much trees around
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on February 28, 2012, 07:56:04 am
NA 1 running battle map 'Battle in Swadia' is a total FPS killer for me and a couple of clanmates
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 28, 2012, 02:32:39 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Sagar on February 28, 2012, 02:55:44 pm
What is with EU5 siege server? And bring back banner balance on it. When banner balance is turned off - EU5 was all time empty. Some of us play only siege and now there only one siege server. At evening its almost impossible to enter. Bring back EU5 and bring back banner balance on it - It was just fine before, two siege servers with banner balance and both full. There a lots of battle servers, and some of us play only siege so don't ruin game for us.
Title: Re: [Feedback] Maps on official servers
Post by: Dutchydave on February 28, 2012, 11:04:56 pm
Since patch 2.70 we can not poll for "arena"on the Aus server.It is in the rotation and randomly comes up but it is not in the list for users to poll or admins to change to.This is really bad for the tiny Australian community as it is the most popular map that is often polled,mainly because it is a small map and there isnt many players online.Dose someone know how to fix this or is it just a bug from the latest patch? Also are you ment to make changes to the "scene.txt" file for every map added or is that only if you want the map not to be named "blank ....."?

Ok update this problem:
                                       I have made a completley new server and got it up and running starting from scratch running the latest updates and just using the default maps and settings.Still you cannot poll the arena map,so it must have something to do with the latest crpg update.Where do or who do I submit this issue to?As we have lost quiet a bit of the already small community that Australia has because no one really wants to play on a massive map when there is only 6 players online.Arena map is a very important part of the tiny Australian community.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on February 29, 2012, 01:34:18 am
Dutchydave you should check this thread about small server maps, if your in need. http://forum.c-rpg.net/index.php/topic,24392.0.html
Silent Sea and Tavern of the Burning Witch are especially made for small servers, also Bum's of Swadia is quite small map.
Title: Re: [Feedback] Maps on official servers
Post by: BlackMilk on February 29, 2012, 11:19:39 am
PLEASE remove Castle 1 (from Native) or edit it somehow to make it FAIR
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 29, 2012, 11:32:11 am
>_<

BlackMilk, map name? (press escape 'show game rules' or qmd/u), fair for whom? How many players were on?

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.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on February 29, 2012, 03:51:50 pm
Some of the Eu rotation maps comes again, after only few maps has been in between them.
I think this would need a bit of editing.
Title: Re: [Feedback] Maps on official servers
Post by: BlackMilk on February 29, 2012, 09:16:49 pm
I think the Map name is Castle_1 (atleast in native).
How many players? between 1 and 80 :D
Make it fair for who? The defenders obviously.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on February 29, 2012, 10:59:58 pm
Clearly feedback is a foreign concept.
Title: Re: [Feedback] Maps on official servers
Post by: BlackMilk on February 29, 2012, 11:20:43 pm
Its a map with no siegetowers/whatsoever and only 1 Main ladder, 1 on th right, 1 on
the Left and 1 at the back. Left to the main ladder there is a Gate and if the attacker Managed
to Open it (which Happens in ~ 95% of the rounds) the atrackers have a Direct
Way to the Flag which leads to them winning
the Round. It has been there and unbalanced for ages now and I Hope you can do something about it (eg
removing the Gate but add a backdoor perhaps?)
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 01, 2012, 08:12:59 pm
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.

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.
Title: Re: [Feedback] Maps on official servers
Post by: CrazyCracka420 on March 01, 2012, 11:11:00 pm
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....
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 02, 2012, 12:29:09 am
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....

Rotation has changed twice in the last month.  Pretty much all of the terribad maps were removed with the first big change.  The only map I see which consistently draws a huge amount of groans is Random Steppe.

I'd still be interested to see the QMU/QMD results for all the maps, despite the obvious drawbacks of such a simple feedback system.  Really the only reason it interests me is because the player sample size is a lot larger than the relatively small proportion of people who take the time to post in this thread.

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.

Battle on Ice is a default map included with Mount & Blade - Warband.  It has both excessive trees that serve no purpose and an entire castle that is not accessible.

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)
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 02, 2012, 12:39:55 am
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)

No my computer is fine, its the mod and its lack of optimization that are the problem.  I've already optimized about every single item that can be tweaked without making the game look worse than software rendered Quake 1 in 320x240 res.  Other games run twice the detail perfectly fine, native runs fine...this mod needs serious attention. 

And by making excuses for crappy maps and mappers and blaming the players, you only continue to exacerbate the problem.
Title: Re: [Feedback] Maps on official servers
Post by: Dutchydave on March 02, 2012, 01:04:21 am
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.

Checked everything,even started a new server from scratch with latest patch.All the other native maps are able to be polled except arena.Its in the rotation,you just cant see it in the list when you submit a map change poll.No big deal now Mustikki helped me to add some small maps to the rotation.Anyone else who can recommend some good small maps for less then 20 players would be much apprieciated.Or some good smallish cav maps.

No big prob but Even though I have loaded 6 maps into the 1st 6 blanks in scene.txt,when I change the names in the strings.txt they still come up as "blank..." on the server.Am I ment to change the blank on the strings?cause that didnt work
Title: Re: [Feedback] Maps on official servers
Post by: RibaldRon on March 02, 2012, 03:35:37 am
[NA1 battle server]
Vendetta is ridiculously unbalanced.

It's a little snowy walled city with some fortifications.

One team gets the high ground and quick/easy access to two of the little towers, while one team can go left and access a small keep at around the same time as the other team.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 02, 2012, 10:49:38 am
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.

I have already know about that thread and most of its saying is false. "Forced single threading" will make your game even unstable, it is best to leave all boxes untick. (Look at internet for mroe reference)

i have no lag on battle on ice either, just some maps where there is excesssive amount of trees. I went in to the tree textures and make them all disappear and I no longer lag on any maps. But because i am a CAV so i will stuck in those invisible trees.  :cry:
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 02, 2012, 12:36:36 pm
Digglez: Of course a map should be well made, having some far off buildings (usually) doesn't affect performance. There is a balance between creativity and good map sense. I rather have the few active mappers we have, make proper maps and 'downgrade' them if they don't work, then stifle them with 'performance constraints' (for most players, maps are fine).

CrazyCracka420: Voting is more or less meaningless. If you want to complain about a map, you post it in this subforum, preferably with pictures and some thought out arguments other then 'the map sucks'.

Dutchydave: Maps that are added in the server will be shown as "blank_x". There is no way around that. As time goes by and patches are made, maps are included in the mod and will show their proper names. The only advice I have is to make sure everything is updated. It should work (seeing as it works on the regular servers).

AlexTheDragon: Some advice are better then others, it's a general guide. You'll have to see what works for you. 
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on March 03, 2012, 12:58:47 am
Didn't check all maps by names and their makers but I can say that I'm surprised by quality of maps made by GK_Buba_the_Vagabond. His maps are really well made, pretty and well balanced. Interesting thing is that he's horseman and most of his maps aren't really made for horses. He's my favourite map maker atm.

Negative part of my comment goes to Mustikki_the_Witch who I respect as a players but recently I found his map thread and I'll be bluntly honest. Those maps are my least favourite maps and I think they are plain horrible.

So, more Vagabond's maps and less Mustikki's.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 03, 2012, 02:17:43 am
i only know about chagan of the GKs making maps hmm dont know which maps are from buba ... anyaway i actually like mustikkis maps and in ym opinion the more maps the better if theyre not completeley retarded  :D
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on March 03, 2012, 02:24:25 am
visitors can't see pics , please register or login


Oh god. I'm so embarrased :oops:

Those are yours maps.

Sorry about mix-up and keep a good work. Your maps are mighty fine :)
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 03, 2012, 02:26:51 am
haha i thought about that but was not sure thx for the compliment  :wink:
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 03, 2012, 11:56:52 am


AlexTheDragon: Some advice are better then others, it's a general guide. You'll have to see what works for you.

No longer lag anymore, problem solved.

visitors can't see pics , please register or login
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 04, 2012, 01:44:51 am
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%
Title: Re: [Feedback] Maps on official servers
Post by: Fluffy_Muffin on March 04, 2012, 10:38:44 am
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%

The map title was probably uploaded with a typo and now the server cant find anything under the name Blank_22.

Happend to me when uploading  :oops: :oops:


@ Jacko:

Please check out Nasturtiums maps: Celtic cirlce and Caverns at http://forum.c-rpg.net/index.php/topic,468.0.html i think they would be awesome in the rotation
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 04, 2012, 08:42:43 pm
I think it has been fixed.

Big props to whoever made the map called "ambush", really great detail work!  There is a minor problem; I saw someone was able to get themselves wedged inside of the boulder at the top of the dry gravelly stream.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 05, 2012, 11:49:26 am
For siege rotation, Kurosch City & Warkworth castle are very unfun, poorly design maps with little if any strategy.
Title: Re: [Feedback] Maps on official servers
Post by: RandomDude on March 05, 2012, 07:12:06 pm
Almerra Castle C on siege.

Defenders almost always lose 1st round due to weak doors.

Attacks have 99% chance of losing the next 4 rounds due to doors being impossible to break in time and lack of other ways to get to flag (except for walls and there's no chance of doing that as it's one big funnel of meat grinding death).
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on March 06, 2012, 11:00:13 pm
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.
I have further plans for it but its important to see how last changes worked out first.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on March 06, 2012, 11:22:13 pm
Im actually working on Kurosch City and am improving it.
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).
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on March 07, 2012, 12:21:05 pm
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).

You missed something.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 07, 2012, 12:42:41 pm
Dragon Castle is using Polished Buildings, which are no longer in use in cRPG.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on March 07, 2012, 03:45:17 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Sagar on March 08, 2012, 12:04:47 pm
Will there be more maps added in rotation on the siege servers?
Title: Re: [Feedback] Maps on official servers
Post by: karasu on March 09, 2012, 01:32:24 am
Hey jacko, as I told on IRC, I'm reporting a map:

Distar Castle C

  As attacker you can go into the enemy team spawn area (and eventually flag) without any effort through the right wall:

(click to show/hide)


  This passage give fast access to that specific spawn area with a good location on a high place:

(click to show/hide)



  Two things I can think out of the blue now that could help fix it a bit, would be either moving one of the right side ladders to the left side instead, or adding a breakable "wreckage or door-like" on that right passageway.

Thanks for your time.

Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 09, 2012, 07:08:40 pm
Mountain Battle or whatever it's called is terrible.  The one with 3 huge bridges.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 09, 2012, 08:00:49 pm
why is it terrible? any suggestions screens? really bad feedback if you mean its too big, im moving the spawns closer in some time.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on March 09, 2012, 08:31:15 pm
I think it looks pretty good and not retarded towards one team/playstyle, I don't think you should move the spawns either... maybe move B more inbetween the three passes instead of in a cornerish spot, but besides that I see nothin'.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 09, 2012, 08:40:02 pm
thx i also think so that its a more strategic map and not liek the others.
i think about it
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 09, 2012, 09:25:46 pm
I don't know of an easy way to load it so I can't look at it until it comes back on.

What stops the team on top from camping up there?  They can rain down arrows if the team on bottom tries to come up the stair side (or cliffs) and if I remember correctly the bridge is the only other entrance to their spawn.  Guard the bridge that takes the enemy forever to get to and you hold the high ground at all times.  Mainly cav left to fight? I'll just hang out on one of the many 80 degree cliffs.  The cliffs are really an engine problem, but you have to map around that.  Asymmetric maps are good, but you can't just grant one team the high ground.  There's nothing for the team on top to leave their spawn to fight for, they already hold the most advantageous position.

Correct me if I'm wrong, that's just how I remember the layout.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 09, 2012, 09:30:18 pm
not true theyre are more ways to enemy span at top.
and there is much coer so top teamc ant let reain arrows (atleast they dont hit the down team if they are not retarded)

also the map is big u amybe didnt explored all it ways. also ye top team can camp ofc. but they never did and i played the map 3 times already what is uch cuz map i realy new.  instead of camp theyre came alot of tactic teams started to make big bridge battles which were awesome. also IF top team camps ts not too hard to attackt hem since there is not only 1 way. also u can jsut wait for flags. camping hapens on every map. but still thx for your feedback, it hink about it.
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 09, 2012, 09:47:35 pm
Gonna reply in your thread now that I know who made the map
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 10, 2012, 10:28:41 pm
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 :/

And 2 gates to destroy just takes ages, especially when defenders can stab/shoot through. I think that map needs some love Jacko :)
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on March 12, 2012, 07:43:32 pm
Mirage is a really annoying circlefest. Map is not fun at all, some changes should be made to prevent endless circling around eachother.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on March 12, 2012, 10:04:10 pm
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 :/

And 2 gates to destroy just takes ages, especially when defenders can stab/shoot through. I think that map needs some love Jacko :)
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.
Title: Re: [Feedback] Maps on official servers
Post by: Cicero on March 13, 2012, 05:15:56 am
Please change the rotation every fuckin day we are playing same maps.Make it like shuffle or something like that when you join at 4 am its always same map so its boring to play same maps as a night player =). Sometimes i got time to play at 21:00 then go out ; after i came home i always play same maps before i go out.So i can understand there is a rotation and its really not big one.I can totally remember there were plent of maps that we always play different everynight.
And for fuck sake remove ruined fort i still cant understand why the fuck we need to walk on fuckin edge to reach enemy.
Please change rotation and add some new or old maps
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on March 13, 2012, 09:07:21 am
I agree that the amount of maps is now way too small. Maybe add a couple of good villages if you can't find any better maps? Also I remember some good maps that aren't in the rotation anymore, for example that forest map that has a high wooden bridge, another forest map that had a wooden fort, named Lookout if I remember correct and Burning of the Ships. And remove Mirage plz

edit: I'm talking about EU1
Title: Re: [Feedback] Maps on official servers
Post by: Cicero on March 13, 2012, 12:55:31 pm
yea those maps were awesome and now we cant even play those for weeks if the problem is the ladders that stock in maps and u guys are lazy to delete them its not a problem.Like buvran map still got a roof by jumping from rock
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 13, 2012, 03:13:36 pm
who cares about a turks opinion pfff  :rolleyes:
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 13, 2012, 03:26:27 pm
These are the maps your talking about. And i dont think these maps would fit for the battle servers.
Produces camping and a lot.

Quote
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.
(click to show/hide)

Quote
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)

ps. i heard a rumor, Jacko will do something for the "same maps every evening" on next patch.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 13, 2012, 04:55:49 pm


i miss commercial city
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 13, 2012, 09:55:43 pm
Yes I agree with Mustikki; those map were tried and dismissed, simply not good maps.

Feel free to provide me with the names of some of the better villages and I'll put some of them in the rotation. A randomizing feature would indeed be nice.. Who knows. Until then I'll try to mix em up at least once a week or so.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on March 14, 2012, 01:25:09 pm
azgad
bhulaban
buillin
dhibbain
glunmar (but spawns were bad as far as I remember)
iqbayl
iyindah (already in rotation i think)
jamiche
kedelke
kulum
mazen
odasan
qalyut
serindiar
shapeshte
shibal zumr
tebandra
yalibe

theres my list of good villages
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 14, 2012, 02:02:07 pm
Maybe you want to consider putting 1 or 2 ladders to the first walls of Motte and Baley 2.
Destroying two gates is just too much to get there on time, especially with these stairs slowing you down. Having some ladders at first wall would probably give attackers a chance.

Nevertheless, epic map!!
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 14, 2012, 03:34:34 pm
Beaumaris Castle is bugged a bit, gate wasn't closed in 2nd round and defenders couldn'T close it

Also the ground is bugged somewhere in the middle of the yard.


Awesome castle, please fix it fast
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 14, 2012, 04:02:17 pm

(click to show/hide)
(click to show/hide)


Are these pictures from stronghold 2/3 ? They look pretty like it, 100% good work there  :shock:
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 14, 2012, 10:56:08 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 14, 2012, 11:38:29 pm
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

Which server are you talking about?  battleserver is mainly cavrape currently and siegeservers were always for infantry^^
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 14, 2012, 11:39:42 pm
I removed Beaumaris Castle for now, will see if I can fix it up.

Some maps will simply cater more to certain classes, there is no way around this. Making maps that fits everyone doesn't work either, they just become bland or silly. Adapt and overcome.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on March 14, 2012, 11:44:56 pm
He's talking those (Mustikki I think) Swadia maps, they are mostly infantry based, but it's bullshiet that cav can't do well on them, not like 99% of the map is a steep hill or flat out unreachable... also, I sorta like those maps, but it's important as fuck that there are only a few of them (we need variaty in map type, not 100% village, not 100% random planes, not 100% city maps, WE NEED VARIETY!!!
We also need someone to donate 50k to Gnjus_Zlisch_UnemployedBitch.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 15, 2012, 01:07:20 am
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


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.

