Poll

Which city do you want to live in?

Sargoth
17 (13.4%)
Tihr
7 (5.5%)
Veluca
9 (7.1%)
Suno
4 (3.1%)
Jelkala
6 (4.7%)
Praven
15 (11.8%)
Uxkhal
3 (2.4%)
Reyvadin
11 (8.7%)
Khudan
4 (3.1%)
Tulga
1 (0.8%)
Curaw
7 (5.5%)
Wercheg
1 (0.8%)
Rivacheg
2 (1.6%)
Halmar
2 (1.6%)
Yalen
5 (3.9%)
Dhirim
13 (10.2%)
Ichamur
2 (1.6%)
Narra
11 (8.7%)
Shariz
4 (3.1%)
Durquba
1 (0.8%)
Ahmerrad
1 (0.8%)
Bariyye
1 (0.8%)

Total Members Voted: 126

Author Topic: Strategus City Improvement Project  (Read 40689 times)

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Offline Bjarky

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Re: Strategus City Improvement Project
« Reply #120 on: October 07, 2011, 01:45:58 am »
0
Gonna make some small adjustments, but nothing big. I think it can be considered "tested and done".
yeah there where some things on the Narra map wich could be improved.
first of all i wanna say, that u did some great work with the map, the 2 level idea is an great addition for a city map.
so i'm not like hatin or anything, just want to help pointing things out that could improve the map :)

wall to the right of gates (defender view) needs a fix.
(click to show/hide)

the cs could use an better and usefull location for defenders than this.
(click to show/hide)

the top level towers could use a mini stair or stepping thingy, u have to jump in order to get in.
(click to show/hide)

and then we got some accessible areas on the top level behind the towers wich aren't usefull, because they are behind the map and have no real purpose for the battle, also 1-2 top towers on the back aren't needed either, for the same reason, u could maybe just put an invisible wall up there to block it off.
(click to show/hide)
(click to show/hide)
that is all i could come up with, hope it helps  :D

Offline Ozin

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Re: Strategus City Improvement Project
« Reply #121 on: October 07, 2011, 10:49:53 am »
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Updated the OP. Yalen looks good, particularly since the base map is already a proven good place to play multiplayer battles.  Shariz looks like lots of fun, Ozin, do you have a link for it? Also, Jacko, can I take the asterisk off of Narra or do you think it may need another test?
Ah, forgot to include a download. http://www.mbrepository.com/file.php?id=3293

Offline Mustikki

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Re: Strategus City Improvement Project
« Reply #122 on: October 13, 2011, 01:45:12 pm »
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Veluca

http://www.mbrepository.com/file.php?id=3302

(click to show/hide)

ps. i will start working with Dhirim next.
Also, i think the map testing for maps, would be able to do with just few ppl online a.k.a. beta testers.

pps. another tip. Try to avoid placing spawn points in to walls, that obviously gets destroyed.
« Last Edit: October 30, 2011, 08:47:11 am by Mustikki »

Offline Jacko

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Re: Strategus City Improvement Project
« Reply #123 on: October 13, 2011, 11:49:44 pm »
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Yeah.. I'll have to revisit All of the maps replacing flags.. Or could it be possible to let the flag be destroyed when the wall is? Could make for another layer of "choice the right spawn location".
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Offline Mustikki

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Re: Strategus City Improvement Project
« Reply #124 on: October 13, 2011, 11:58:25 pm »
+1
I think it is easier, just to move the flags for now.

Offline Jacko

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Re: Strategus City Improvement Project
« Reply #125 on: October 14, 2011, 12:12:33 pm »
+1
Stop turning my laziness against me!
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Offline dynamike

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Re: Strategus City Improvement Project
« Reply #126 on: October 19, 2011, 08:36:32 pm »
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Wow, most of these look awesome! They really picked some great map makers for this job.

Can't wait to see (and conquer) Reyvadin  :D
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Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #127 on: October 29, 2011, 09:49:13 pm »
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well if no one is already working on wercheg i'll try editing it, starting tomorrow

Offline Warcat

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Re: Strategus City Improvement Project
« Reply #128 on: October 30, 2011, 04:01:24 am »
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I updated the OP for you, good luck.
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Strategus City Improvement Project

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #129 on: October 30, 2011, 07:38:00 pm »
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thanks
basic terrain is done, starting with the town
I edited the terrain heavily, changing the outer terrain and making a sea coast on one side which wasn't in the original map, is it ok or should i keep more of the original? I'm trying to make the terrain and town recall the position on the map (actually looking closely at the map probably the town should be in front of a flat coast amongst cliffs -and reading around i noticed it's a sea trading town? i still haven't played strategus so i don't know the details, but it probably would be nice to make a large harbour and market to reflect the town's role; please give some advice :) )
screenshot
« Last Edit: October 30, 2011, 07:39:21 pm by Aelfwine »

Offline Warcat

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Re: Strategus City Improvement Project
« Reply #130 on: October 30, 2011, 09:06:25 pm »
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That looks good, It is definitely a coastal city looking at its place on the map. Just curious, will the main attack direction be coming from the port itself, or will that just be on the side?
actually looking closely at the map probably the town should be in front of a flat coast amongst cliffs
I also agree with this
« Last Edit: October 30, 2011, 09:08:13 pm by Warcat »
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Strategus City Improvement Project

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #131 on: October 30, 2011, 09:32:04 pm »
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I thought to make the attack come from the area where the road is, so the side.
Hmm but i may make an alternative path for attackers via the port making it larger and on flat coast..going to check it out.

edit: i should be close to finish now (2-3 days more at most) only i'm not sure about some things:
1) are all buildings and walls destroyable?
2) i've read some new props have not perfect collisions, is there a way to test the map hosting it like in native? (also to check doors opening side, gate operating and arrow shooting from behind parapets)
3) how do spawns work? there's a lot of sparse info but it really takes much time to get an idea, is there a guide somewhere? (unless i manage to join a siege and see myself)
« Last Edit: November 02, 2011, 02:09:24 pm by Aelfwine »

Offline Jacko

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Re: Strategus City Improvement Project
« Reply #132 on: November 03, 2011, 07:40:17 pm »
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Looking good Aelfwine, I especially like the pier.

1)
-All walls will be destructible, no buildings yet.

2)
-You can test by hosting a multiplayer map with bots, or better yet doing all your editing there instead of in the scene chooser. Avoid polished buildings, most of them do not have proper collisions. If you're having problem with this for any reason join irc and ask around there.

3)
-All you need to know is in the main page really. Put 0-9 for attackers and 10-63 for defenders. Flags can be captured. Avoid flags on walls as they float in the air if the wall collapses. 
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Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #133 on: November 04, 2011, 12:02:47 am »
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^^
thanks for the answers jacko
there are just a couple props (swadia small wall plank) i'd use; i'll ask around on irc (it's the link in the upper right in this forum right?), also because i don't know how to host and have crpg props, unless i'm missing something
so flags are defenders spawn (entry) points, that don't spawn anymore if attackers get close, right?

Offline Jarlek

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Re: Strategus City Improvement Project
« Reply #134 on: November 04, 2011, 12:33:28 am »
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-snip
so flags are defenders spawn (entry) points, that don't spawn anymore if attackers get close, right?
-snip-
First of all, nice work! That's one sweet dock!

As for the question. The flags are where the defenders/attackers spawn. People can always spawn there unless they are captured. This is done by looking at them and pressing (in reality, spamming because of no ingame clue when it will work) F. There must also be no enemies around. They can also be re-captured with the same method.

Hope that helps you put them in logical/good spots!
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