cRPG

cRPG => Scene Editing => Topic started by: Hellsing on October 18, 2013, 05:42:26 pm

Title: Hellsings Maps
Post by: Hellsing on October 18, 2013, 05:42:26 pm
Last update: 21.10.14
Hey there,
cause there is no high ammount of nice DTV maps and also because I already made some earlier for the old DTV, I decided to start again.

And here are my results from the last night and the last 4 hours:

Released Maps:
Defend the Viscount

visitors can't see pics , please register or login

Releasedate:08. NOV, 13
Mapname:Saladins_Dream
Gamemode:DTV
Version:1.7
Download:Download @ irgendwas.bplaced.com (http://irgendwas.bplaced.net/cRPG/DTV-SaladinsDream.rar)
Discription:Dessert, water. Oasis. Where could you better settle? - No where. So defend it!
Nexusmods:Download @ Nexusmods.com (http://www.nexusmods.com/mountandblade/mods/5877)
Changelog:09. AUG (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1053361/#msg1053361)08. AUG (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1052746/#msg1052746)01. AUG (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1049547/#msg1049547)15. NOV (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg894846/#msg894846)08. NOV (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg890751/#msg890751)19. OKT (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg878523/#msg878523)
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<_______________Next_Map___________________>

<insert Header here>
Releasedate:31.08.2014
Mapname:Fallen Abbey
Gamemode:Conquest
Version:0.75 (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1061805/#msg1061805)1.0 (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1083786/#msg1083786)
Download:Download @ irgendwas.bplaced.com (http://irgendwas.bplaced.net/cRPG/images/maps/cq1/scn_fallen_abbey.rar)
Discription:4 Flags, forest surrounded castle. 25min Cap-time. 30sec respawn. Press
Code: [Select]
[M] to join.

Nexusmods:
Download @ Nexusmods.com (http://www.cominsoon.de)

Changelog:

14. AUG (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1053361/#msg1053361)
30. AUG (http://forum.melee.org/scene-editing/hellsings-dtv-maps/msg1061805/#msg1061805)

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<_______________Next_Map___________________>

Releasedate:18. OKT, 13
Mapname:Snowy_Town
Gamemode:DTV
Version:0.9
Download:Download @ irgendwas.bplaced (http://irgendwas.bplaced.net/cRPG/DTV-SnowyTown.rar)
Discription:An old big Valley which is under heavy attack from their neighbours...
Changelog:18. OKT - added: Map, AI-Mesh, Entraces
(click to show/hide)

I´m looking forward for some response :)
~Hellsing
Title: Re: Hellsings DTV Maps
Post by: Elio on October 19, 2013, 01:20:06 pm
Nice works, I like the Saladins_Dream map, I hope they will implement it quickly, and free Eu7 !

Here some returns from my DTV experience for a future map :

High slope : Make the map unplayable, we can't swing with long weapons, and bots can be stuck : Rduna (http://eelio.pagesperso-orange.fr/images/Rduna.jpg), Tulbuk (http://cme.comoj.com/images/Tulbuk.jpg) are totally unplayable

Short map : Prevent from doing a tactic before they come, in Ambean (http://cme.comoj.com/images/Ambean.jpg) map for example we don't have time to take the bridge, bots spawn point is too close.

Highway facing Vivi : Make the map too hard to defend, at cavs wave ofc and against ranged : Amashke (http://cme.comoj.com/images/Amashke.jpg), Bulugur (http://cme.comoj.com/images/Bulugur.jpg), Buvran (http://cme.comoj.com/images/Buvran.jpg)



What is a good DTV map in my opinion : Iyindah (http://cme.comoj.com/images/Iyindah.jpg), Kulum (http://cme.comoj.com/images/Kulum.jpg), Dugan (http://cme.comoj.com/images/Dugan.jpg), Emirin (http://cme.comoj.com/images/Emirin.jpg), Udiniad (http://cme.comoj.com/images/Udiniad.jpg), Sarimish (http://cme.comoj.com/images/Sarimish.jpg), Nemeja (http://cme.comoj.com/images/Nemeja.jpg), Ushkuru (http://cme.comoj.com/images/Ushkuru.jpg), Well and of course Yaragar (http://cme.comoj.com/images/Yaragar.jpg) and Istiniar (http://cme.comoj.com/images/Istiniar.jpg)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on October 19, 2013, 05:38:43 pm
The problem with saladins_dream is that i noticed too late that I builded the whole town in the map border corner :D Thats why this version of it is so small.
I´m thinking about to rise the city it self and other spawnpoints.
This would give more space to fight and more entraces for bots... :)

High Slope: I totaly agree, thats why I always smooth everything very much. I dont have a normal ground that is like that... The stairs is the only path where you couldnt swing, but there is no real reason to fight on it anyway...

Short Map: I totaly agree, but when they are to fast away, there will always guys just leech while the others fight in front...