Steep hills (over 45 degree incline) are unrealistic and never fun to fight on.  M&B's engine lets characters walk up 80 degree cliffs, unfortunately, so it's up to us mappers to prevent that from happening.

Unbalanced spawns occur when one spawn is near campable areas and one team is not.
Title: Re: [Feedback] Maps on official servers
Post by: BADPLAYERold on March 15, 2012, 06:53:23 am
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.

Just came here to post that I think you should block off the entrances to the walls/gatehouse on the santa's castle map.

The map itself is fun when one team doesn't decide to camp the gatehouse but sadly that happens more often than not.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 15, 2012, 06:48:16 pm
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).
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on March 15, 2012, 07:03:56 pm
Did you look at my favourite villages?
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 15, 2012, 07:06:04 pm
Elmuri, did you look which maps of those are already in the rotation?
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 15, 2012, 07:34:26 pm
NA 1: Battle
Mountain Warfare map is hardly balanced, one team spawns about 100-200 ft higher and lower team has little to any cover.  Stupid map in general.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 15, 2012, 07:44:13 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on March 15, 2012, 07:45:16 pm
Elmuri, did you look which maps of those are already in the rotation?
Only iyindah is in rotation on Eu1 of those I mentioned
Title: Re: [Feedback] Maps on official servers
Post by: BADPLAYERold on March 15, 2012, 08:01:14 pm
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).

huh really? I played it on NA1 less than a week ago.
Oh well take it as a suggestion to add invisible walls to the gatehouse and add the map in again then!
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 15, 2012, 08:19:31 pm
One week ago might definitely be possible (the patch). I blame Shik for everything that happens on NA  :lol:

elmuri: I saw the maps yes, I'll see if I can squeeze some of them in.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 15, 2012, 09:54:52 pm
im gonna fix it this week end
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 15, 2012, 11:34:45 pm
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.

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.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 15, 2012, 11:47:00 pm
The map needs polishing, but it's hardly that bad. I've had some fun on it and it's usually pretty even teams.

Keep on topic, post feedback; do not simply state that something is bad or stupid, because it is meaningless.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 16, 2012, 12:37:49 am
Only complains and no producing suggestions.
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.

Ps. When you grow up, you will notice what is being smart ass.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 16, 2012, 01:48:15 am
Glacier Valley hosted on NA1 is back to the old version; dunno if this was intended.  Playing it again is kinda fun.  It's not necessarily better or worse, just a lot different due to spawn change.

I'd vote for both versions in rotation once for more variety, instead of hosting v2 twice, but this may confuse people
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 16, 2012, 06:29:46 am
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.


visitors can't see pics , please register or login
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 17, 2012, 02:02:39 am
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.

I posted about that map in this thread and Vagabonds and didn't get a response to suggestions/opinions.
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 17, 2012, 02:21:08 am
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

This post basically describes Mountain Warfare.

The spawns have to be fixed, at least, for it to be playable.  I really wish that the engine didn't let people walk up cliffs, as well.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 17, 2012, 10:57:53 am
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
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 17, 2012, 04:57:41 pm
Which server are you talking about?  battleserver is mainly cavrape currently and siegeservers were always for infantry^^


(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 17, 2012, 06:31:37 pm
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

No, you didn't respond to the post I made in your thread.  I posted here saying it was terrible with little feedback because I didn't know where it came from.  Once you said it was yours I responded politely in your thread with more detail and more suggestions and told you we could discuss further in your thread (which you didn't and you're now refusing to do).

Don't get so butthurt, people giving you criticism is part of mapping and it's how you and your maps get better.  You're making a map for hundreds of other people who are going to be forced to play it or not play for 20 minutes at a time.  I'm clearly not the only one who agrees.  Why be an asshole to the few people who care enough to give you actual feedback?

The answer to your steep hills question is you don't make a map for the general battle servers that has them because people will abuse them.  I'm sorry the limitations of the engine limit what you can do, but that doesn't mean you can't be creative.  It sucks on the battle servers when 10 people can decide to hang out on the side of a cliff moving 10 units vertically with every horizontal unit because of the stupid game.  It's not your maps fault that this happens, but it's your maps fault for including them and I don't think a map that features them prominently should be on the general server.  This thread is for that kind of feedback.  If people aren't honest about what makes things bad we will end up with tons of shitty maps to pander to peoples' feelings.  It's not your or my choice to use them or not, I'm just giving my opinion which this thread solicits.  If this map is going to be on there anyway, that's fine, but the spawns still need to be fixed.

Instead of sticking your fingers in your ear like a child you could post the changes you made and ask for feedback.  I'd be glad if you fixed the spawns; that was the main problem.  I haven't posted anything hostile or impolite other than saying it was "terrible" so quit talking shit and making ad hominem attacks.  It's nothing personal.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 17, 2012, 06:49:14 pm
i ahve nothing againt feedback but i want some feedback with brain
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 17, 2012, 07:50:58 pm
i ahve nothing againt feedback but i want some feedback with brain

This quote is pure gold.

i wnat post wit brain

I gave you intelligent criticism in your thread, even with compliments!  You're just too whiny about people not liking your map to listen to it.  And this bullshit is why I took the convo to your thread in the first place; so this thread wouldn't filled with it and we could discuss the legitimate problems with your map.  You have no interest in that, though, so I'll just leave my opinion at this: the map as it is sucks and should be removed.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 17, 2012, 08:23:01 pm
u finish with ur rage ..?  :mrgreen:
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 17, 2012, 09:06:03 pm
Alex, when you join EU1 and out of 100 people there are (yes it happened quite often during the last weeks) 40 people of the whole 100 on a horse, it is cavrape in my opinion :/



Btw Jacko, Motte and Bailey 2 is totally unbalanced. No chance for attackers with 2 gates to break and no backdoors or similar. Please do something or take it out of the rotation
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on March 17, 2012, 09:58:19 pm
Jacko, can you explain us why we were playing new maps and nothing but new maps on EU1 for more than a month and recently switched to native maps?

Can you mix them together? There are some good new maps, just like there are some horrible native maps (XP barn map for example?
Title: Re: [Feedback] Maps on official servers
Post by: bravesquirrel on March 17, 2012, 10:18:42 pm
XP barn map for example?

Why you hatin' on the XP barn? :P

I think there's at least 2 with an XP barn and one is particularly bad.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 17, 2012, 11:46:42 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 18, 2012, 02:54:19 am
Winter Village (Native) has the particularly bad XP barn (it is directly by one team's spawn)

Winter Hamlet has a barn but it isn't abused very much as it is far away from both spawns

River Village has a barn with a door in the map center, but it isn't abused because the adjacent tower is a much better camp spot
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 18, 2012, 06:35:37 pm
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

I counted it a couple of times by myself, so yes it is true. And it happens more than I would like to see it happen because it makes playing on battle really annoying
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 18, 2012, 10:38:27 pm
There are currently:

20 0pen style maps (including all ruin maps such as 'Field by the river'.
20 village type maps
6 city maps.

8 Of these maps are 'Native' maps (that's including one random plains).


I'd like there to be about 10 city maps, but there simply are no good ones out there. What I'd also like is more custom village maps (that's actually made for multiplayer).

Title: Re: [Feedback] Maps on official servers
Post by: BADPLAYERold on March 19, 2012, 12:22:43 am
What do you think about adding the native Arena map? Almost everyone I know loves that map.
It can get abit hectic with alot of players but thats part of the fun I think.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 19, 2012, 02:03:43 am
I still miss Commercial City!

I would prefer Arena (Native) over ATS_Street_Riot.

Should really just open up the ed though, my new layout is done.



I've updated my BATTLE MAPPERS COMMANDMENTS:



1.  Avoid uber-campable positions that are too-easily guarded.


A good example of 1 (and 3) is Winter Village (Native).  XP Barn is by one team's spawn, has one entrance, shields all interior players from ranged, and makes for very dull games when the tactic is used...flags will NEVER spawn in 100+ playercounts in an XP barn camp.  1 is also very typical of Random Steppe maps, as there are no other forms of cover and all infantry flock to the highest hill for the entire round.

Campable positions shouldn't be undefeatable.  The more valuable a camp position is, the further away from spawns it should be.

2.  Use multiple routes, avoid dead-ends as a rule of thumb.

Seriously.  Lots of props and models, unfortunately, have one entrance.  These campable dead-ends should usually be barricaded off with stuff that makes it obvious (doors, gates, not just a random wheelbarrow or cart)

3.  Steep hills should be inaccessible.

Steep hills (over 50ish degree incline) are unrealistic to fight on.  M&B's engine lets characters walk up 89 degree cliffs, unfortunately, so it's up to us mappers to prevent that from happening.

4.  Unbalanced spawns

Unbalanced spawns occur when one spawn is near campable areas and one team is not.

5.  Keep action away from invisible walls, and make invisible walls obvious.

Invisible walls should be in places it is obvious the players shouldn't be able to go.  Have you ever ran in to an invisible wall on Glacier Valley and thought, "WTF INVISIBLE WALL, GAY"?  Probably not.  Many, many maps include scenery and cover directly next to the automatic map borders.  I personally fucking HATE those borders, as unmounted horses vanish when they touch them, many times in front of your eyes.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on March 19, 2012, 06:55:58 am
Hrafninn Castle SIEGE map is boring as hell

Its basically a 'hill defense' map without a hill.  Takes 2 minutes to get to flag unopposed.  Map was already HARD as hell to win for offense when we had siege ladders, now its basically lucky if offense wins 10% of time.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 19, 2012, 11:48:27 am
What I'd also like is more custom village maps (that's actually made for multiplayer).

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 19, 2012, 11:53:04 am
Lol no DTV maps are not suitable for regular multiplayer. QMD/U does nothing. Even if it did the stats would not be meaningful (I've already explained this somewhere else a month or so ago). Good city maps have there place in cRPG. I will probably add commercial city into the rotation again, it is open enough to let anyone play on it.
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 19, 2012, 04:01:13 pm
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 :/
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 19, 2012, 04:45:54 pm
No more city maps please, CAV can only bump their own team mates in there and many players already down vote those maps.

I don't know how you play, but here is a pic from yesterday i played a bit with my alt.
After 2 rounds.
(click to show/hide)
It's bs saying that cav can't play on city maps. They can be just as op as anywhere if played correctly.

And most people actually likes the city maps (and nobody cares what HA's/HC's/GK's feel like), as they give a totally different playing grounds than open maps.
We would just need more city maps created, so the pearls could be choosed for rotation.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on March 19, 2012, 06:02:05 pm
...

Thats why I play on NA server instead of EU and play siege, since in siege maps it gives me enough space to ride around, on those city maps the valley is too small and i will lose my x5 in there :D


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.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 19, 2012, 07:07:32 pm
Mustikki's city maps are all much more cav-friendly and force conflict more than something like Nord Village (Native), with its huge cavalry-inaccessible single-entry dead end campzones.
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 20, 2012, 02:03:00 am

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.

Actually Motte and Bailey 1 is fine. I played it a couple of times, saw attackers and defenders win. Sadly it's no real siege as it ends in a clusterfight after 30 seconds. Still some variety among the maps.

Motte and Bailey 2 is unbalanced cause attackers have no ladders, no backdoor, but have to destroy 2 gates on their way up. Never saw attackers win unless a defender opened the gate
Title: Re: [Feedback] Maps on official servers
Post by: Seabhac on March 20, 2012, 08:54:56 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Bjarky on March 20, 2012, 02:06:38 pm
Inch Tuth on eu_2 is very unbalanced, almost every time its on, defenders will win, since there's no deployable ladders anymore.
the problem with the map is that the chockepoint in the middle makes it very hard to reach flag, maybe trying to widen it will restore more balance.
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 20, 2012, 03:17:18 pm
Working on an update for the map at the moment, changes will include a more nuetral flag position.

Good to hear :)
Title: Re: [Feedback] Maps on official servers
Post by: Largg on March 20, 2012, 04:17:34 pm
The new map "canals of our city" and the old "riot in swadian city" are both rather laggy maps for me. Especially on 100+ players they both become very choppy in means of fps. These two are really the only maps that I think of skipping on the cycle. In the riot map, performance drops especially when near the gallows poles. Could there be some performance droppers there?
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 20, 2012, 04:19:45 pm
the dungeon+city_swad props seems to be the lag producer on the riot map
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 21, 2012, 01:08:55 pm
Hey Jacko, one thing about Rudkhan Castle:

Some Ninjas found out that there is a small guildsign on the wall of the bulding which is closest to the siegetower on which you can jump and from there to the ground without hurting yourself. Now lots of people do it which means they are down at small gate within a few seconds.
Outbalances the castle, please remove it. Thx
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on March 21, 2012, 02:43:49 pm
Really? Took 2 years to found out that?  :mrgreen:
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 21, 2012, 04:39:42 pm
Really? Took 2 years to found out that?  :mrgreen:

Seems so^^

Maybe some people knew it already, but not it seems many know :/
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 22, 2012, 07:28:48 pm
Grunwalder Castle C, some attackers still spawn inside on castlewalls

Btw, there is a ladder on the left front on this map. You have to jump to get from the ladder to the wall. Can you do something please?

It makes you vulnerable and slows down the whole attack which makes that ladder useless
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 23, 2012, 09:14:42 am
NA1 has crashed on "Blank 7"...freezes on "Downloading 0%"

Played a really good map today called "Trouble in the Neighborhood".  Props to whoever made that one.
Title: Re: [Feedback] Maps on official servers
Post by: Harrys Oil Can on March 23, 2012, 07:31:36 pm
Please add Blood Arena to NA1.

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 24, 2012, 02:43:36 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on March 25, 2012, 09:25:01 pm
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?
Title: Re: [Feedback] Maps on official servers
Post by: Kansuke on March 25, 2012, 10:35:24 pm
Less open field map on EU1 please, more city map.

Give us Nord Village back !
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 26, 2012, 02:08:36 am
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?

-Almost 50 maps. At 20-30 min each. You do the math.

Less open field map on EU1 please, more city map.

Give us Nord Village back !

-Nord village is already in. Give me more good city maps and I'll add them.

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

-Haven't tried it yet, perhaps the changes was too much. But, as usual, defender biased maps are okey.
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on March 26, 2012, 10:39:05 am
-Almost 50 maps. At 20-30 min each. You do the math.

Maybe, but I got the feeling that everytime I play (usally at the evening) its the same 10 maps over and over again. And where have all the desert village maps gone? I liked them... there is no one of them left  :(
Title: Re: [Feedback] Maps on official servers
Post by: isatis on March 27, 2012, 11:08:11 pm
Gate bug rather all the time (stay open)

visitors can't see pics , please register or login


many thanks!
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 27, 2012, 11:56:52 pm
Above map removed, and more, NA siege rotation updated.
Title: Re: [Feedback] Maps on official servers
Post by: isatis on March 28, 2012, 12:08:15 am
thanks!
Title: Re: [Feedback] Maps on official servers
Post by: Mr_Carpenter on March 29, 2012, 06:43:17 am
Great job whoever made Iron Mine map, epic map.  8-)
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 29, 2012, 07:19:47 am
thanks  :oops:
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on March 30, 2012, 02:59:26 pm
Chateau de Chillon, ways are way too long for attackers

attackerspawn is like 5 km away from castle^^
Title: Re: [Feedback] Maps on official servers
Post by: Largg on March 30, 2012, 07:06:36 pm
Map "Native - Nord Town" has been resulting in extreme camping on EU lately. Many of these rounds have resulted in draws or extremely long rounds. Maybe the balconies on both sides could be restricted or made a bit more easily reachable to reduce camping?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on March 30, 2012, 08:04:48 pm
Been redoing some of the native towns, to prevent that sort of thing, so yes, it's in the works.
Title: Re: [Feedback] Maps on official servers
Post by: BADPLAYERold on April 01, 2012, 04:00:48 pm
The map Horrors of the Battlefield (I think that is what it's called anyway) has some really fucking dark ground textures that make it ridiculously hard to tell the hills/craters apart from just flat ground on lowest settings when it's night time.

Got some screenshots to show what I mean

http://i.imgur.com/gcfPY.jpg
http://i.imgur.com/JgWLL.jpg

It's much better in day time (http://i.imgur.com/DeUVP.jpg) but I don't think the map is very good anyway so imo it should be removed.
Title: Re: [Feedback] Maps on official servers
Post by: Kreczor on April 02, 2012, 03:55:30 pm
Can we get Spring Flood removed from the map rotation? It's a shitty map only populated by rivers and very few landmasses. It's simply not a fun map to play. See if anyone else feels the same way about it as I do before you take action however, if other people are enjoying it I'll just hop ship to community while I wait for a map change.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on April 02, 2012, 09:15:07 pm
Kreczor, it's not in the na rotation atm.

