cRPG
cRPG => Scene Editing => Topic started by: Digglez on October 07, 2011, 01:05:32 am
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While its nice the NA cRPG players have finally adopted this server, its got some seriously BAD maps. Here is the list that everytime they come up my entire clan cringes.
Blank 20 - some goonies looking cave underground. Flames at the attacker spawn lag EVERYONE. I was lagged so badly I routinely run my horse into walls. Map is poorly constructed and thought out. I wouldnt even qualify it as a siege map.
Warkworth Castle - walls are so short on this map defenders have no real chokepoint at all to defend. Practically impossible to retake the gate once its opened, or to even get there to defend it in the first place. Flag is also too close to attacker spawn. And to make a bad map worse, defenders spawn on the flag...which is very bad form for a siege map.
Dragon Castle - another poorly planned/constructed map. 1 medium ladder takes attackers directly to the flag once they've walked up the first ladder onto the walls. Half the map isnt even used. ALso multiple reports of very bad framerates around the flag (which is where 90% of the map plays out). Defenders spawns are seriously bad, you either spawn 15 sec walk to flag, which is longer than it takes attackers to get there, or right next to attackers on their way to flag.
Inch Truth - not even a siege map. Some big dumb dirt hill with no chokepoints for defenders at all.
Ridoma Castle - poor siege map. Half the map isnt even used and defenders just sit around flag. Very low on the fun factor.
Jayemed(sp) - while a 'fun' map to play, way too unbalanced favoring attackers. Defenders rarely win (prob less than 25%...which indicates map is BAD). Problem made much worse when attackers use ladder bridges along the sides of the map that defenders cannot realistically reach.
If you have similar feedback for these maps, please share your view.
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What version of Ridoma Castle are you talking about? I tried to remedy the situation you describe in the second version.
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What version of Ridoma Castle are you talking about? I tried to remedy the situation you describe in the second version.
I dunno Zag
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Yeah it would be nice if there was more of a variation in the maps.....
Things get pretty repetitive on NA 2. Basically all Siege servers.
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I dunno Zag
The second version has a small fishing village in the distance right of attacker spawn.
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I agree with everything but "Inch Truth" love that map.
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Shit sucks. We need a map task force.
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I like the undergound goonie cave.
Anyways, I think MOST of the maps are fine...but we need more in rotation.
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I like the undergound goonie cave.
Anyways, I think MOST of the maps are fine...but we need more in rotation.
Fuck yeah on the goonie cavie
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If a maps most thought out strategy is 'everyone camp and fight at flag' its not a worthwhile map. The only chokepoints on the map are a bunch of narrow stairways, which dont work well in M&B.
Its a stupid map, there is no siege to speak of at all.
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I find the best maps are medium sized ones that have a gate (one with a timer to open, not just a wooden doorway) at a choke location halfway (or a bit more) between spawn and flag that is the difference between attackers trickling in at a somewhat manageable pace and one where if it gets opened the situation becomes a lot tougher for defenders.
This sets up an interesting dynamic where the defenders don't just sit on flag, it's well worth it to hold the gate so there is an ongoing battle there and it's fine even if the attackers original ladder routes up there. To capture it requires some organization and effort cuz it's hard to ninja those timer open gates unless the D screws up, a serious attack usually needs to clear defenders out, even of the covering perches.
This can take a few minutes and sets up a dramatic finish where the defenders hold the flag against the faster pace of attacks over the last minute or three. a new choke (the gate entry) is created for defenders to hold, probably slowly giving ground back to flag, trying to beat the clock, but also leaves the opportunity for some heroics to fight back to gate control.
Creative ladders usually don;t help attackers (except for a ninja attempt) get to flag faster on these maps because it's no faster than going over walls without this critical gate open.
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If a maps most thought out strategy is 'everyone camp and fight at flag' its not a worthwhile map. The only chokepoints on the map are a bunch of narrow stairways, which dont work well in M&B.
Its a stupid map, there is no siege to speak of at all.
I made this map and it´s true there is no real siege going on there with fights on the wall etc.
The reason i wanted to do it just like this is because there are lots of "real" siege maps and this one should be different.
It also should allow horseman to be useful.
It´s ok if you dont like a different approach on siege but hopefully some people enjoy playing it.
PS: My next map will actually be a "reverse-siege-map" ;) Defenders of the castle will actually make
a fall out (hope thats the right word) and try to take the attackers siege camp down.
It also is no "true" siege map but its a possibility that can be done with it to break the monotonie.
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I agree with the op NA deserves regular rotation updates the same as EU servers do.
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server is on its way out just like the community one, do to negligence/neglect of server operator
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We are looking into heavily revamping it.
And by we I mean Sexypants Shik.
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The lag on Blank 20 really needs to be fixed, I don't particularly care for the layout (I can live with it) but its almost unplayable with all the lag.
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heres another one to remove, Jammadi. Ladders trivialize map
visitors can't see pics , please register or login
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^^^
Bad map features:
Doors that anyone can open, but only open from one side
Usually ends up more of a detriment to the defenders than the attackers.
Destructible doors of all types
Are they ever going to fix that first round bug? Consider just making maps with no breakable doors what-so-ever. Then that problem becomes irrelevant.
Any possibility of ladder bridge straight to the flag
In the end, attackers spawn in 3 seconds and run straight to the flag across their ladder bridge, which takes 20 seconds. Defenders, meanwhile take 30 seconds to spawn. Even if they spawn directly on the flag, it's basically impossible for them to win under these conditions.
Defender spawn points directly on the attacker route
29...28...27...26...25...24...23...22...21...20...19...18...17...16...15...14 ...13...12...11...10...9...8...7...6...5...4...3...2...1... respawn! Where am I? WHACK DEAD
29...28...27.... FUUUUUUUUU
Low buildings near the flag
These are invariably used by attackers with ladder bridges to create drop-down points which the defenders have almost no chance of stopping. Defenders have to actually get up to the ladder (if they can) and then have a long enough weapon to destroy flat ladders (a lot of 1H weapons in particular can't hit flat ladders).
Good map features:
Gates with gate controls
These often give a team a second point to fight at and can make a big difference if the defenders actually re-shut the gate at a critical moment.
Tall walls with nothing on the inside to drop down onto
This forces attackers to create a down-ladder (or else take the long way), which gives the defenders something reasonable to try to destroy.
Enclosed keeps
This is a sure-fire way to stop a ladder bridge from going straight to the flag. At least they'll have to get off the wall and get into the keep rather than laddering directly onto an exposed flag.
Defender spawn points behind the flag or unreachable
Something I think should be considered are "barracks" -- rooms where defenders spawn which are unreachable. Once you jump down, you can't get back up. This would give you a lot more freedom to place spawns where you like without the problem mentioned above.
I'm assuming map creators get to set spawn points...
Really I wish there was a better map creation method. I looked into it but declared it was too complicated to even setup. So kudos to the people who actually went through that mess and figured out how to make maps, but a lot of the existing maps have seriously fatal design flaws and just aren't that fun. I can hardly stand to play siege anymore just because of the maps.