cRPG

cRPG => General Discussion => Topic started by: Chasab on January 04, 2011, 05:40:59 pm

Title: the new maps
Post by: Chasab on January 04, 2011, 05:40:59 pm
recently some new maps made it to the rotation and i just have to wonder what the admins were thinking, I don't remember the names so bare with me while i describe them.

hill in the woods, Looks like a supply train one team starts on top of the hill with lots of tree coverage, the other team starts next to the supply train. This is Badly biased to the team on the hill, The team on the hill should NEVER lose, the height advantage means infantry and most cav have a slow climb to get to the archers, and the archers have lots of cover with the trees.

Desert, with a river and a hill on the side, each team has a staircase. One side is able to walk up the hill and get on the roof of a building which gives prime locations to shoot the other team as it walks almost single file up the stairs.

Wintery village on a hill. one team starts in the village the other starts out in flat area with no cover. Obviously another situation where the village team clearly should NEVER lose. archers get on the roofs, infantry have to climb a hill to get to fighting while taking constant arrow fire the entire way.

Desert with a few buildings, one main building with 2 levels and a stair case on each side for the teams. one team starts right next to the building, the other team starts a ways away with a small hill inbetween. The team that starts near the building almost ALWAYS will have archers and tin cans on both levels before the other team even gets to the first staircase, that team also has the only ladder to access a secondary building off to the side for additional archer fire.

Title: Re: the new maps
Post by: Diomedes on January 04, 2011, 05:48:24 pm
I know what you're talking about but they're not as bad as you make them out to be.  After the first autobalance then the maps can become quite competitive again.  Imagine this: you're defending one of those untouchable locations with a small-ish team when a larger team, headed by TheFinn and lollerskater, come marching slowly towards you up the hill.  Fun  :)
Title: Re: the new maps
Post by: Chasab on January 04, 2011, 06:07:48 pm
yeah but the problem with the auto-balancer is lolskater and the finn might die early and go 1-1 or 2-1 and then get auto balanced to the top team, now you have this super powered combo with better ground/coverage.

the autobalancer is really deserves its own qq thread. i mean any time im the best player on a team that team must suuuuuck
Title: Re: the new maps
Post by: Nasturtium on January 04, 2011, 06:55:12 pm
If you want to see changes to the maps in question post on this thread.
http://forum.c-rpg.net/index.php/topic,132.new.html#new
you will certainly get an immediate response.


  I cant speak for the other maps, but the ambushed map (forested hill) is mine and I am moving the spawns to the bottom of the hill as has been requested by the community, I should be done with the changes by sunday.  I wanted to make this map slightly unbalanced in favor of the bandit team for RP value (I don't think every map should be balanced, it just makes winning as the less geographically gifted team that much more fun) And despite the fact that the downhill team generally wins as much as the uphill the players 'feel' disadvantaged and don't like it. Cheers!
Title: Re: the new maps
Post by: Chasab on January 04, 2011, 07:32:41 pm
Dont get me wrong, the map looks Great. But when you lose you lose HUGE(exp/gold, and soon gear maint)  in this game. the map itself would be awesome in a single player mod.
Title: Re: the new maps
Post by: Boss_Awesome on January 05, 2011, 12:09:18 am
The desert map with the stupid castle would be a great map if no one went in the stupid castle.  One side always gets the roof, the other side always sits below it and dies.  The map isn't small.  There is no reason for the team that can't get the roof to go up the castle.  But they go anyway.  And lose.   Unless the map draws because some people refuse to go to their deaths.  That is the only map i have ever caused a draw on. 
Title: Re: the new maps
Post by: Camaris on January 05, 2011, 12:17:40 am
The map would be much better if you could get easy on the highest ground without having to jump over that stupid little wall.
Title: Re: the new maps
Post by: Nasturtium on January 05, 2011, 01:13:59 am
If you want to see changes to the maps in question post on this thread.
http://forum.c-rpg.net/index.php/topic,132.new.html#new
you will certainly get an immediate response.
Title: Re: the new maps
Post by: Kong Ming on January 05, 2011, 03:14:57 am
There's a thread for discussing this that Nasturtium posted.  The Desert map with the staircases is called horseshoe.  It's in development.  Feedback is welcome.  In fact all new maps are in development.  Constructive feedback from the players is the only way they can be properly balanced and refined.  As I said feedback is welcome.
Title: Re: the new maps
Post by: darmaster on February 07, 2014, 07:37:21 pm
I've never met any of these maps so far, is it NA?
Title: Re: the new maps
Post by: Fips on February 07, 2014, 07:44:07 pm
I've never met any of these maps so far, is it NA?

NA and EU got the same cycle. Also dat necro.