You can look which maps are in "Map rotation for official servers" thread, under NA spoiler.
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on April 03, 2012, 01:35:22 pm
Is there some kind of log at which time which map was played? I usually play at the same time and still got the feeling that its always the same part of the map rotation I'm in. For example I haven't seen mountain_warfare for more than one or two weeks whereas I played iron_mine like every day. And I played almost every evening on EU1 for several hours (yeah, got no life  :rolleyes:).
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 03, 2012, 02:36:10 pm
server_log_04_01_12:

00:16:17 - Map loaded: Bandit Hideout
00:26:39 - Map loaded: Dune
00:39:56 - Map loaded: Commercial City
01:02:31 - Map loaded: Peipus Lake
01:25:51 - Map loaded: Riot in Swadian City
01:40:07 - Map loaded: Agania
02:04:11 - Map loaded: Waning Cold
02:18:12 - Map loaded: Kedelke c
02:36:44 - Map loaded: Forest Lake
02:53:50 - Map loaded: Horrors of Battlefield
03:10:51 - Map loaded: battle trouble in the neighbourhood
03:25:16 - Map loaded: Native - Snowy Village
03:50:29 - Map loaded: Tropical
04:19:15 - Map loaded: Spring Flood
04:38:23 - Map loaded: Village Ruins
04:51:07 - Map loaded: Native - Village
05:00:09 - Map loaded: Ruined Castle
05:15:00 - Map loaded: Heathland
05:25:58 - Map loaded: Native - Nord Town
05:38:57 - Map loaded: Glacier Valley
05:52:00 - Map loaded: Attack on a caravan
06:07:29 - Map loaded: Mazigh c
06:19:58 - Map loaded: Winter Invasion
06:40:55 - Map loaded: Iron Mine
06:52:36 - Map loaded: Village Oasis
07:11:30 - Map loaded: Upon The Rocks
07:23:12 - Map loaded: Nord Village
07:31:27 - Map loaded: Native - Field By The River
07:47:14 - Map loaded: Native - Farm By Ruins
07:57:10 - Map loaded: Battle in Swadia
08:17:31 - Map loaded: River Village
08:34:42 - Map loaded: Dhibbain c
08:52:23 - Map loaded: Bandit Hideout
09:06:38 - Map loaded: Dune
09:16:10 - Map loaded: Commercial City
09:31:23 - Map loaded: Peipus Lake
09:48:36 - Map loaded: Riot in Swadian City
10:05:24 - Map loaded: Agania
10:28:34 - Map loaded: Waning Cold
10:46:07 - Map loaded: Kedelke c
11:05:20 - Map loaded: Forest Lake
11:27:10 - Map loaded: Horrors of Battlefield
11:46:46 - Map loaded: battle trouble in the neighbourhood
12:15:54 - Map loaded: Native - Snowy Village
12:42:14 - Map loaded: Tropical
13:00:04 - Map loaded: Spring Flood
13:25:18 - Map loaded: Village Ruins
13:38:04 - Map loaded: Native - Village
14:08:41 - Map loaded: Native - Ruins
14:27:40 - Map loaded: The Canals of Our City
14:42:08 - Map loaded: Ambushed
15:01:12 - Map loaded: Unknown scene
15:15:34 - Map loaded: Snowy Hamlet
15:29:42 - Map loaded: Wolves Cave
15:44:57 - Map loaded: Tumulus
16:13:48 - Map loaded: Fishara c
16:32:46 - Map loaded: Citadel Ruins
16:57:11 - Map loaded: Domremy
17:14:27 - Map loaded: Field Battle
17:39:11 - Map loaded: Maaseutu 1
17:56:42 - Map loaded: Mountain Warfare
18:11:37 - Map loaded: Battle of the Mounds
18:37:04 - Map loaded: Nether
18:59:41 - Map loaded: Ruined Castle
19:22:22 - Map loaded: Heathland
19:42:35 - Map loaded: Native - Nord Town
20:10:11 - Map loaded: Glacier Valley
20:29:29 - Map loaded: Attack on a caravan
20:47:03 - Map loaded: Mazigh c
21:06:36 - Map loaded: Winter Invasion
21:36:03 - Map loaded: Iron Mine
22:08:23 - Map loaded: Village Oasis
22:38:45 - Map loaded: Upon The Rocks
22:55:24 - Map loaded: Nord Village
23:23:32 - Map loaded: Native - Field By The River
23:41:46 - Map loaded: Native - Farm By Ruins


server_log_04_02

00:03:58 - Map loaded: Battle in Swadia
00:24:52 - Map loaded: River Village
00:53:30 - Map loaded: Dhibbain c
01:11:43 - Map loaded: Bandit Hideout
01:30:07 - Map loaded: Dune
01:44:56 - Map loaded: Commercial City
01:59:56 - Map loaded: Peipus Lake
02:12:24 - Map loaded: Riot in Swadian City
02:29:09 - Map loaded: Agania
02:51:16 - Map loaded: Waning Cold
03:11:07 - Map loaded: Kedelke c
03:24:45 - Map loaded: Forest Lake
03:38:43 - Map loaded: Horrors of Battlefield
03:59:37 - Map loaded: battle trouble in the neighbourhood
04:13:03 - Map loaded: Native - Snowy Village
04:30:36 - Map loaded: Tropical
04:41:16 - Map loaded: Spring Flood
04:54:24 - Map loaded: Village Ruins
05:00:09 - Map loaded: Ruined Castle
05:10:32 - Map loaded: Heathland
05:23:31 - Map loaded: Native - Nord Town
05:36:58 - Map loaded: Glacier Valley
05:52:54 - Map loaded: Attack on a caravan
06:03:32 - Map loaded: Mazigh c
06:14:27 - Map loaded: Winter Invasion
06:24:48 - Map loaded: Iron Mine
06:37:41 - Map loaded: Village Oasis
06:52:54 - Map loaded: Upon The Rocks
07:08:42 - Map loaded: Nord Village
07:25:48 - Map loaded: Native - Field By The River
07:42:01 - Map loaded: Native - Farm By Ruins
07:50:34 - Map loaded: Battle in Swadia
08:08:42 - Map loaded: River Village
08:25:25 - Map loaded: Dhibbain c
08:44:46 - Map loaded: Bandit Hideout
08:56:30 - Map loaded: Dune
09:05:50 - Map loaded: Commercial City
09:21:49 - Map loaded: Peipus Lake
09:36:43 - Map loaded: Riot in Swadian City
09:55:37 - Map loaded: Agania
10:21:16 - Map loaded: Waning Cold
10:41:00 - Map loaded: Kedelke c
11:01:20 - Map loaded: Forest Lake
11:22:20 - Map loaded: Horrors of Battlefield
11:40:22 - Map loaded: battle trouble in the neighbourhood
12:04:19 - Map loaded: Native - Snowy Village
12:23:41 - Map loaded: Tropical
12:51:44 - Map loaded: Spring Flood
13:06:07 - Map loaded: Village Ruins
13:33:24 - Map loaded: Native - Village
13:58:43 - Map loaded: Native - Ruins
14:27:54 - Map loaded: The Canals of Our City
14:50:59 - Map loaded: Ambushed
15:00:49 - Map loaded: Unknown scene (random plains medium)
15:20:31 - Map loaded: Snowy Hamlet
15:39:11 - Map loaded: Wolves Cave
16:04:10 - Map loaded: Tumulus
16:27:10 - Map loaded: Fishara c
16:43:20 - Map loaded: Citadel Ruins
17:03:05 - Map loaded: Domremy
17:20:32 - Map loaded: Field Battle
17:35:53 - Map loaded: Maaseutu 1
17:51:43 - Map loaded: Mountain Warfare
18:19:32 - Map loaded: Battle of the Mounds
18:32:12 - Map loaded: Nether
18:46:17 - Map loaded: Ruined Castle
19:07:01 - Map loaded: Heathland
19:25:17 - Map loaded: Native - Nord Town
19:49:08 - Map loaded: Glacier Valley
20:08:07 - Map loaded: Attack on a caravan
20:31:40 - Map loaded: Mazigh c
20:58:27 - Map loaded: Winter Invasion

You most likely play the same hours every day, the rotation is roughly 14h. I've been playing with the idea to cut the rotation down to 6 hours, or lower the points even further (first to 3 wins? will affect multi farming tho).
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on April 03, 2012, 03:03:41 pm
Thanks for the log.

As I suspected - if you play at the same time of the day, you have the same maps over and over again each day.

Would it be possible to randomize the map rotation each day? So one might still get the same maps, but it's more unlikely. And it would also add a bit more variety to the running order.

I think lowering the points to 3 isn't that good as the maps would change too often. And removing even more from the rotation - no, I would rather like to have more maps on it  :wink:
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 03, 2012, 03:19:14 pm
The problem is still there, since most people play around the same hours (increasing the amount of maps will not change this factor, thus solving nothing). Lowering points (first to 3, so it still got potential for 5 rounds) will increase the maps played, since you'd cycle through them faster, thus actually letting people play more of the maps.

Shuffle feature would be great, yes. We currently have none. We'd still have the potential problem of getting 10 cav maps in a row, but there are... discussions... on how to solve this.  Stay tuned.
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on April 05, 2012, 04:49:02 pm
"From the Sea", new map on NA siege last night?

Defenders have a messed up spawn, 20-25% spawn outside of town on dock beside attackers.

Overall map is kind of cool tho.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 05, 2012, 06:37:25 pm
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).
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on April 05, 2012, 08:02:43 pm
Too bad, I like the aesthetics of the map, and I also like siege maps that have a timer-open unbreakable gate (as opposed to insta open breakable doors) near the flag which is critical to win/loss.
Title: Re: [Feedback] Maps on official servers
Post by: Peasant_Woman on April 05, 2012, 08:48:01 pm
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 points system based on living players current position, flag location and height rather than say... Just making entry points 0-31 attacker spawns and 32-64 defender spawns? Like every other multiplayer game ever.

The siege script actually makes it impossible to have certain spawn layouts for castles. You can't have attackers spawning 360 degrees around the castle without some spawning inside for example.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 06, 2012, 01:05:47 am
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.

Fixed your quote so it applies to the haphazard coding of the entire game.

Even just making maps is an exercise in hilarity.  Map names, filenames, terrains, random vegetation, and background scene are all inconveniently stored completely separately from map files themselves in two separate configuration files.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 06, 2012, 04:44:33 pm
That new town map was very balance with all class. Thank you very much for that.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on April 07, 2012, 01:21:13 pm
I would like to thank the maker of Trouble in the neighbourhood, the map is awesome and pretty balanced
Title: Re: [Feedback] Maps on official servers
Post by: Gisbert_of_Thuringia on April 07, 2012, 05:16:51 pm
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:
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 08, 2012, 12:29:59 am
One of the map called Ambushed or something like that can cause a massive fps drop to most players. (Go in game and ask if people has this problem, most has). Forest lake is ok but that ambush map can cause massive lag spikes. Its not just me, ask people in game to see the truth.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 08, 2012, 08:23:31 am
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:

I wouldnt say its worse, but its just the same.  All attackers take the same route and 95% of all fighting takes place in a 20x20 area near flag.  Map is terrible.
Title: Re: [Feedback] Maps on official servers
Post by: papageorgio on April 10, 2012, 01:19:17 am
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.

Please remove immediately. Thanks.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on April 10, 2012, 01:58:02 am
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.

Please remove immediately. Thanks.
Ironmine is fine, for cav too.
/Fact from a cav.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 10, 2012, 08:15:49 am
Never seen any real problems with Ironmine on EU. Most people seem to enjoy it.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 10, 2012, 12:00:07 pm
Never seen any real problems with Ironmine on EU. Most people seem to enjoy it.

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
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 10, 2012, 01:15:57 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fluffy_Muffin on April 10, 2012, 01:18:18 pm
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.

You mean the one with the large wooden bowls full of dyes?

Also, please remove Spring flood, its such a poor map for everyone, just results in stupid ranged camp fests on the bridge
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 10, 2012, 01:21:25 pm
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

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.
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 10, 2012, 01:36:02 pm
You mean the one with the large wooden bowls full of dyes?

Yeah yeah, that one! What's it called?
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 10, 2012, 02:58:02 pm
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.

check the log from last week i mean :P

Edit: I play rage ball more than battle, force infantry to play in siege if they hate cav!
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on April 10, 2012, 03:16:53 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 10, 2012, 05:33:39 pm
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)
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 10, 2012, 05:56:53 pm
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)

Then it is your fault for making a pure cav build mate.
Title: Re: [Feedback] Maps on official servers
Post by: Espu on April 10, 2012, 08:49:03 pm
EU4 now has a map-shuffler script in place. During the nightly reboot cycle it also shuffles the map order so that every day a brave new rotation is in place.

Poke me on irc tomorrow morning if the server is down. :p
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on April 10, 2012, 09:17:28 pm
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

Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 10, 2012, 09:42:16 pm
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

Yes thank you mustikki! I humbly request this map to be added back into rotation.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 10, 2012, 11:49:40 pm
Can't quite remember Why it was removed.. But we'll give it a go.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 12:21:28 am
I fear that map is going to be too small for 120 players...still bigger than ATS_Street_Riot, though!

Then it is your fault for making a pure cav build mate.

Please remember that battle is the only gametype that cavalry builds can play.
Title: Re: [Feedback] Maps on official servers
Post by: LordSnow on April 11, 2012, 09:25:34 am
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!
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 10:43:17 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 11, 2012, 10:47:43 am
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? Seriously, if you're cav it's your duty to make sure you invest some points into being a viable infantry too. Ofcourse you're not going to be as good as pure inf build, but hey you can ride a horse when the opportunity presents itself?
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 11:01:56 am
Why would anyone not want to take riding instead of ath then?

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.

Besides, since cavalry is so easy and they have no groundskills, more kills for the groundie pros on their favorite infantry-only maps, right?

The only reason to leave them separate is for the ath/riding split when playing as cavalry.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 11, 2012, 11:02:29 am
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!

agree, they are server emptying maps.  canals is FPS dogshit
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 11, 2012, 11:04:46 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 11:14:33 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 11, 2012, 11:17:15 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 11:26:29 am
Nope. This way you're FORCING players to play cavalry on pretty much any semi-open map.

Yes, cavalry is the only counter to cavalry
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 11, 2012, 11:47:16 am
There are some pretty strong impetus for infantry to not spawn mounted btw:

-Can't spawn with any "CANNOT USE ON HORSEBACK" weapons (which are all the best infantry weapons)
-They are more likely to have looms for infantry gear, not cavalry gear
-When they drop from their horse they would have 0 athletics if they put all their points in riding
-Huge upkeep costs


I personally like the idea of players mounting up and dismounting when appropriate, because that is realistic to me.

Anyway derail should probably end. 


Map feedback!  Canals Of Our City...in my opinion, a couple of the wood scaffolding camp spots are a bit too campable and hard to reach.  Remove most of them (especially the super tall one) and then drop most / all of the land away from the waterways and make them deep deathtraps.  End rounds quickly = more fun, more action!
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 12, 2012, 07:25:38 am
Forest Lake battle map is VERY BORING.  Ends up doing the nascar laps chasing each other in circles.  Map always takes forever for last remaining few to die and its boring as hell to watch
Title: Re: [Feedback] Maps on official servers
Post by: Smoothrich on April 12, 2012, 10:13:18 am
canals of our city is bad map design and its the only map in rotation that kills my FPS and it does the same to like 3/4 of the people who play this game, its beyond saving, just remove it
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 12, 2012, 12:18:31 pm
Smooth, perfect example of Bad Feedback (most people actually have no performance issues with it). Care to elaborate why it's bad map design?
Title: Re: [Feedback] Maps on official servers
Post by: LordSnow on April 12, 2012, 01:11:33 pm
WE DONT WANT YOUR CRAPPY MAP ANYMORE JACKO!

You get it now? Do you make the rotation for player or for yourself?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 12, 2012, 01:52:20 pm
If I removed every map players dislike, we wouldn't have any maps. Just because you dislike a map, does not mean it's a bad map. Do you see the difference, Lord_Snow? If you have legit criticism, then go ahead, make your case, we remove and add maps all the time.
Title: Re: [Feedback] Maps on official servers
Post by: Smoothrich on April 12, 2012, 02:01:14 pm
i don't know everytime it comes on rotation people start saying things like "my graphics card is overheating" my fps goes down to 20 no matter how low i put the graphics settings (get 120 fps the rest of the time) its filled with chokepoints and camping spots maybe if it was opened up more and all the "props" or whatever destroy performance issues gets removed itd be ok

until then i am leaving any server its on whenever it shows up, i don't know if anyone actually enjoys that map, in this thread i've seen nothing but complaints too
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 12, 2012, 08:06:12 pm
Myself and several clanmates have performance issues with canals.  Plus it clearly favors one spawn, that can get the high ground MUCH QUICKER, every time.  THAT IS BAD DESIGN.

