Author Topic: Hellsings Maps  (Read 4795 times)

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Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #15 on: February 05, 2014, 08:49:20 pm »
0
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..

Offline Fips

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Re: Hellsings DTV Maps
« Reply #16 on: February 05, 2014, 10:17:45 pm »
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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.

Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #17 on: February 15, 2014, 02:26:53 am »
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But than that would force me to delete the different levels..
How could i make them pass from a lower to an upper level :/

Offline Fips

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Re: Hellsings DTV Maps
« Reply #18 on: February 15, 2014, 02:36:56 am »
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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

Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #19 on: August 01, 2014, 01:00:52 pm »
+1
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

Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #20 on: August 08, 2014, 11:51:39 am »
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V1.6
(click to show/hide)
also updated nexusmods link
feedback would be nice :wink:
« Last Edit: August 08, 2014, 04:03:38 pm by Spanky_Ham »

Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #21 on: August 09, 2014, 07:44:56 pm »
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V1.7
  • removed barriers at broken walls
  • make it fallable at broken walls
  • added house at 2nd floor as wall and space for ballistas / my old friendchers
  • smoothed some ways
  • reworked ai-mesh
  • reworked barrierhights
(click to show/hide)

Offline Hellsing

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Re: Hellsings DTV Maps
« Reply #22 on: August 14, 2014, 05:15:01 am »
0
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
« Last Edit: August 14, 2014, 05:39:06 am by Spanky_Ham »

Offline Fips

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Re: Hellsings Maps
« Reply #23 on: August 14, 2014, 12:50:02 pm »
+1
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.

Offline Hellsing

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Re: Hellsings Maps
« Reply #24 on: August 14, 2014, 01:23:17 pm »
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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 :/

Offline Fips

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Re: Hellsings Maps
« Reply #25 on: August 14, 2014, 03:23:40 pm »
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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.

Offline Hellsing

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Re: Hellsings Maps
« Reply #26 on: August 14, 2014, 05:09:01 pm »
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no no, no need for now but thanks :)
Okay, good to know I will start with something tonight or tomorrow  :lol:

Offline Hellsing

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Re: Hellsings Maps
« Reply #27 on: August 30, 2014, 12:47:21 pm »
+1
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

1st post updated.

Feddback pls,
~Hellsing
« Last Edit: August 30, 2014, 01:08:36 pm by Spanky_Ham »

Offline Hellsing

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Re: Hellsings Maps
« Reply #28 on: August 30, 2014, 03:40:54 pm »
+1
Updated Saladins_Dream:
  • Cav stucks at river (solved)
  • (click to show/hide)
    (should be solved)
  • Bots on rightspawn, spawn inside part of the walls (properly solved)

Update on already uploaded on irgendwas.bplaced...
Thanks for the feedback 8-)

Offline Hellsing

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Re: Hellsings Maps
« Reply #29 on: October 15, 2014, 02:37:03 pm »
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Aaaaand trashed, no more processing :)