Highway to Vivi: nothin to say about it... It is right and I never did it :)

Thanks for the nice feedback :)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on October 19, 2013, 07:29:42 pm
Workin on Saladins_Dream, todays made:
(click to show/hide)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on November 08, 2013, 03:57:15 pm
Finished: Saladins_Dream (added to first post)
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Title: Re: Hellsings DTV Maps
Post by: Hellsing on November 15, 2013, 02:16:38 pm
Updated Saladins_Dream:

1st Post updated, too.
Title: Re: Hellsings DTV Maps
Post by: Hellsing on November 27, 2013, 11:08:55 pm
#bump :D
Works fine! :)
Title: Re: Hellsings DTV Maps
Post by: Ronin on November 28, 2013, 04:49:44 pm
Just curious. What made you choose the name saladins_dream :P
Title: Re: Hellsings DTV Maps
Post by: Hellsing on November 30, 2013, 12:54:26 am
Had no idea for a name  :lol:
Title: Re: Hellsings DTV Maps
Post by: Fips on January 14, 2014, 12:31:22 am
Okay, so about Saladins dream:
People can get up on the roof close to spawn by using the well.
Bots get stuck too easily. What should fix that is the following: Make the way you want the bots to go actual ways. The ramps need to be the size of the way you want the bots to go, right now they are too small and bots can get stuck next to them. Also, look for every single dead end and get rid of it. If the bots are walking towards a ramp that is infront of them give them something to get up more smoothly. Stairs or another ramp. Basically, if a bot is walking towards anything, make sure he does not face a wall/angled ramp/whatever. Also, the second ramp on the front left needs a stage on top instead of just the ramp that awkwardly leans on the wall, bots don't walk over there too good.
That's everything i got for now. I hope you got what i was trying to say, edit it and i'll take a look at it again. If you didn't get what i was saying, i will just send you the sco of what i was saying to you [Dat sentence, ha].
Title: Re: Hellsings DTV Maps
Post by: no_rules_just_play on January 17, 2014, 10:06:45 am
You forgot something fips, or maybe it was already mentioned but when the bots reach the V they kinda make a half circle around him (behind him, close to the back side of the map) and can't attack him as if they are scared.
Im not a good map maker and the only experience I got was reading and watching a few tutorials or helping fips checking his first maps, so I leave the solution to the experienced guys:D
Also the map plays a bit slow? Maybe this could be solved by making the bots have an easier route to the v as now they all get smashed in the first gap, it's not even hard to defend.
And maybe one last thing players can basically suicide on the right side by jumping out. Often unnoticed, so a invisible wall mifht be nice here:)

Basically I love the idea behind this map (close quarter town combat) and once the bot have it easier to reach the v, im sure this will be amazing!
Title: Re: Hellsings DTV Maps
Post by: no_rules_just_play on January 26, 2014, 12:19:50 pm
don't know what happened, but this bot got stuck in the wall on your map. It's somewhere at the left wooden 'runway' if you look at the bot's spawn.
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Title: Re: Hellsings DTV Maps
Post by: Patoson on January 26, 2014, 12:20:41 pm
don't know what happened, but this bot got stuck in the wall on your map. It's somewhere at the left wooden 'runway' if you look at the bot's spawn.
(click to show/hide)
Title: Re: Hellsings DTV Maps
Post by: Fips on January 26, 2014, 01:30:35 pm
You forgot something fips, or maybe it was already mentioned but when the bots reach the V they kinda make a half circle around him (behind him, close to the back side of the map) and can't attack him as if they are scared.
Im not a good map maker and the only experience I got was reading and watching a few tutorials or helping fips checking his first maps, so I leave the solution to the experienced guys:D
Also the map plays a bit slow? Maybe this could be solved by making the bots have an easier route to the v as now they all get smashed in the first gap, it's not even hard to defend.
And maybe one last thing players can basically suicide on the right side by jumping out. Often unnoticed, so a invisible wall mifht be nice here:)

Basically I love the idea behind this map (close quarter town combat) and once the bot have it easier to reach the v, im sure this will be amazing!

Nah, it's happening on other maps, too. No idea why it suddenly does that, because noone changed anything dtv related in the last couple of patches other than the maps.
Title: Re: Hellsings DTV Maps
Post by: Hellsing on January 27, 2014, 03:22:11 pm
Well I haven´t noticed that my map was tested or something..
I will have a look at it in the next few days..  :)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on February 05, 2014, 08:49:20 pm
Ok i planned following:

something missing?

Btw. I havn´t time for this right now will work on it when I have time for thiz..
Title: Re: Hellsings DTV Maps
Post by: Fips on February 05, 2014, 10:17:45 pm
Ok i planned following:
  • Avoid first ramps by creating a bigger city
  • Spawning bots inside this closed town
  • create barrier (or something else^^) roof exloit
  • bigger path on right side to v

something missing?