There is your feedback for a shitty map.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 13, 2012, 08:52:22 am
Lol Digglez, I guess expecting any behavior from you above 'cranky 10 year old' is too much. You've trolled enough in this thread, consider this your last warning here.

Smooth: Is it only that map that makes you lose performance or do you get the same issues on say, Riot in Swadia or Glacier Valley/Tropical? Seems like we several different kinds of issues with performance when it comes to maps (not really news, but 'good' to see in action). For me, Canals have spot on performance, better so then other resource heavy maps (when looking at the FPS).
Title: Re: [Feedback] Maps on official servers
Post by: pecores_sir_Leda on April 13, 2012, 05:01:28 pm
I've realy bad perf on canals . I'm sorry jacko but i realy dont like your maps ( not only canal) and my clanmates agree
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on April 14, 2012, 11:34:47 am
I have heavy performance problems on horrors_of_battlefield (I think thats the name... a large empty battlefield with dark brown floor, looks like in Verdun, one spawn is in the water). This particular map is so slow for me, its no fun to play. I didnt notice this problem on any other map. Does anyone have the same problem with this map?
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on April 18, 2012, 06:08:10 pm
Stuckspot in trouble in the neighbourhood. I think you get stuck everytime you go there
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: a_bear_irl on April 19, 2012, 01:11:33 am
canals of our city is a bad map, sorry jacko

the fighting areas are too small, the map is huge and runs like shit because of it but only like 25% of the map (the docks and the area adjacent ) is actually used, when it comes on i go spec or quit to play another game/browse the internet (i alt+x'd 30 seconds ago and started writing this post) it's bad for infantry, unplayable for cav, and not even that good for ranged because it's so cramped it's easy to get jumped or cornered by melee

2nd worst in the rotation imo, second only to that one map with a lake and a bridge+small village where the teams circle around the lake for about 3 minutes
Title: Re: [Feedback] Maps on official servers
Post by: BADPLAYERold on April 19, 2012, 01:14:50 am
honestly since you got power over the map rotation jacko the rotation is 100x worse than it was when it was just random village after random village. i would nominate noted forum troll a bear irl to do the map rotation over you.

you refuse to take criticism for your bad maps too go die IRL (not really) ((really)).
Title: Re: [Feedback] Maps on official servers
Post by: FF_GeorgeWashington on April 19, 2012, 07:49:46 am
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. 
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 19, 2012, 11:55:23 am
Insightful as always, a_bear_irl and BADPLAYER.

trouble in the neighbourhood got updated, elmuri.

Title: Re: [Feedback] Maps on official servers
Post by: Vibe on April 19, 2012, 12:03:56 pm
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.

What I don't understand is how you're allowed to play with a copy-pasta unban essay
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on April 19, 2012, 12:58:03 pm
Good job adding a few good Native village maps back in. Now that the ladders are gone, I miss some village maps. There were some pretty cool ones, so I hope a few more follow.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 19, 2012, 02:05:56 pm
Quote
From jacko

19/04 2012

Battle: Removed mountain_warfare and forest_lake


thx god
Title: Re: [Feedback] Maps on official servers
Post by: Largg on April 19, 2012, 06:21:01 pm
The canals of our city has pretty smooth performance these days. Used to hate that maps because of low fps but currently I have around 100 fps on a 100+ player server. Nice work.
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on April 19, 2012, 07:28:57 pm
I don't know the names of them but I can start noting them down, but any map with a giant hill doesn't belong in siege... Hills are excruciatingly dull to climb in M&B, and when fighting happens on them they are unbalanced to the point of being very unfun.

They would be useful if there were still user ladders, because you can't create a ladder shortcut to help with a hill, but now without ladders maps can be properly balanced around walls and gates, which are actual fun chokes to fight for.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 22, 2012, 11:20:18 am
Siege map 'Beaumaris' was COMPLETELY bugged to hell.  Half the map you would be bouncing around in place like there was an earthquake and you would start falling into the ground, it would also rear/stop horses.

I think admin mentioned it was not in rotation but he picked it to get out of a 'random generated map' that somehow showed up twice in a few hours on NA 1
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 22, 2012, 09:03:35 pm
Yes, all the rotations are currently broken, fix inc.
Title: Re: [Feedback] Maps on official servers
Post by: Dalhi on April 24, 2012, 01:57:53 pm
Does map votes (qmd qmu commands) are now usefull as any kind of a feedback? Few days ago Vargas said on the server that you are checking now logs for this informations, but would be nice to have some kind of statement about it here.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on April 24, 2012, 02:08:04 pm
Useful as feedback? Not really. But have been playing around with HOW to make use of the data. So by all means, keep voting.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on April 24, 2012, 03:16:28 pm
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-)

Edit: All CavĀ’s feedback will be ignore
Title: Re: [Feedback] Maps on official servers
Post by: Dalhi on April 24, 2012, 03:33:43 pm
I bet all cav plain maps will get downvoted and all infantry map will get upvoted  8-)

Depends, I prefer to play on open maps, mostly becouse of performance issues on city maps, or the one spammed with scene props, also gameplay on few maps made on a plan of circle only show us how dumb we are. Of course there are few open maps that I hate, including random plains, and one or two others that I can't recall its name.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on April 25, 2012, 12:17:46 am
Yes, all the rotations are currently broken, fix inc.

ETA on fix?  If it has been done, has it been applied to NA siege?  Lost 2 multi's last nite being assigned to defense on the open field map

Thx
Title: Re: [Feedback] Maps on official servers
Post by: oohillac on April 25, 2012, 03:42:56 am
Whatever you did to NA_1's maps today, I love it.

Tons of older maps I missed, and the 5 point limit is wonderful.

Add more into the rotation!  Many maps of decent quality > a few of "good" quality
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on April 27, 2012, 07:29:10 pm
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!!!
Title: Re: [Feedback] Maps on official servers
Post by: rustyspoon on April 28, 2012, 03:15:10 pm
Honestly I don't really care what they are, we just need some new ones. The rotation is getting really stale.
Title: Re: [Feedback] Maps on official servers
Post by: Tears of Destiny on April 28, 2012, 06:17:18 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on April 28, 2012, 10:51:33 pm
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?
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on April 28, 2012, 11:13:33 pm
Are you serious?
(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.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on April 29, 2012, 01:02:08 am
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:

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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on April 29, 2012, 03:30:00 am
Hahaha! You are so funny when you are serious! :mrgreen:

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.
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.
Title: Re: [Feedback] Maps on official servers
Post by: MR_FISTA on April 30, 2012, 04:23:23 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: MR_FISTA on April 30, 2012, 04:29:56 pm
Ok as a 100% siege player remove all steep uphill maps, simple, they are boring as hell to attack and piss everyone off
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on May 01, 2012, 07:08:44 am
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

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
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on May 01, 2012, 07:10:12 am
Ok as a 100% siege player remove all steep uphill maps, simple, they are boring as hell to attack and piss everyone off

not to mention they pretty much negate using cav on offense, as it takes you JUST as long or LONGER to get up the hill than infantry
Title: Re: [Feedback] Maps on official servers
Post by: Deathwhisper on May 01, 2012, 06:20:09 pm
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

Actually most of these maps are native ones, which aren't even made for siege.

There are lots of very good maps (on GK server or 22nd siege for example), if they allowed us to use them it'd be great, although the timer should be increased since they're balanced around a 10 min timer at least.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on May 05, 2012, 09:19:02 pm
Jacko i have no idea what you have done to Rage ball maps. Where is all Trall van dan maps on rage ball? They are the best rage ball maps and why the hell they are removed? What the hell is going on with the stupid rotation?

Map name Ira Pila must be removed. Alot of players dislike that map

reasons:

*Cannot kick to score in first round

* extremely easy to lose multi on this map (No joke EDIT: ITS TOO SMALL)

* once you die, when you respawn you will realise that the enemy is at the moment where he is going to score, and yet you cannot save the goal

About DTV maps please add a map change poll in DTV server so that players can choose what map to play. Because its extremely impossible to fight bots in open plains map (Where there is no fence). players will defeat the first few waves (Peasants, bandits) but then all will die in Nomad waves because open plain vs cav = answer is obvious. Bots on DTV are extremely OP and run very fast.Maps where there is no fence or cover should all be remove. Because i nEVER ever never saw any player on those maps pass the nomad / samurai waves. 60% players die on first wave because of no cover. I am speaking the truth and if you spend some time to come to DTV you will know what i am saying is real
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on May 07, 2012, 04:35:56 pm
Can we remove "horrors of the battlefield"? This map has such a dark underground its almost impossible to play on this map at night. You dont see anything on it.
Title: Re: [Feedback] Maps on official servers
Post by: Bjarky on May 07, 2012, 06:46:26 pm
pls remove Unexisting String! from the DTV servers, the bot spawn is terrible, they keep bugging out on it, so a few bots always get stuck on spawn making the round draw out way way to much, not to speak of the guys who have to survive the respawn after the kill.
Title: Re: [Feedback] Maps on official servers
Post by: Lizard_man on May 07, 2012, 07:29:40 pm
EU_1 map rotation is dreadful... :|
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on May 07, 2012, 07:35:19 pm
Thanks for bringing Port assault back and modifying native maps
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on May 12, 2012, 01:53:50 am
Saw Mustikki's bar map AND your  ship map one after another recently, only heard negative comments, especially on the bar, sad I'm the only one who can be bothered to post about it.
Title: Re: [Feedback] Maps on official servers
Post by: Ricky77 on May 12, 2012, 06:09:34 am
PLEASE BRING BACK ALL CLASSIC MAPS ON NA . IM SORRY BUT RIGHT NOW NA1 SUCKS. SAME 5 MAPS ALL DAY PLEASE!!!!
Title: Re: [Feedback] Maps on official servers
Post by: [ptx] on May 12, 2012, 06:34:52 pm
EU2 Siege map - stonehammer. Everyone hates it, it is a chaotic, annoying mess. Please remove it.
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on May 14, 2012, 08:30:59 pm
Motte and Baily 2 - probably the worst map ever made for warband

Whoever made this map should stop making maps for crpg and those who are responsible for this map getting into rotation should resign and let someone sane to do his job. Seriously.
Title: Re: [Feedback] Maps on official servers
Post by: Dalfador on May 15, 2012, 01:46:59 am
bridge battle is cool everything else sucks cock
Title: Re: [Feedback] Maps on official servers
Post by: rustyspoon on May 15, 2012, 05:19:22 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on May 15, 2012, 03:44:59 pm
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..
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on May 15, 2012, 09:32:33 pm
Removed Battle in Swadia

Very nice job Mustikki, in medieval time i really doubt there is always fighting in towns (Those should really be raid/ siege map instead of battle mod) most of the historical battles are done either on open plains or siege. Really great job CRPG is now back alive again, in open plains map the chance for draw is almost 0%

Edit: Tons of native maps are actually really nice, (For example Battle in Ice, random plains) those maps it will encourage players to use some tactics like shieldwall, pikewall and stuff like that :D
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on May 25, 2012, 02:58:01 pm
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

Title: Re: [Feedback] Maps on official servers
Post by: Digglez on May 25, 2012, 05:06:57 pm
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

its also a boring ass Nascar around the circle map
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on May 30, 2012, 12:37:49 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: Bjarky on May 31, 2012, 12:08:20 am
pls fix bot spawn for DTV map Tahlberl, they often get stuck in the spawn so u have to get them, wasting alot of time.
same thing for Peshmi
Title: Re: [Feedback] Maps on official servers
Post by: dodnet on May 31, 2012, 02:03:39 pm
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

No sorry needed, I too have the feeling that map rotation gets worse on every change. Sorry, but its only random plains now, some classics and a lot of shitmaps. At least add some villages again to make a bit of a change.

Worst map is a random plains with a damn steep hill we played yesterday. Its only camping on that map, esp as one team has a huge advantage being closer to the damn mountain.
Title: Re: [Feedback] Maps on official servers
Post by: Dezilagel on June 01, 2012, 12:48:38 am
Map "By the Rocks" features some underwater bridges, pitfalls and stuff which is all fine except that you can't see through water at all with low graphics settings.

Needs fixing imho.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 01, 2012, 12:56:37 am
The last patch borked battle maps really badly, but fixed now and included on next patch (so you download maps with launcher).
Everything should be fine after server restarts.
Title: Re: [Feedback] Maps on official servers
Post by: Svitjodvarg on June 01, 2012, 07:28:00 am
Add lots of infantry maps to EU1. think atleast 50% should be inf maps.
Title: Re: [Feedback] Maps on official servers
Post by: Chagan_Arslan on June 05, 2012, 02:36:56 pm
Add lots of infantry maps to EU1. think atleast 50% should be inf maps.

arent all maps infantry maps ?
Title: Re: [Feedback] Maps on official servers
Post by: CrazyCracka420 on June 05, 2012, 05:07:22 pm
Bandit Hideout is a terrible map.  I want to give some advice to the map maker:  stop making maps.

Seriously, the map borders are the most illogical you could come up with.  If it's not intuitive where the map edge is, then make a physical indicator (maybe a tiny little hill aka a bump going around the edge).  You cross over one side of the river and if you go more than 15 feet you crash into an invisible wall. 

Please remove from the rotation until this is fixed.  It's a terrible map, look at the up and down votes to confirm.
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on June 06, 2012, 04:03:38 am
New Siege maps

Sorrows Anchorage

has potential but unbalanced, too hard for attackers.

Remove the initial 20 second spawn to 1st keep. Not necessary and tedious.

And/or

Move ladder to attacker side


Fort Rhuin

also seems like attacker spawn too far from flag...
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 06, 2012, 10:05:57 am
Thank you for your feedback Turboflex.

Sorrows Anchorage
I already changed the ladder for attackers side and removed 1 door from the 1st castle's main door.
Will see if that is enough or if more balancing is necessary. The reviewed map should take place at next server restart in NA (EU has already boot).
I like the atmosphere at the map.  :D
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on June 06, 2012, 04:13:37 pm
Yeah I like the layout also, can produce some really epic battles on that bridge. I've noticed on a bunch of newer maps tho that the attacker spawn is being set way back from castle walls producing 20-30 second runs just to get to the first ladder or door.

These maps get really tedious even if they are well balanced, its just very unfun to be running that much. Especially on some where its up hills. People should spawn no further than 5-10 seconds from first defencible obstacle (obviously longer run if you're trying side/backdoor), and siege ramps/towers shouldn't be more than 45-60 seconds to push.
Title: Re: [Feedback] Maps on official servers
Post by: NejStark on June 06, 2012, 05:25:53 pm
Here are a few suggestions I'd like to make. One is map, is not. This is the first suggestion page I've come across though, so here we go.

1) Invisible Walls. While it's a lot of fun knowing exactly where the world ends, it isnt very ergonomic for the playable area to stop without any player feedback.
A small indicator which justifies the playable ares would be a massive help to new players, maybe even old players. The best way to implement this I can think of that wouldnt be too visually intrusive (like walls) or too advantageous/gamechanging (like perhaps hedges) would be a line of small stones, about 10-15m apart along the line of the playable area.

2) 200 player servers.. I love that we can play on 200 player servers - the player count for me is a big pull in this game - but, nearly doubling the player count isnt only pushing the internet connections of your players (mine was fine btw during the 200+ player test),  but it also possibly serves to make the game graphically unplayable for a big chunk of your players (myself included). During this gameplay, if I swung the cam towards a team of players (regardless of their distaance) the game became a slideshow. I know there is the whole 'Get a new PC argument' which is perfectly valid, but I imagine not everyone wants to, or can, do that.

Anyway, just a couple of throughts,
 
Goodbye from the North!!!
Nej Stark


Title: Re: [Feedback] Maps on official servers
Post by: CrazyCracka420 on June 06, 2012, 06:22:26 pm
Two things to note stark:

small stone rings would be okay, but just making a small rolling hill around map edges (that aren't obvious or intuitive) would be helpful, and it wouldn't look at all out of place.

the amount of people playing at any given time shouldn't affect your ping or network connection, you're still sending the same amount of packets to and from the server.  i think the only hit would be related to a computer's resources.  Going from 100 to 200 people in game at one time can add a lot of strain to a graphics card.

Warband is an older game and typically playable on older computers, bumping up to 200 players does alienate a lot of the people who are on outdated computers. 

I still think it's important for people to post their computer spec's if they are having issues playing on the server with 200 people.
Title: Re: [Feedback] Maps on official servers
Post by: NejStark on June 06, 2012, 06:54:47 pm
Yeah my ping was fin, but my FPS took a total hammering. I cant complain about that though as I play on a 4yo MacBook Pro which I shouldnt even be able to launch the game on, but with the game having to draw more players I doubt I was alone.
The playable area thing is a hot potato I think, its probably been discussed before I'd imagine. Any kind of rolling hill would have to be explicitly not navigable otherwise, also might be tricky to incorporate that in playable/unplayable boundaries on water.
Title: Re: [Feedback] Maps on official servers
Post by: Smoothrich on June 07, 2012, 07:52:31 pm
map on na_1 battle:  "Bay"

Recently appeared on the servers, absolutely awful design and really unfun to play.  Every hill has a random invisible wall that makes no sense and isn't defined, tons of little stairs that you can't even walk over without jumping creating unnatural and unfun chokepoints, gigantic unfocused space that has every round drag out with the teams running in circles instead of actually engaging.

