1. In a Town or Castle. Many buildings, alleyways, stairways, rooftops, etc. | 28 (27.7%) |
2. In Arenas. Townlike, but more open, fewer rooftops and buildings. | 9 (8.9%) |
3. In Villages. A small village with a few buildings and roads surrounded by open terrain. | 9 (8.9%) |
4. In Ruins. Mostly open with scattered, sparse architecture for cover. | 23 (22.8%) |
5. On Bridges. Pretty much open terrain, with traffic channeled onto one or more bridges. | 12 (11.9%) |
6. In the Open. Open fields with moderate to little terrain change and occasional trees or rocks for minimum cover. | 20 (19.8%) |
Could be interesting, any sort of picture you could post to solidify what you're talking about?
On a general note, with the new patch out, and implementing a totally different gold/xp system, I foresee a very different fundamental structure to future maps. Although team balance will be as essential as ever, the great need for focus that was previously demanded has more or less vanished. Clearly it's preferable if rounds don't drag on interminably, but allowing for gold/xp wherever you are on the map alive or dead seems to me to mean that new maps will not need to be designed so strongly around the single focused combat area that made certain maps so popular pre-patch. Anyone else have thoughts on this new development?
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Just something quick i found with google image search, but i guess it's fairly close to what i was going for, with a focus on keeping the fight on the edges (on the battlements/towers mostly, possibly with the occasional crumbling wall allowing for a gap where the unaware could fall :P ) instead of inside to keep things interesting (and dangerous).
Alright, since my Crashing Winery is indefinitely on hiatus (something with the prop interior isn't nice...fps drops big time), I'll see what I can do for ya with this idea. To see progress on it, check here: http://forum.c-rpg.net/index.php/topic,132.msg7967.html#msg7967
Now, keep in mind, I can make it only so fall prone, since a lot of people will probably just not like a map where they keep falling into pits/to their deaths....but I'll put a few good falls in there for ya. :wink:
This looks like a super fin map to work on! You can hide all sorts of easter eggs in there :lol: I think the hard part with a wetland map like that would be getting the elevations just right, you don't want players under water hiding, or so many depressions that it becomes impossible to find one another. What plant props would you use for the hugh amount of long grass?
Isn't the problem with high grass that people can just drop their graphics settings and it will disappear?
Epic ! Thanks man :)
Now just to figure out how I would go about getting this in a regular battle server rotation.
There was once such a map, i really loved.
One street in the middle with one bridge, left and right swampland with very high grass you coulnd't see through.
Wonder what has happend to it?
Make a mines of moria map and make it almost pitch black dark except for some torches here and there
Unfortunately, M&B engine doesn't really allow much lighting control, and the general ambient light is controlled server-side and can't be set in the map.