Btw. I havn´t time for this right now will work on it when I have time for thiz..

Not just the first ramps, all of them please. All the dead ends need to go.
Title: Re: Hellsings DTV Maps
Post by: Hellsing on February 15, 2014, 02:26:53 am
But than that would force me to delete the different levels..
How could i make them pass from a lower to an upper level :/
Title: Re: Hellsings DTV Maps
Post by: Fips on February 15, 2014, 02:36:56 am
But than that would force me to delete the different levels..
How could i make them pass from a lower to an upper level :/

Ehm no?!
Ah whatever, just fix whatever you think needs fixing and then i'll do the part that i am concerned about =D
Title: Re: Hellsings DTV Maps
Post by: Hellsing on August 01, 2014, 01:00:52 pm
Its now a while since I started here, lulz :lol:
Version 1.5 is ready to release, the city is now more an castle, with more space, less ramps and lots of fun :)
AI Paths and spawn were edited,
added an weapon rack,
several ballistas to shoot through these bots,
and lots more  :D
I´m actually to lazy for screenshots so download it and try it ;)


//nexusmods is offline :( alternative download link is updated :3
Download @ irgendwas.bplaced (http://irgendwas.bplaced.net/cRPG/DTV-SaladinsDream.rar)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on August 08, 2014, 11:51:39 am
V1.6
(click to show/hide)
also updated nexusmods link
feedback would be nice :wink:
Title: Re: Hellsings DTV Maps
Post by: Hellsing on August 09, 2014, 07:44:56 pm
V1.7
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Title: Re: Hellsings DTV Maps
Post by: Hellsing on August 14, 2014, 05:15:01 am
Since my DTV map should be finished on V 1.7 (dont know, ingame not updated yet) I have started an new Conquest / Siege Beta - map.
It will be an huge area nearly fully walkable with 2 castles as mainspawns and several little villages / objectives to conquer.

Today I formed the terrain and build first ground-plan of castle 1 (only walls and several houses..)

(click to show/hide)

//edit
I had build to close to mapend again...
So I had to move all objects - ground and terraformin near castle has to be redone, but this screwed me to much up so I go to bed ._. Castle itself looks pretty much same
Title: Re: Hellsings Maps
Post by: Fips on August 14, 2014, 12:50:02 pm
Please make a version that is maximum 10minutes long and has 2 flags tops. Unless someone magically implements multi into conquest, the big maps will only be played when a poll gets through on the server and an admin wants to change.
Title: Re: Hellsings Maps
Post by: Hellsing on August 14, 2014, 01:23:17 pm
Okay, and am I right that defenders cant capture an captured flag? Since the Flagnames are not variable for mappers to rename freely I bet it´s not possible anyways :/
Title: Re: Hellsings Maps
Post by: Fips on August 14, 2014, 03:23:40 pm
Okay, and am I right that defenders cant capture an captured flag? Since the Flagnames are not variable for mappers to rename freely I bet it´s not possible anyways :/

I can add some names if you want to, but that would need a patch to happen. So best to stick with the flag names we have now^^
And yes, flags can only be recaptured in neutral state, once taken they are gone.
Title: Re: Hellsings Maps
Post by: Hellsing on August 14, 2014, 05:09:01 pm
no no, no need for now but thanks :)
Okay, good to know I will start with something tonight or tomorrow  :lol:
Title: Re: Hellsings Maps
Post by: Hellsing on August 30, 2014, 12:47:21 pm
Working on Conquest map since 3 A.M. *gähn*
Would be finished now but I accidantly deleted the whole terra code  :rolleyes: So all buildings are now some kind in the air :D

Edit:// Finished: needs some testing though coz idk if ladders, doors and siege shit is all right :D
(click to show/hide)

Changelog: V0.75
Build the whole rest.. So tons of stuff.. nuff said :P

Settings:
4Flags - First is Outer Gate just in front,
2&3 are capable at the same time, 2 is inside the ruins (breach), 3 is in front of the 2nd Gate: Courtyard
And last but not least: The keep


Uploaded on irgendwas.bplaced:
http://www.irgendwas.bplaced.net/cRPG/images/maps/cq1.rar (http://www.irgendwas.bplaced.net/cRPG/images/maps/cq1.rar)

1st post updated.

Feddback pls,
~Hellsing
Title: Re: Hellsings Maps
Post by: Hellsing on August 30, 2014, 03:40:54 pm
Updated Saladins_Dream:

Update on already uploaded on irgendwas.bplaced...
Thanks for the feedback 8-)
Title: Re: Hellsings Maps
Post by: Hellsing on October 15, 2014, 02:37:03 pm
Aaaaand trashed, no more processing :)
Title: Re: Hellsings DTV Maps
Post by: Hellsing on October 21, 2014, 03:58:52 pm
V1.0 Fallen abbey
Images & download
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