Remove please.
Title: Re: [Feedback] Maps on official servers
Post by: oprah_winfrey on June 07, 2012, 09:14:55 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on June 07, 2012, 10:09:32 pm
since server has expanded to 200 players please consider to remove or make those "Small" maps bigger
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 08, 2012, 12:09:26 am
Yea, will need to do a complete review due to increased player count for eu_1 and could just do that for na_1 at the same.
So, now its the best time to provide your feedback from the maps and please say why it is bad, "i don't like it", is no valid reason to remove.
There is plenty of maps, which even i don't like, but others like and only a few maps in the rotation gets dull much faster than plenty of maps.
Title: Re: [Feedback] Maps on official servers
Post by: CrazyCracka420 on June 08, 2012, 12:12:27 am
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.


And the map edges are just terrible.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on June 08, 2012, 06:56:36 am
I say add mustikkis tavern map to EU_1! Playing that thing would be fucking EPIC on 249 players...
...fucking devs/my old friendmins wouldn't put it on yesterday.  :cry:
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on June 08, 2012, 12:30:44 pm
...

Well the smallest map in the rotation is the Ambushed, it's the most smallest map out there.

Pros:
Map can end very quickly since someone can die within 10 second from start of the round
The chance for draw is reduce since you can't really run away on this map tbh

Cons:
Horse archers , become extremely useless in this map
Horse xbow / horse thrower become useless in this map
All Cav cannot support infantry well
Map is extremely small for 250 players
There is a invisible barrier on 1 spawn for team b , means if someone is afk at last, no one will be able to kill him if the team have no ranged weapons
Take a look in that map with 250 players you will know my point of view, thx
Title: Re: [Feedback] Maps on official servers
Post by: Xeen on June 10, 2012, 09:51:14 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on June 10, 2012, 06:22:03 pm
Happy summer Mustikki!
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 10, 2012, 09:21:13 pm
Heh heh.  Happy summer Jacko :)
Enjoy your free time!

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Xeen on June 11, 2012, 09:23:13 am
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.

Title: Re: [Feedback] Maps on official servers
Post by: celti on June 11, 2012, 09:51:52 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Peasant_Woman on June 12, 2012, 12:10:20 am
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.

This is exactly how not to give feedback on a map. Neither of you mentioned a single reason why the map is so bad, and I really wish you had because then I might have changed it sooner.

So what is actually the problem? List off some specific things about the map which annoyed you and others while playing and maybe I can make it more fun, if it's beyond saving then by all means remove it.
Title: Re: [Feedback] Maps on official servers
Post by: Knute on June 12, 2012, 02:30:00 am
Fort Ruin map did kill the server population last night, here's why:

-attackers spawn way too far from castle.

-lower castle area without entry points was confusing, people ran to main gate then ran around it and it took them a while to find the ladder and back entrance.  By that time, no hope of maintaining multi from previous map so a bunch left.

-flag location not very clear

It looks really interesting though, lots of rooms and jump puzzles to explore once the spawn location is fixed.
Title: Re: [Feedback] Maps on official servers
Post by: LordBerenger on June 12, 2012, 04:43:41 am
Needs new maps on official servers for Battle ASAP. I just played today and it dawned on me. I have been playing the same maps for a long time now over and over again. How about putting in some good maps such as Chagans River Delta 2 i believe it was called. Perfectly balanced for every class. And lots of space for cav to maneuever around.
Title: Re: [Feedback] Maps on official servers
Post by: FRANK_THE_TANK on June 13, 2012, 12:25:44 am
Sorrow anchorage, remove remove remove.

Cheers
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 13, 2012, 01:23:48 am
Sorrow anchorage, remove remove remove.

Cheers

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.
Title: Re: [Feedback] Maps on official servers
Post by: Ozin on June 13, 2012, 02:02:08 pm
Peasant_Woman, you need to change the front gates of your new siege map, it's currently unbreakable  :lol:
No wonder why it got voted down. Also move the attack spawns a little closer, maybe a ladder close to the front gate as well.
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on June 14, 2012, 04:17:01 pm
Can you please remove certain "glitchy" maps until devs (cmpx) fix the issue.

I'm talking about maps like Tropical, that map with two "trap" passages, open plains map with problematic river etc.

Also remove that shitty NA map from EU servers, Motte and Bailey 2. Thank you!
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 14, 2012, 08:04:11 pm
Cant touch on maps in EU servers untill chadz set's up the ftp accesses at the new server.

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)?

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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on June 14, 2012, 08:44:17 pm
Cant touch on maps in EU servers untill chadz set's up the ftp accesses at the new server.

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)?
Tropical got one of it's ramps bugged so you float like you do on a broken siege tower on it.
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on June 21, 2012, 10:13:10 pm
Please remove Grunwalder castle C from NA2 Siege. It's a castle with a big hill and flag at top in back, so fucking tedious. Attackers spend like 45-60 seconds running up from spawn to flag to get to combat at top, then repeat.

No  layers, no interesting chokes, and no important gate controls, just one bigass hill. Easily the most boring map in rotation.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on June 21, 2012, 10:44:47 pm
I do agree about being careful not to put too much uphill on maps.  Short uphill runs are acceptable but running (er....."slothing") uphill for too long is just not fun for players.

Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on June 25, 2012, 03:20:02 am
"Ridoma Castle" coming up basically twice in a row on NA2 rotation.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 26, 2012, 10:57:50 pm
I will go through the new maps in next coming days (in submission threads).

Removed double maps from siege.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on June 27, 2012, 02:37:33 am
Do you guys have access to put up new maps yet Mustikki?
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 27, 2012, 06:29:40 pm
Yes, for some of the EU servers (only chadz, cmp & me) and for all NA servers.

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)
Title: Re: [Feedback] Maps on official servers
Post by: STR_Mendosa on June 27, 2012, 06:40:49 pm
Yes, for some of the EU servers (only chadz, cmp & me) and for all NA servers.

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)
Ok Boss.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on June 27, 2012, 07:00:46 pm
EDIT - thought that was mine but dont think it is....

Mustikki, on Devonshire, there is an unmarked edge but literally attackers would have to spawn, turn around, and run for like 1min+ to get to it, do i need to alter that?
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on June 27, 2012, 07:09:43 pm
Obviously its not in a place where people will fight or infantry set an ambush, so its not relevant.

Also, it is good to limit some of the area with invisible barriers at certain cases, but try to add there a hint where the access is not allowed by i.e. fences.
So if somebody stray there, he recognizes it next time.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on June 27, 2012, 07:13:05 pm
Righto.  Made mine clearer anyhow with some fences...

Oh, and sweet about access to the servers....I can't wait to see how Rochester & Devonshire play out so I can make any adjustments I might need to.
Title: Re: [Feedback] Maps on official servers
Post by: Tydeus on July 07, 2012, 03:16:53 pm
In Commercial City you can easily get stuck between the wooden staircase and the wall it's parallel to. Please fix it as it's one of the few decent town/city maps we have. Also, sticky this fucking thread.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on July 08, 2012, 07:55:53 am
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.

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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 08, 2012, 02:55:18 pm
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.

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.
lol no
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 08, 2012, 10:02:24 pm
Jacko please re-add Hun in the sun, that ladder was epic, why you wanna remove that shit?  :|
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 08, 2012, 11:14:33 pm
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 Cav
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 08, 2012, 11:23:28 pm
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 Cav
Reason he stated was him hating on the ladder up to the giant statue.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 08, 2012, 11:26:26 pm
Reason he stated was him hating on the ladder up to the giant statue.

Thats just an excuse for disliking the map (((, that should be fix with a small tweak by Chagan hopefully.

What we need is bigger village maps, I can went to the enemy spawn within 25 seconds or less during round start, which mean i can couch someone to death in first 20 second of the round if i ride a courser, this will helps people not to respawn twice (cheat) and will offer more team work. This will also make infantry happy because bigger map = Cav takes more time to go to enemy spawn
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 08, 2012, 11:28:50 pm
that should be fix with a small tweak by Chagan hopefully.
Shouldn't be fixed, it ain't a fucking issue.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 08, 2012, 11:31:40 pm
Shouldn't be fixed, it ain't a fucking issue.

thats sad to hear..back to rage ball as infantry ;p
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on July 08, 2012, 11:40:35 pm
Beside the ladder, the map is fine. Remove the ladder and the map will be re-added.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 09, 2012, 12:07:01 am
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)

I think Chagan updated the mirage map with the spawn, so they should be ok now just like what Mustikki is expected, to be honest that is my favourite map when i was infantry long time ago  :
visitors can't see pics , please register or login


I removed the ladder in Hun in the sun, please add these maps back to rotation please Jacko

http://www.mediafire.com/?xaxlgrqzj73l1j5
Title: Re: [Feedback] Maps on official servers
Post by: Sagar on July 09, 2012, 12:13:43 am
All new map on EU2 siege server are totally retarded. Remove them or try to fix them. As assault is impossible to take 90% of castles. Also add more ladders or secret passages for assault team, because all maps are easy win for defenders.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 09, 2012, 12:45:03 am
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?
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 09, 2012, 01:43:46 pm
No offence but those retard random plains maps are aka random hills / moutains, completely unplayable for Cav
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 09, 2012, 02:25:35 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 09, 2012, 10:43:20 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 09, 2012, 10:45:14 pm
Oh, and Jacko, just wanna say, I love trouble in the neighborhood, probably the best town map around (that one with pits is the 2nd), love your other town map too, that one everyone hates, so great work making those (all other town maps are shit).
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on July 12, 2012, 11:24:22 pm
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?
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on July 12, 2012, 11:41:44 pm
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?
Amen
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 13, 2012, 12:01:03 am
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?

Teeth is "Ruins by the River" and "Field by the river" the same map?  :idea:
Title: Re: [Feedback] Maps on official servers
Post by: Tavuk_Bey on July 13, 2012, 12:03:00 am
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

you can't spawnrape and rejoin on that map, huh? probably that's why you're bitching
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on July 13, 2012, 12:13:03 am
Yes, I agree with you guys. Been playing it the last couple of days and it's a boring map, removed.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on July 13, 2012, 12:25:13 am
Teeth is "Ruins by the River" and "Field by the river" the same map?  :idea:
No, these are two different maps.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 13, 2012, 09:58:40 am
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:
Title: Re: [Feedback] Maps on official servers
Post by: Tavuk_Bey on July 13, 2012, 11:43:15 am
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..
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on July 13, 2012, 11:53:22 am
There is no "maps must be made in a specific way to cater to a class", if you think that then you're foolish. Cavalry gets no special treatment, neither does infantry or ranged, they simply adapt and get on with their lives.

Suiciding is considered leeching (see the common sense rule), and will get you temporarily banned.  Or just banned.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 13, 2012, 01:51:53 pm
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..

My way of suicide is not leeching, I will at least fight and kill some people before I die, auto running is what we called auto running leeching, in my way kamikaze is not leeching at all. As long as i am fighting, not afk from my keyboard and charge into the enemy that is not leeching

Riding a horse charging into enemy is not against the server rules, leeching with a horse are you kidding me>?
Title: Re: [Feedback] Maps on official servers
Post by: a_bear_irl on July 15, 2012, 08:00:02 pm
attn: whoever, stop fucking up good maps by turning them into bridge fights
Title: Re: [Feedback] Maps on official servers
Post by: Rumblood on July 16, 2012, 08:48:31 pm
After reading Digglez rage post, I decided to come look at the constructive feedback he provided in the official servers maps feedback thread.

<still looking......>
Title: Re: [Feedback] Maps on official servers
Post by: yurah on July 22, 2012, 07:25:27 am
Really needs more infantry/arena maps
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on July 22, 2012, 03:00:24 pm
battle?  yeah....watch the cav rage lol

i willmake a battle map soon that is maybe decent for all classes..we'll see
Title: Re: [Feedback] Maps on official servers
Post by: Rhekimos on July 22, 2012, 03:14:43 pm
battle?  yeah....watch the cav rage lol

i willmake a battle map soon that is maybe decent for all classes..we'll see

There's very little rage, I go as a limited footman on my character numerous times.

If you can make a map that is equally fair for all classes, you will be a great map maker.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on July 22, 2012, 04:05:57 pm
If you can make a map that is equally fair for all classes, you will be a great map maker.

No fantasy maps.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on July 22, 2012, 07:57:25 pm
LOL
Title: Re: [Feedback] Maps on official servers
Post by: FrugFrug on July 23, 2012, 04:12:03 am
:lol:
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on July 23, 2012, 05:30:14 am
Bertreford Keep Siege map on NA2, still broken as hell.  Attackers spawning INSIDE the castle and on the walls.  Guaranteed loss for defense
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 23, 2012, 02:32:12 pm
Was playing Crop rotation last night, it works out pretty good as it more or less forces a team to stick together.
Title: Re: [Feedback] Maps on official servers
Post by: Lt_Anders on July 24, 2012, 12:33:55 am
Bertreford Keep Siege map on NA2, still broken as hell.  Attackers spawning INSIDE the castle and on the walls.  Guaranteed loss for defense

Aye. REALLY REALLY bad map. Fix spawns minimum!
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on July 24, 2012, 06:35:13 pm

Ira Pila rage ball map is way too small, not just me alot of other people think its a boring map too. Map is very bad for archers and ranged as there is not enough spaces for them, also  flooded_stadium is remove from rage ball?

Rage ball needs bigger maps, map size like Rageball stadium is ok, but this one is just 1/3 size of Rageball stadium.
Title: Re: [Feedback] Maps on official servers
Post by: TucKMuncK on July 27, 2012, 02:50:05 pm
Name of this map?!
(click to show/hide)

S stands for Spawn. There is those 2 ruins mid of map. Yellow is like road

Its on eu1 map rotatiton
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on July 27, 2012, 03:01:45 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 27, 2012, 03:09:04 pm
Hey eh, I'd appreciate it if you removed/blocked some of the ruins in ruins, it's really annoying whenever one teams ranged decide to all gather up in one of them where they're completely fucking unreachable, I was playing that map earlier today, with like ten ranged all gathered in the same ruin with one melee player up there as well, was completely unattackable, maps shouldn't have safe spots for ranged to brainlessly snipe without having to watch out for other players, and please remove map with those two accessible towers which is always a flag camp if 1 maul guy and an arbalester gets up in a tower, I doubt I'm the only one who finds waiting for the flags every round extremely boring.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 27, 2012, 03:11:26 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on July 27, 2012, 03:19:03 pm
 Tuckmunck:

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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on July 27, 2012, 03:26:19 pm
Tuckmunck:

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.
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?
Title: Re: [Feedback] Maps on official servers
Post by: Andswaru on August 04, 2012, 06:51:40 pm
Wish to QQ about the removal of the Conan Ruins map! Bring it back, was easily one of the best maps in rotation!

And while im here add two damn entries to the ship on battle on ice, one team can still camp that ship far too easy.
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on August 07, 2012, 05:23:57 pm
need more ranged map, too much cav/ infantry map
Title: Re: [Feedback] Maps on official servers
Post by: Winterly on August 07, 2012, 06:31:02 pm
Fenada C has some uneven terrain problems...(one of the spawns where it is an open flat field, there is a huge reduction in movespeed as if we were walking on ladders)
Title: Re: [Feedback] Maps on official servers
Post by: Ricky77 on August 08, 2012, 12:11:53 am
ADMINS/DEVS/chadz why did u do this. this was one of my favorite maps for this reason. same with many maps lately. why take the fun out of the map into boring strait mele
Title: Re: [Feedback] Maps on official servers
Post by: Silicium on August 08, 2012, 12:15:28 am
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square..
Title: Re: [Feedback] Maps on official servers
Post by: Miwiw on August 08, 2012, 12:15:41 am
river village map?
Title: Re: [Feedback] Maps on official servers
Post by: Ricky77 on August 08, 2012, 12:16:32 am
river village map?

NA MAP . my favorite till they blocked off the fun part
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on August 08, 2012, 12:46:25 am
I blame Shik.
Title: Re: [Feedback] Maps on official servers
Post by: Bjord on August 08, 2012, 12:46:59 am
chedz y u do dis
Title: Re: [Feedback] Maps on official servers
Post by: Nightingale on August 08, 2012, 12:48:02 am
 :| I am not sure I know what he is talking about.
Title: Re: [Feedback] Maps on official servers
Post by: Silveredge on August 08, 2012, 04:31:29 am
It's the map that is centered around a tower with door's on either side for both teams.  Everyone races to the tower and it's heavily contested.  The map really revolves around the tower.  There is was something for everyone.  Now it's just a cav map since they made the door's unusable now.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on August 08, 2012, 05:44:59 am
Posts like the original post here are the real treat of map making/editing.

 :mrgreen:
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on August 09, 2012, 12:50:51 am
Death to the towers in that map, totally fucking retarded flagcamp!
Title: Re: [Feedback] Maps on official servers
Post by: ThePoopy on August 09, 2012, 05:11:17 pm
slezkh c

can still get up on this roof
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: [ptx] on August 09, 2012, 06:38:44 pm
(click to show/hide)
Winewic castle is imbalanced, attackers win 9/10 times or more.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on August 10, 2012, 04:55:26 pm
Free babes in the barn! weed in the garden!
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on August 10, 2012, 07:48:36 pm
Jacko, how about resetting votes or adding the option to change the votes once you change the poll?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on August 10, 2012, 08:05:37 pm
The poll  was changed when I merged the threads...
 
 :lol:
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on August 10, 2012, 10:17:48 pm
You still got the power to clear the polls votes
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on August 11, 2012, 12:47:54 am
Lies and slander!
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on August 22, 2012, 11:56:14 pm
Battle Map Pagundur C is quite unbalanced and tedious.  One side spawns closer to all the buildings and next to a building they can jump onto that the other team has to walk by the guantlet of 5-10 archers that have hopped up there already.

Every single round the team that spawns on the village side of river just grabs as many xbows as they can and camps that stupid house.  Move the house so NOONE can jump on it, or better yet, remove the map.

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on August 23, 2012, 12:27:23 am
Hmm yes I agree, thanks for reminding me. Fixed.

Edit: I finally grew a conscious and made a new poll.
Title: Re: [Feedback] Maps on official servers
Post by: Bjord on August 23, 2012, 02:43:34 am
lol jk

And fix siege spawns, some are just plain ridiculous - for example spawning in a tool shed outside of the town when half your team is dead and the enemy is capping flag. Overall spawning in the vicinity of attackers is daft, to say the least.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on August 24, 2012, 10:36:25 pm
You know that one really tiny castle map where the only good way to the gate involved taking the flag? and once the gate was open attackers pretty much always won, just seen it on the server 'gain, for some reason attacker spawns have been moved endlessly far backwards, I mean fuck, takes longer to run from attacker spawn to the castle than it does for a defender to respawn, WAY longer in fact, is there any reason for this change?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on August 24, 2012, 10:40:25 pm
Map name..
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on August 24, 2012, 10:53:29 pm
No idea, it's some native one, got that one gatehouse that you can jump through, winch is inside the gatehouse bottom area, you really should know which map I'm talking about map queen.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on August 25, 2012, 12:10:32 am
he's probably talking about Hailes..which has always been boring as shit
Title: Re: [Feedback] Maps on official servers
Post by: Andswaru on August 30, 2012, 10:58:33 pm
Map name: Attack on a caravan.
Complaint: Spawns are unbalanced, one team gets a nice wagon circle spawn right next to the bridge, which means archers can camp there and shoot the bridge, other team has only open fields. I demand justice for the field team.
Title: Fix request: Siege - Rindyar
Post by: Digglez on September 04, 2012, 03:59:26 am
Right side of castle as defender, there is a spawn on the actual wall that makes you fall over the side.  You basically spawn on the slanted wall and fall to your death.  Its especially bad if another person spawns there at the same time.

Please fix

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Title: Re: [Feedback] Maps on official servers
Post by: FrugFrug on September 05, 2012, 10:51:22 am
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.

I know this post was a long time ago, but I just wanted to say I've never had a map on the servers. (atleast not yet!)
Title: Re: [Feedback] Maps on official servers
Post by: zagibu on September 06, 2012, 11:52:45 pm
What's so bad about Ridoma? It doesn't seem too unbalanced when I play it.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on September 10, 2012, 05:04:32 pm
Some horribly bugged map just appeared on EU_4, name is unknown scene.
Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on September 10, 2012, 08:30:59 pm
Some horribly bugged map just appeared on EU_4, name is unknown scene.

Only chadz got access to EU 4 for full 3 months now.

If you could take a screenshot of the map, that would help us to get known the map.
Title: Re: [Feedback] Maps on official servers
Post by: Chagan_Arslan on September 20, 2012, 12:38:23 pm
watergate_ats got lots of invisible borders everywhere, so unless you fight in the center your up for some surprises ;/
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on September 20, 2012, 01:01:30 pm
Bring Iron Mine back! Awesome and fresh map.
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on October 15, 2012, 01:41:48 pm
Why you remove doors from this map ? You don't like xbows/my old friendchers in da tower ? or epic fighting on the stairs ?
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Title: Re: [Feedback] Maps on official servers
Post by: Digglez on October 18, 2012, 02:28:45 am
What's so bad about Ridoma? It doesn't seem too unbalanced when I play it.

85% of the fighting is in a 20x20 space at the flag....thats terrible map design.

Title: Re: [Feedback] Maps on official servers
Post by: zagibu on October 18, 2012, 03:51:55 am
Yeah, I see what you mean. Many maps are like this, though. Only a handful maps would remain if this was a new acceptance criteria.
Title: Re: [Feedback] Maps on official servers
Post by: Bjarky on October 21, 2012, 02:27:30 am
pls fix Comercial City, u can jump glitch to get on the walls and high roofs on the map now, pic:
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Title: Re: [Feedback] Maps on official servers
Post by: Mustikki on October 22, 2012, 11:14:08 am
pls fix Comercial City, u can jump glitch to get on the walls and high roofs on the map now, pic:
(click to show/hide)
Fixed on last nite ;)
Title: Re: [Feedback] Maps on official servers
Post by: a_bear_irl on October 28, 2012, 10:08:02 pm
attack on a caravan was 100x better before you turned it into a bridge-fight, unfuck it tia
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on October 28, 2012, 11:02:25 pm
Pagundur still in rotation, despite being acknowledged as heavily favoring side that spawns in village & has roof camping building.

Slezkh is another crap one, where 1 side can get onto a huge roof and has high ground overlooking majority of the map
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on October 28, 2012, 11:57:58 pm
Pagundur is removed, Slezkh should be fixed (roofs blocked). Let me know if it isn't.
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on October 29, 2012, 01:19:54 am
Pagundur is removed, Slezkh should be fixed (roofs blocked). Let me know if it isn't.

for NA as well?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on October 29, 2012, 08:25:07 am
Yes, even for NA  :) 
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on October 29, 2012, 01:49:11 pm
attack on a caravan was 100x better before you turned it into a bridge-fight, unfuck it tia
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on October 31, 2012, 04:45:55 pm
Here is yet another unbalanced strat fief village map, not sure of the name though.

My first screenshot with the name didnt get taken. 

So basically the team that spawns near hills (left side of screenshot) gets easy access to 2 sniper roosts and other side has nothing comparable and must go around the enemies side of the map to even try to gain access to them.
This map also has the hallow barn with hay that people can hide in.



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Title: Re: [Feedback] Maps on official servers
Post by: Jacko on October 31, 2012, 05:17:41 pm
Hmm, no name?
Title: Re: [Feedback] Maps on official servers
Post by: genric on November 04, 2012, 06:49:42 am
Abusing the pike by attacking through a solid door.
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can you make doors actually solid? cause it's really annoying to be killed without being able to do anything about it. People punch and use shields to defend doors all the time too. Is this cause of the broken pike physics?
regardless ARGE
Title: Re: [Feedback] Maps on official servers
Post by: Gnjus on November 04, 2012, 01:25:52 pm
This map is abysmal and (along with a few others) should be removed from rotation:

(click to show/hide)


Steep hills and completely unrealistic terrain for fighting.
Title: Re: [Feedback] Maps on official servers
Post by: LordRichrich on November 04, 2012, 08:03:30 pm
Anor Stronghold. Who the fuck has a castle where the defenders don't have direct access to gatehouse?
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on November 04, 2012, 08:55:00 pm
Gnjus, map name?
Title: Re: [Feedback] Maps on official servers
Post by: Gnjus on November 05, 2012, 08:12:01 am
Gnjus, map name?

Unfortunately I don't know.  :P
Title: Re: [Feedback] Maps on official servers
Post by: bredeus on November 05, 2012, 10:35:16 am
next time do qmd on the map to find out
Title: Re: [Feedback] Maps on official servers
Post by: Andswaru on November 06, 2012, 02:34:12 pm
Bring back canals of our city map!!
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on November 06, 2012, 02:51:46 pm
As it is now we play the same, lets say 25 maps over and over most maps are fine but overplayed.
pls add more make it like its rare to see the same map in a week of  average playing time.

i mean there are enough maps to expand the rotation to like 100+ maps (and im talking not about unbalanced crap maps)

some examples of good maps (ye theyre not all good for cav but i mean wouldnt it be good if theres more variety of maps in the roation? i dont want only inf or only cav maps make a good mix)

-canals of our city
- maaseutu 1
-iron mine :)
-more random flat maps to compensate the mix of inf and cav maps
-battle in swadia
-mountain warfare

there are a lot more

those maps can all be found on eu_crpg_imperiale and there are lot of people who like to play em.

Title: Re: [Feedback] Maps on official servers
Post by: Largg on November 06, 2012, 09:19:36 pm
Could map "Pueblo village" be removed from EU1 rotation? I find it absolutely horrible map, especially when the server is packed with 100+ people. Feels I'm not alone with not liking it, most of the comments when that map comes are negative. Might be suitable map for smaller servers but not EU1.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on November 07, 2012, 01:05:17 am

Yeah ther could be more maps at the same time in the rotation.

I would also add

Ruined fort (native)

and lots of old maps from here: http://forum.meleegaming.com/scene-editing/finished-maps/
especially Salminens Lookout
and most of Thranduils maps are nice if I remember correctly

Also I miss the round desert town (dont remember name)

Title: Re: [Feedback] Maps on official servers
Post by: karasu on November 11, 2012, 12:21:41 am
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.

The map lacks everything that makes a siege map enjoyable, and should be removed asap.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on November 15, 2012, 03:46:26 pm
Gone for a week, might look in on the forum, but will have no way to look at maps or do any map related stuff.

Don't do anything I wouldn't do.
Title: Re: [Feedback] Maps on official servers
Post by: Muki on November 17, 2012, 02:25:14 am
What with all the torches being readded into the NA maps? FPS is dropping below 100 more offend now
Title: Re: [Feedback] Maps on official servers
Post by: Digglez on November 19, 2012, 01:26:44 am
Please remove Fenada C from NA Battle rotation.  Downhill spawn has about 500 meters of buggy sticky glue trap quicksand out of spawn they have to walk thru to get to town.  By that time, enemy team is already into THEIR side of town and cav is raping guys walking at 1/4 speed.  Map is broken & unbalanced.

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: a_bear_irl on December 04, 2012, 03:34:25 am
down by the river needs some serious work, the entire "northern" half of the map is one big archer campsite because the hills can be walked up, and the main infantry fighting areas are hilly (sure sign of a bad map)

screenshots from badplayer

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Title: Re: [Feedback] Maps on official servers
Post by: Fips on December 04, 2012, 06:03:44 pm
EU2: Unnamed bridge: Pls remove this instantly.

There is ONE way to flag. 2 Players (Shielder + Mauler) can defend the flag all by themself. I don't even know why someone would put this abdomination into the map-cycle. I could list a couple of other things why this map is crap, but i think i really don't have to.

Things that might make it better: Another spot for the flag or at least 1 other, sneaky, way directly to flag.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on December 04, 2012, 08:20:31 pm
It's not suppose to be on the rotation. Most likely some bug is causing it. Due to our recent technical issues, the function we'd use to solve this is down temporarily. No ETA on fix.
Title: Re: [Feedback] Maps on official servers
Post by: Thranduil on December 05, 2012, 05:26:45 am
NA1

(click to show/hide)

I forget the name of the map. It's been around since the beginning of time. It comes before Kulum C in the rotation. Anywho, barrier fix needed around that arena wall in the center. Scrub got out from there.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 05, 2012, 03:51:36 pm
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?
Title: Re: [Feedback] Maps on official servers
Post by: a_bear_irl on December 07, 2012, 11:16:01 pm
na battle

jayek c and the map that comes immediately before it (named herman castle or something) are awful and should be removed for having hilly fighting areas
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on December 09, 2012, 11:33:33 am
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?

Yes, it's updated, not sure if it "works" or not, but so far I haven't had anyone screaming about it.

Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 10, 2012, 11:12:57 pm
So, how horribly broken is it this time? Just noticed you removed it.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on December 11, 2012, 12:29:09 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 11, 2012, 03:20:28 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on December 21, 2012, 03:16:08 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on December 21, 2012, 06:35:44 pm
native village is very imbalanced -- one team spawns inside the fortress and the other spawns outside in an open field, like a siege map.  fortress team has a much higher win percentage.

i propose moving the inside spawn to outside, and add a few ladders for them.
Title: Re: [Feedback] Maps on official servers
Post by: zagibu on December 25, 2012, 02:56:54 am
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.

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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 26, 2012, 04:02:59 pm
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.

The map lacks everything that makes a siege map enjoyable, and should be removed asap.
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.
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on December 27, 2012, 02:17:56 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 27, 2012, 05:25:43 pm
The ladders in Small_Village_ATS are horribly broken, the double ladders kill people who fall in between them.
Title: Re: [Feedback] Maps on official servers
Post by: zagibu on December 29, 2012, 05:39:25 am
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.

It works like this: You notice problems in a map, you report them, the map maker learns from his mistakes and makes better maps in the future. Maybe he can even fix the problems in the current map, but if the basic layout is flawed, maybe the map will be removed and a next, better map will be hosted for new feedback.

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".
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on December 29, 2012, 12:57:46 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on December 29, 2012, 11:17:05 pm
Two things...

1 - the map makers do need better feedback, and the map devs need more control so they can get new maps up on the servers/updates up to the servers.

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.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on December 30, 2012, 02:11:44 am
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.

How do you think maps get 'approved'? Dice throwing? Maps get approved by me and or Mustikki. Sometimes we even ask people for a second opinion.
There will never be a committee, or voting or anything resembling a democracy for normal maps that are submitted by users. That's reserved for our arbitrary and cruel judgement.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on December 30, 2012, 04:19:59 am
oh, i didn't know there was even that step...that's good to know.
Title: Re: [Feedback] Maps on official servers
Post by: IG_Saint on January 05, 2013, 07:30:23 pm
Horis hold on siege needs to be removed imo, it's the underground one with all the doors. It's far too cramped for 80 players and spending most of your time hacking down doors or just waiting for the huge stream of players to file through those doors just isn't any fun. Underground/indoor maps just don't work very well on siege.
Title: Re: [Feedback] Maps on official servers
Post by: Miwiw on January 05, 2013, 10:15:02 pm
Map: Anor Stronghold

Attackers simply put a siege equipement there, to get up and to the flag. I'm not sure and rather doubt that it is meant like that?

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on January 07, 2013, 08:35:31 am
Serindiar c allows for a shitload of roofcamping, please fix all the roofs/remove it.
Title: Re: [Feedback] Maps on official servers
Post by: Leshma on January 09, 2013, 02:40:59 pm
Spawned inside the castle, right next the gatehouse as attacker. What kind of sorcery is that?
Title: Re: [Feedback] Maps on official servers
Post by: Miwiw on January 12, 2013, 06:29:18 pm
(click to show/hide)

Map: Port Assault. I lagged in that bug... couldnt get out.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on January 12, 2013, 07:29:52 pm
Ruins is bugged, there is a tiny spot you can get stuck, inbetween a small pile of like three cubes of rubble and the hole in a broken wall, it's on the side of the ruins with the village. with the village.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on January 13, 2013, 11:20:24 pm
I'm not sure if getting stuck in super obscure places is that big of a problem.  Probably not worth worrying about.

Crossposting from the Boring Maps general thread: look at the native battle maps, then look at native village.  Native village maps are just meant to add variety to the singleplayer game.  They are maps made by the dozens by M&B staff.  All feature a non-terraformed random terrain, most with huge cliffs (which shouldn't be able to be scaled when they are 70 degree sheer cliff faces) and a smattering of houses.
(There are a few really, really good native village maps...dhibbain is a good one, for instance)

Compare the shitty village maps with native BATTLE maps.  Pretty much all of them are on the server, classics like Ruins, Farm By The River, Battle On Ice, Arena, etc.  I'm sure that EVERYONE prefers those maps to Rydjef c where half of the terrain is cliffs and the gameplay slows to a crawl for the duration, with lots of stupid looking cliff battles that aren't realistic at all.

It's unrewarding to make my great maps best in crpg (Pitfalls, Tropical, Glacier Valley) because they are played just as frequently as the 100 shitty village maps which swamp the maplist.  Amazing balanced maps like Battle Of The Mounds, Field Battle, or Dunes are buried in a sea of shitty village maps.

SUMMARY:::

There needs to be incentive to make good maps (gold, loom pts from chadz) and better maps should be played more frequently in rotation than Random_Village_Map_83

One more tidbit:: No one is going to get their feelings hurt when a native village map is removed.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 25, 2013, 04:45:09 pm
Well, I agree with you. One of the reasons we had to implement village maps was because the regular battle maps were being played to death. This is slowly getting changed, with the latest influx of new maps. I know for a fact that there is about 30 less village maps then a week ago (you can thank mustikki for that), and more is probably to follow.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on January 25, 2013, 05:35:20 pm
Some of the village maps are very fun to play in my opinion, I remember a while a go there wasn't a single village map in the rotation and I was so happy to see a few of them again. Does the QMD stuff work these days? Just filter the bad ones out using those ratings. I find that most village maps that do not have ridiculous hills actually offer some good gameplay for all classes.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 25, 2013, 06:07:19 pm
QMD/U serves no purpose, no.
Title: Re: [Feedback] Maps on official servers
Post by: obitus on January 26, 2013, 12:33:23 am
QMD/U serves no purpose, no.

just use my personal QMDs and QMUs and the maplist will be sweet  8-)
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on January 26, 2013, 12:44:10 am
Mericans..   :lol:
Title: Re: [Feedback] Maps on official servers
Post by: obitus on January 26, 2013, 08:58:37 am
I would be bad at picking maps for EU servers, but I'd be happy to put together a NA rotation 8-)

I love the 8-) icon.  So fucking smug  8-)

BTW my new map for the contest is already better than I imagined it.  Smug as hell about it, I will give teaser screens soon  8-)
Title: Re: [Feedback] Maps on official servers
Post by: Tindel on March 13, 2013, 04:30:13 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 14, 2013, 05:14:50 am
Rduna C is a really terrible native map.  Almost pure cliffs.
Title: Re: [Feedback] Maps on official servers
Post by: Daunt_Flockula on March 14, 2013, 07:08:30 pm
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

+1

Basically, it's so exhausting for attackers that you have to spend nearly the entire initial lump of 4 minutes to get inside and you get only 1 shot to even reach the flag thereafter, let alone claiming it.

Please remove Unnamed Bridge on EU2 as well. The map doesn't make sense at all. There is only one ladder for attackers to use. After that, it is 'open the gate', keep flowing in and it becomes a battle map fought on a narrow corridor for you. From then on, it is a constant clusterfuck to reach/defend the flag. Surely not the way a siege map should be designed.

I could say that these two maps particularly represent the two extreme ends which should be avoided in siege maps. The former is too damn difficult to attack, the latter too damn easy (although there is the clusterfucking element involved too due to the very short distance between attacker spawn and flag).
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 16, 2013, 08:27:52 am
Prison Break (although ingame it's misnamed) brings extreme complaints, to where admin forced changemap to Ruins.

Still havent seen Chasm, if it's after in rotation its hard to get to heh.  I've played Fedner c like 7 times since the patch.
Title: Re: [Feedback] Maps on official servers
Post by: Muunilinst on March 16, 2013, 02:32:05 pm
ye put prison break out. it has too much bugs atm. i try to fix them when i find some spare time.
Title: Re: [Feedback] Maps on official servers
Post by: Berserkadin on March 21, 2013, 01:21:35 pm
EU2 has gotten a lot of really boring and retarded maps lately.
Title: Re: [Feedback] Maps on official servers
Post by: Viriathus on March 21, 2013, 01:24:57 pm
I think its time to stop messing arround with the map rotation guys, bring out the simple siege maps again.

AND REVIEW SOME SUBMITED SIGE MAPS! some are realy great!
Title: Re: [Feedback] Maps on official servers
Post by: LordRichrich on March 23, 2013, 02:35:56 pm
Blank 6, siege map, the wooden awnings on front battlemnt making fighting impossible
Title: Re: [Feedback] Maps on official servers
Post by: no_rules_just_play on March 25, 2013, 11:55:29 pm
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)
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 30, 2013, 02:24:19 am
NA1 rotation needs some more variation.

New maps should be given places earlier in the rotation.  Native villages should be near the end of the rotation.

The only map worthy of being in rotation multiple times is something like Battle of the Mounds where every class loves it, or Arena where rounds are very short.

I am still not sure why Arena isn't in rotation.  Maps with short round durations are definitely preferable.  If a map is polarizing (and most are) it's GREATLY preferred to have short rounds.  When a map goes 7 minutes a round and goes 7 rounds its damn near an hour of the same map.  This is frustrating for a lot of players besides me I'm sure.
Title: Re: [Feedback] Maps on official servers
Post by: Jarold on March 30, 2013, 03:51:38 am
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 would prefer if they just mixed up all the maps so that there is variation.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on March 30, 2013, 10:23:56 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fips on March 30, 2013, 10:43:21 am
I could imagine that the fucked up names also affect the actual map-cycle.

I see many new map-names when i qmu/qmd maps, but they are never actually played. For example, Helms Deep is in the Siege-Cycle as some native desert-map, but since the latest hotfix i haven't seen it on the server (And the log showed i downloaded the latest version, so why delete it from the cycle?).
Title: Re: [Feedback] Maps on official servers
Post by: obitus on March 30, 2013, 10:06:17 pm
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.

This isn't entirely accurate.  Maps near the beginning of the cycle are played more often due to server restarts.  Some maps are in the rotation more than once, like Crop Rotation (good map at least).  I think it's actually rather rare to get to the end of the rotation, since maps can last ~45 minutes sometimes and the server usually restarts before ever reaching 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?

It goes down a list.

I too dislike the similarity of maps, most notably the native villages.  To combat this I always make maps with unique settings, just to show how much maps CAN vary the gameplay.

Maps are quite honestly the worst part of this mod.  I am so happy to see *ANY* new maps.  One of these days when I play native_village_93 for the 500th time I am finally going to snap and start slaughtering my team until I get banned for a week
Title: Re: [Feedback] Maps on official servers
Post by: Turboflex on April 02, 2013, 11:37:57 pm
This "Bay Keep" map is now a campfest for the team that spawns closer to this building. Please remove or fix this.
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: no_rules_just_play on April 07, 2013, 12:22:17 am
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
Title: Re: [Feedback] Maps on official servers
Post by: CrazyCracka420 on April 08, 2013, 04:46:47 pm
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.


Funny because on NA1 I always seem to play 4 or 5 "enclosed" maps in a row, which pretty much make cavalry useless.  I honestly don't mind having these maps in the rotation (if it means actual battle maps get played as well), I just wish the map rotations were randomized more often, because we keep getting closed off maps 4 or 5 in a row.
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on April 18, 2013, 02:14:48 pm
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.
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on April 18, 2013, 03:45:30 pm
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.
(click to show/hide)
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

This "Bay Keep" map is now a campfest for the team that spawns closer to this building. Please remove or fix this.
(click to show/hide)
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.

Fixed version: http://www.mediafire.com/download.php?p3hmxizrdmbdvqz

Now we'll have to wait on a patch  :P
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 20, 2013, 08:48:59 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fuma Kotaro on April 21, 2013, 11:14:41 pm
I've seen Native-Brunwud Castle now again after 1 year on the siege servers maybe more could you pls make it appear more often on siege?
Title: Re: [Feedback] Maps on official servers
Post by: obitus on April 23, 2013, 02:17:48 pm
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.

So Wolves Cave came on twice in the space of FOUR MAPS.  Wolves cave, shitty native village, Port Assault, shitty native vilalge, then FUCKING WOLVES CAVE AGAIN GRAAAAAAAAAAAAH DIE WOLVES CAVE BLOW THIS MAP UP.  I HAVE PLAYED IT BILLIONS OF TIMES.
Title: Re: [Feedback] Maps on official servers
Post by: Gurnisson on May 06, 2013, 03:13:19 pm
Remove RB Native Farm by Ruins. Most unfair map I ever saw. One team starts in a village-like area with tons of cover while the other team spawns in the open with absolutely no cover. It's ridiculous how unfair it is.
Title: Re: [Feedback] Maps on official servers
Post by: ICEMAN1779 on May 15, 2013, 03:39:04 am
For all you map makers. You will be lucky to have your map patch before they remove it. Been there done that..... Glad to see not a thing has changed.... Lol
Title: Re: [Feedback] Maps on official servers
Post by: ICEMAN1779 on May 19, 2013, 10:57:47 am
can you all do me a favor. let me know when they decide to start doing what they should be doing. update your freakin maps!! they're so lazy its not funny. will you take 8,12 ,18 weeks so ya. make a map. just for them to say. the map is up. then when you try to patch it. if its not perfect. they ignore you. interesting. do not waste your time on map making. for these people. tanks. been there done that.
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on May 30, 2013, 05:15:56 pm
server: EU_2
map name: blank 4
screens:
(click to show/hide)
(click to show/hide)
problem: these doors are still not fixed and attackers can open it from outside
Title: Re: [Feedback] Maps on official servers
Post by: Ramza on June 06, 2013, 11:20:13 pm
Server: NA_1
Map Name: Hraffnir Castle

Map has an exit to the outer walls. Flags spawn on the outside and are reachable only by leaving and going around the perimeter. The beginning of the round usually starts with a race to block and defend the exit through a narrow funnel underwater. The map is a focus of frustration by many players. The ones who don't leave and go out are outnumbered by the opponents who stay, and the ones that stay often have no clue that you can get to the outside.

Nearing the end of the rounds, no one is fighting. The flags spawn, but by then it's an autowin for the first team to the flags, as the trek from the inside to the flags takes longer than it does to raise the flag completely.

This doesn't always happen, but the first few rounds are always subject to complaints. It's because those who don't know of the exit leave their team with a disadvantage, as they don't have the numbers to fight the opponent if the majority of their teammates leave for the outside. Other times, they cannot contest the flag spawn and the choke point if the majority of the opponents have reached the outside and their teammates have died in an attempt to break the choke point defences.

Map Birds-Eye View:
(click to show/hide)

Flag spawn:
(click to show/hide)

Exit and choke point:
(click to show/hide)

I'd suggest closing off the the exit as it is too exploitable and changing the flag spawn location. Or make the exit a more prominent feature with a bigger gate and larger perimeter with more room to fight and a closer flag spawn.
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on July 20, 2013, 09:52:48 am
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..
Title: Re: [Feedback] Maps on official servers
Post by: Daunt_Flockula on July 20, 2013, 10:47:33 am
server: EU_2
map name: blank 4
screens:
(click to show/hide)
(click to show/hide)
problem: these doors are still not fixed and attackers can open it from outside

This please. It is annoying as hell when you are on the defending side.
Title: Re: [Feedback] Maps on official servers
Post by: Fips on July 20, 2013, 11:14:24 am
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.

@Asguardian: I've got the permission from jacko to fix his maps, so yeah, will fix that gate and move attackers spawns.
Title: Re: [Feedback] Maps on official servers
Post by: Erzengel on July 20, 2013, 11:26:40 am
Yeah, Neresto made this one, i'll ask him what the name was. It was a very good and fun map.

Please release an updated version of the old map. The new one with lots of barricades and siege shields placed everywhere just looks stupid. :)
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on July 20, 2013, 11:27:37 am
Already fixed those doors a while a go, that will surely get into the next patch. Keep in mind though that we still have to wait for chadz to patch to add any new stuff.

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
Title: Re: [Feedback] Maps on official servers
Post by: Thranduil on July 25, 2013, 06:55:01 am
So, Lakeside Abbey might have a small glitch at the church. Dunno where, but someone broke in.  :P

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on July 25, 2013, 11:07:01 am
http://forum.meleegaming.com/scene-editing/current-map-cycle-with-screenshots-(wip)/

Please take a look at this thread and look up the correct name of the map you want to provide feedback about as the ingame names are messed up.

So, Lakeside Abbey might have a small glitch at the church. Dunno where, but someone broke in.  :P

(click to show/hide)
So I've heard, couldn't replicate it but I did some invisibordering and it should be impossible post patch.

Title: Re: [Feedback] Maps on official servers
Post by: WITCHCRAFT on July 26, 2013, 08:51:13 am
Here's my likes and dislikes of the current rotation:

maps I like:

Taj Apskaft (the rarely used alleyways and peaceful courtyard area are really nice)
Crop Rotation (nice multiple route map that feels realistic)
Covered Crossing (that bridge and valley is just fun)
Down By the River (lots of cover, unique design)
Lochaven ATS
Nether (good balance of areas for each class)
Battle on Ice
Field by the River
Nord Town
Pitfalls (extremely fun without balance issues for either team)
Tumulus (open map that doesn't favor cav 100%, nice historically accurate touches)
Port Assault
Tropical (one of my favorite maps of all time, great balance. fun with 10 players, fun with 100 players)
Rajas

dislike:

Scott Seasalt (gives poor FPS no matter what settings, but I like the design)
Tulbuk's Pass (I dunno man, I just do not like it as any class)
River Village (only reminds me of the time when the tower and barn were accesible; It's okay but just not as fun anymore)
Waning Cold (too big unless the server has 50 or more players, in my opinion)
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on July 28, 2013, 12:09:54 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fips on July 28, 2013, 12:32:13 pm
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.

Your newest version is in right now, if it turns out to be bad (Which afaik should not be the case), i'll fix it, thank you =P
Title: Re: [Feedback] Maps on official servers
Post by: Falka on July 28, 2013, 10:38:57 pm
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:
Title: Re: [Feedback] Maps on official servers
Post by: Dalfador on July 29, 2013, 12:20:34 am
Great job on the maps in the new patch, keep up the good work!

 :wink:
Title: Re: [Feedback] Maps on official servers
Post by: Fips on July 29, 2013, 12:29:49 am
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:

Well, no. I know walking can be a pain in the ass, but that's a very simple and effective way to balance maps out. Helms Deep was won by attackers several times when i saw it on the server and i will continue to watch it closely to see what i need to change, but moving the spawns even closer (or at least, the ones that are a little farer, most spawns take you to the flag within 30-40 seconds and fighting starts even earlier depending on where the defenders are) will just lead to even more of a clusterfuck at the doors, which i already highly dislike. I might work around those doors with another deployable ladder and move the defenders spawns to encourage a smarter defence, but from what i've seen today the attackers spawn don't need a complete overhaul again. But anyway, it's probably too early to tell.
Title: Re: [Feedback] Maps on official servers
Post by: Prpavi on July 29, 2013, 08:21:19 pm
I'm having heavy frame drops on the map Down by the River, especially approaching the town from the river side around the tunnel leading to the main yard.

It was fine before just noticed it after the latest patch.

Cheers!
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on September 14, 2013, 11:01:35 am
Bump
Title: Re: [Feedback] Maps on official servers
Post by: Elmuri on September 14, 2013, 11:35:20 am
Is the "current map cycle" thread updated? Some of the battle maps there I see all the time, some never. For example Citadel ruins and Wolves Cave, which I like a lot seems to have disappeared (or just very bad luck). And some seem to be there few times a day, like Watergate ATS.

Maps I would get rid off:

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.

Covered Crossing - Why is there still maps that are based on one bridge?

Attack on a Caravan - Same as the last one. I find this even worse.

Dune - Has been there for too long, is getting really boring. And too open for my taste.

Field Battle - Basically same as in the previous.



Most of the other maps are interesting and have variation. Also why is native map Village not there? Imo the best native map if spawns would be fixed a bit.

There's a bit feedback for you  :wink:
 


Title: Re: [Feedback] Maps on official servers
Post by: Teeth on September 14, 2013, 02:03:35 pm
It is not in fact updated, something which I shall do today. The impression that some maps get played more often is probably due to the faulty shuffle mechanic in Warband. It cocks up all the time, like I have seen one instance where I literally played the same map twice in a row. We want to step off the shuffle system and create a fixed rotation, but every change we want to do with the rotation requires us nagging cmp or chadz for days for a server restart which gets really tiresome. An automatic restart system is planned at some point, so we are mostly waiting for that.

As for your feedback, it is much appreciated and I agree on most of your points, which is also why every map you mentioned except Dune has been out of the rotation for a while :P That's my fault for not updating that thread. Dune is an open map that actually works and it provides a good enough experience for all classes I think. It is also quite unique looking so I'd leave it in. Removing maps because we have played them for so long could be a thing we want to do when we have regular restarts, switching around multiple smaller rotations for example.

Village of course suffers from the extremely skewed spawns, which can be changed, but there are also dozens of dead end camping spots, maul/ranged camp towers will slow down rounds a plenty. I like it too though and people appreciate Native maps making a return so I might look into improving it.
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on September 14, 2013, 02:43:45 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Gnjus on October 11, 2013, 01:20:28 pm
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 browsed through the village maps and I think that (with proper spawn points placing & perhaps certain roof accessibility fixing) the following maps would be much better balanced for EU1 battles (for all the classes) then some from the current rotation:

(click to show/hide)

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on October 11, 2013, 07:09:18 pm
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.

So I guess there is some room to re-add some village maps, cause I have taken a gander as well and there are definitely a bunch out there which play very well but have been removed, some are much better than the ones we currently have. Thanks for doing a pre-selection, must've taken some effort.
Title: Re: [Feedback] Maps on official servers
Post by: Gnjus on October 11, 2013, 09:40:19 pm
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


In the past village maps weren't edited correctly. It wouldn't be a useless flood if on some of the maps I listed the spawn points were made on the right place (and a few roofs cut away ofc), they would add another dimension and the gameplay on them would be quite different then in the past, I'm 100% positive about it.
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on October 13, 2013, 02:17:49 am
I do miss the Castle of Cohen. Were did it go?
Name was Forest Attack. Still in Rotation?
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on October 13, 2013, 09:50:01 am
It was removed due to poor design with only two ways in, one of them being a ladder that was very easy to lock down, which leaves attackers to run into a maul fest like it's singleplayer siege. It needs to be modified so it has a third way in or a better option than the front ladder.
Title: Re: [Feedback] Maps on official servers
Post by: Daunt_Flockula on October 15, 2013, 11:31:30 pm
This set of wooden barriers at the attacker spawn in Hailes Castle should be revised:

(click to show/hide)

Most of the time, you spawn in the middle of it and have to walk all the way around to move on. Removing it entirely would give the defending archers a nice hunting opportunity. So, I think it would be better to place some spacing on that big wall. Two or three would do the trick neatly.
Title: Re: [Feedback] Maps on official servers
Post by: Kampfkarotte on October 25, 2013, 05:26:35 pm
I just found a thread where Chagan_Arslan posted very nice battle maps he created: http://forum.melee.org/scene-editing/natural-maps/
and it felt quite nostalgic to see them after so long time not played..
It would be awesome if at least some of them would be taken again. In my opinion, there should be much more battle maps in rotation, at the moment are just too few.
Of course, I don't want that every crap gets added to the rotation, but there are sooo many nice maps which I havent played for months/years..
The current siege rotation is very nice at the moment, cause they added several maps some weeks ago =D
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on November 05, 2013, 04:47:39 pm
Mmm fantastic castle, someone make really good workvisitors can't see pics , please register or login

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Fips on November 05, 2013, 04:58:59 pm
QQ. Problem is already fixed, just needs a hotfix from chadz.
Title: Re: [Feedback] Maps on official servers
Post by: Elindor on November 05, 2013, 05:49:58 pm
QQ. Problem is already fixed, just needs a hotfix from chadz.

December 2010
Title: Re: [Feedback] Maps on official servers
Post by: Fips on November 05, 2013, 06:04:10 pm
December 2010

I know it sucks but people will just have to live with this for a few days. I'm working on many dtv-maps right now and i really want them to be in the game next patch so shik can get to nerf the bots accordingly and maybe rework the mode itself a little.

Reason why the plain fields happen so often is that your map is still named wrong in the config (Needs server restart, might happen soon) and jacko seemed to forgot to committ on of jarolds new maps (Needs hotfix/patch).


Also i've actually heard plenty of complaints about changing the random fields! It's as close as we will ever get to a tdm =D
Title: Re: [Feedback] Maps on official servers
Post by: Zlisch_The_Butcher on November 14, 2013, 02:50:20 am
Seriously, how about putting some maps into the rotation that aren't town maps?
Title: Re: [Feedback] Maps on official servers
Post by: pingpong on November 15, 2013, 05:48:18 am
Seriously, how about putting some maps into the rotation that aren't town maps?

Bring back XP barn map!
And the rest of the old skool crpg field maps, im sure theres plenty to chose from.
Title: Re: [Feedback] Maps on official servers
Post by: Sir_Hans on November 24, 2013, 12:54:37 am
*cough*

http://forum.c-rpg.net/index.php/topic,14424.0.html


Is NA 7 (DTV) not an "official" server? Why can't I find its current maps listed anywhere?
Title: Re: [Feedback] Maps on official servers
Post by: Grumbs on December 04, 2013, 08:10:36 pm
Not sure of the name of this map:

visitors can't see pics , please register or login


You might as well delete the village and just have the ruins with paths leading to it, because the way its balanced now thats the only part people play at

My suggestions: get rid of all the water and move the ruins further away. No one wants to fight in water, and it mutes all the cav sounds.

As it is now its a very boring and predictable map
Title: Re: [Feedback] Maps on official servers
Post by: Ikarus on December 16, 2013, 01:13:41 am
I always discover these threads way too late
anyways:
http://forum.melee.org/suggestions-corner/fix-this-map-or-remove-it-from-the-rotation-asap/?topicseen
Title: Re: [Feedback] Maps on official servers
Post by: Ronin on December 18, 2013, 07:03:14 pm
MoTF in most of the maps need to be changed, with the new system they sometimes spawn too closer to one of the teams; leaving the other at a big disadvantage.
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on December 18, 2013, 07:16:34 pm
First round MotF is a bug. Changes have been made to make MotF spawn much quicker and more often, but the script has no round based delay. Which means that the game thinks that the requirements for MotF spawn have been met at the start of the first round because people are later to join because of maploading. This should get a fix at some point.
Title: Re: [Feedback] Maps on official servers
Post by: Ronin on December 18, 2013, 08:22:03 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fips on December 18, 2013, 08:23:02 pm
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.

Not quite. Might become permanent with edited motf.
Title: Re: [Feedback] Maps on official servers
Post by: Jacko on December 18, 2013, 08:28:33 pm
Actually, it's something we've been discussing for a long time, lucky break for us to see it implemented like this.

 We are hoping, if it works out, to make the flag appear much sooner (in some manner). Pretty big change, and a lot of work (to go through and change all the Motfs), so we'll see what happens.
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on January 10, 2014, 08:00:13 pm
Why do you set ballista in such narrow place ?
(click to show/hide)
This guy [he used ballista at that moment] threw me out of the walls while I ran towards stairs.

Second thing, spawning inside ballista is not fun too.
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Title: Re: [Feedback] Maps on official servers
Post by: Soulreaver on January 13, 2014, 11:04:28 am
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nice excuse for leeching
Title: Re: [Feedback] Maps on official servers
Post by: Fips on January 13, 2014, 01:04:17 pm
I think you made this in the wrong section. Ban Requests are there: http://forum.melee.org/banunban-requests/

You don't fall down there by accident, if anyone jumps down there for more than 1 round or just doesn't respond in chat, feel free to either make a ban request or hop on irc and poke an admin


@Kalp: There is no spawnpoint there. So, probably a mistake in the matrix =P
Also yeah, should probably give siege some map-lovin next patch, that wall needs to be bigger.
Title: Re: [Feedback] Maps on official servers
Post by: Literally_Circler on January 16, 2014, 11:18:07 pm
Khirin Castle (battle) is not a good map
that is all
Title: Re: [Feedback] Maps on official servers
Post by: Tennenoth on January 21, 2014, 07:18:58 pm
Massive server wide hatred towards Frozen City Lake, it is not a balanced map in any regard.

I respectfully request it's removal.

Frozen City Lake is in fact "Bounty".
Title: Re: [Feedback] Maps on official servers
Post by: Viriathus on January 22, 2014, 02:48:54 pm
Frozen City Lake is in fact "Bounty".

Bounty? the tropical island map? why isint it balanced? because one team spawns up hill and another down hill?
Title: Re: [Feedback] Maps on official servers
Post by: Thranduil on February 04, 2014, 10:31:59 pm
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.)
Title: Re: [Feedback] Maps on official servers
Post by: Soulreaver on February 09, 2014, 07:37:36 am
some DTV maps, dont remember the names, but you know them for sure  :)
bots are getting stuck here (behind the trees, both cav and infantry,rare)
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and here (cavalry, often)
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Sandersson Jankins on February 19, 2014, 08:10:52 am
A map called fidona castle just got put on NA_1 and it is the biggest pile of hot liquid shit for a map I have ever seen.
Title: Re: [Feedback] Maps on official servers
Post by: GOBBLINKINGREATLEADER on February 19, 2014, 08:14:57 am
It is indeed absolute shit and everyone hates it.
Title: Re: [Feedback] Maps on official servers
Post by: Life on February 19, 2014, 08:21:06 am
I love dynamike's map, though!  :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
Title: Re: [Feedback] Maps on official servers
Post by: Sandersson Jankins on February 19, 2014, 09:34:22 am
I love dynamike's map, though!  :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:

It is a pretty fucking good map. Bretty good, 5/5
Title: Re: [Feedback] Maps on official servers
Post by: Teeth on February 19, 2014, 09:47:06 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: GOBBLINKINGREATLEADER on February 19, 2014, 09:48:24 am
It's the one with the stupid huge fiery pit and a bridge over it.
Title: Re: [Feedback] Maps on official servers
Post by: Sandersson Jankins on February 19, 2014, 09:56:19 am
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.

Sorry. I actually hope it never ever ever comes on NA_1 again so I never have the opportunity to screenshot it.
Title: Re: [Feedback] Maps on official servers
Post by: Pajamawocky on February 19, 2014, 12:04:41 pm
visitors can't see pics , please register or login


Just needs some water at the bottom of the pit to kill the people that survive the fall.

More pits please. Crevices will do.
Title: Re: [Feedback] Maps on official servers
Post by: Viriathus on February 19, 2014, 09:46:02 pm
Thats the volcano map, people actualy asked for it. It had been removed in the past
Title: Re: [Feedback] Maps on official servers
Post by: Gnjus on March 13, 2014, 05:35:55 pm
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(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......
Title: Re: [Feedback] Maps on official servers
Post by: Camaris on March 25, 2014, 06:37:58 pm
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.)

HavenĀ“t seen this map for ages!!! why???

Also that one: Windsore Castle
Title: Re: [Feedback] Maps on official servers
Post by: Kalp on April 16, 2014, 04:22:02 pm
Why unknown scene aka simply plain map (EU_2, no castle, walls etc) is in rotation ?
Title: Re: [Feedback] Maps on official servers
Post by: Daunt_Flockula on April 20, 2014, 11:17:45 pm
Why unknown scene aka simply plain map (EU_2, no castle, walls etc) is in rotation ?

Please get rid of this already. It is pure cav fest, which is not something one would like to have on siege (except for cavs themselves of course). And it also comes up way too often. Today, and I am really not exaggerating here, 1 out of every 3 maps was this one. Of course it didn't go on like that all day long but I myself played it at least 3 times in 10 maps. Not cool.

The last time it came up, spawn points were messed up like hell. Attackers kept respawning right next to flag and it was 3 wins for attackers in no time (took less than 1 minute each round). People lost their hard earned multis. And on the other hand, some people got easy multis and easy valor. After that last instance, 20 out of the 60 players had left out of pure rage.

TL;DR version: Remove this from the map cycle already.
Title: Re: [Feedback] Maps on official servers
Post by: Knife on April 27, 2014, 11:17:37 pm
Yeah, good question is what's up with that capture the flag map, battle map with flag or whatever you want to call it in Siege servers? I hopped in and it was a forest with only stakes protecting the flag, that is if you can even call it a forest, it only had a couple of trees....that's...BLASPHEMY!

ULTIMATE THEORY: Since Faps was online just before it swapped to that map, he put it in! Blame fips aka faps for everything, he set it up! That evil bastard!
Title: Re: [Feedback] Maps on official servers
Post by: Chris_the_Animal on April 29, 2014, 02:42:39 pm
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.
Title: Re: [Feedback] Maps on official servers
Post by: Fips on April 29, 2014, 04:39:40 pm
The random plain is fixed and Chris, next time please make screenshots when you want to post feedback. The names that pop up when you push qmd/qmu are not the ones of the actual map and noone knows how to get this fixed =P

But since all of the new maps are from Thranduil, you might as well just describe it in his thread and post your feedback^^
Title: Re: [Feedback] Maps on official servers
Post by: Chris_the_Animal on April 29, 2014, 07:01:19 pm
Ill do so when the map appears next time :)
Title: Re: [Feedback] Maps on official servers
Post by: Life on April 29, 2014, 10:50:48 pm
im glad you guys have brought back a few of the old maps ( with small changes i've noticed.)
such as the forest map with 2 stairs and a bridge across the center.
the map of the arabic city / mountain tunnel passageway.

great maps back in rotation  :D
Title: Re: [Feedback] Maps on official servers
Post by: Chris_the_Animal on April 30, 2014, 01:33:04 pm
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)
Title: Re: [Feedback] Maps on official servers
Post by: Thranduil on April 30, 2014, 04:47:36 pm
I meant this map btw
(click to show/hide)

I thought it might be from your description. I can move the spawn back a little, but I have to leave a little room in case of a large server population (EU being the more likely to have this =P), but even then it doesn't even add a full second to that side's run time....however, I have just had a brilliant idea that I hope will work. Movable ladders. The down side is that if there are movable ladders only on one team's side, or that team has idiots standing on the ladders, there could be a lot of complaining..... I'll think of something though.
Title: Re: [Feedback] Maps on official servers
Post by: WITCHCRAFT on May 01, 2014, 10:10:09 am
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.
Title: Re: [Feedback] Maps on official servers
Post by: Thranduil on May 01, 2014, 03:49:30 pm
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.

Yeah, I thought I had the spawns pretty even before, and I don't remember changing anything about them, but Chris is right. I used a stop watch (app) and sure enough, one side had a 3-5 second advantage! They are pretty even now though.

I dropped the idea of movable ladders just because it would be unfair to have one side be forced to wait for ladders and the other not. That and it over compensated. Instead, I tried making it easier for the slower side to get up the roofs using ladders and raising existing roofs to have a more level starting path, so with the exception of one path still being 2-3 seconds slower, the rest are pretty even counting the time it takes to reach the top roof, not the time it takes to reach the center of the top roof. For center, I'd say they are all even. And don't forget there is that weird side path tunnel thing!

As for cav. ...  :oops:
Title: Re: [Feedback] Maps on official servers
Post by: San on May 01, 2014, 07:11:33 pm
Sometimes I wish the backing up hills bug for cav was put back in. Had to get off my horse on that map.
Title: Re: [Feedback] Maps on official servers
Post by: Literally_Circler on June 11, 2014, 01:36:41 pm
(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......

I like these maps
Title: Re: [Feedback] Maps on official servers
Post by: Dekkers on July 10, 2014, 11:50:33 pm
I think some maps should be removed or edited.

Not that I have any specific names, but there's one map with a giant Kerghit wall, and if you get the gate open you get a tunnel system with the flag in it. That map is just boring to play and it looks way too empty.

Then there's this siege map with Rhodok walls and a river running through, with only one line of defence, which is extremely unbalanced. The attackers win every round within seconds.

I hope you guys can find out what maps I am talking about so that they can be fixed or removed.
There are more maps, but these two are ones I noticed today and they were frustrating.
Title: Re: [Feedback] Maps on official servers
Post by: the real god emperor on July 11, 2014, 12:49:30 pm
There is a map where you spawn in a balcony without any ways down there so you have to jump and die to get down. If you fix it, that map is balanced imo
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on August 08, 2014, 08:15:51 pm
Fort Rhuin (Siege EU2)

Attacker spawn extremely close to the castle, i heard theres suppose to be a door there but for some reason there is no door. So attackers can get into the flag in like 30 seconds. Its almost impossible to defend in this map:
(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on August 08, 2014, 11:56:54 pm
Winewic Castle

Attackers can open defenders doors, while defenders can't. This map is impossible to defend, attackers always wins.

(click to show/hide)
Title: Re: [Feedback] Maps on official servers
Post by: Makelele on August 15, 2014, 05:44:16 pm
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
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Title: Re: [Feedback] Maps on official servers
Post by: _Tak_ on August 15, 2014, 05:54:30 pm
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
Title: Re: [Feedback] Maps on official servers
Post by: Makelele on August 17, 2014, 07:40:42 pm
Do people still play rage ball Makelele? I missed the old days vs Paul

Sure, there are still matches, it only takes one person to have the patience to wait at an empty server. Others will join as long as there is at least someone there already. So anyone reading, be that first guy, it's a good time to practise kicks and stuff! :)
Title: Re: [Feedback] Maps on official servers
Post by: Peasant_Woman on September 14, 2014, 09:49:30 pm
Requesting that Fort Rhuin be removed from EU2, at least until I can get it to a playable state.

This map just came on while I was playing and the whining started immediately. Also noticed many bugs that need fixing, the most gamebreaking probably being a gate-pitfall-trap that you can easily jump across and inside-out rock textures.