cRPG

cRPG => Scene Editing => Topic started by: Chagan_Arslan on February 08, 2011, 01:34:55 am

Title: Natural Maps
Post by: Chagan_Arslan on February 08, 2011, 01:34:55 am
Ok in this topic i would like to recive feedback of my maps
i am and will be making maps with little to none buildings, as i will try to create diverse terrain that will offer fun battles rather than village raid maps

so give here your opinions etc.

things common for all maps(hopefully):
- neither side is at advantage
- no roof camping possible
- no hills poping everywhere, almost flat terrain in most cases
- main fighting ground reachable for both teams at the same time


Bazaar :
Archers "you cant handle the truth", access to the roofs is blocked. Ninjas favorite ?
(click to show/hide)

Mirage :
Run fast to the oasis, and fight for you right to clean water! Just dont drop dead into it as this will piss off everybody, or fuck them you can drop dead where you like
(click to show/hide)

River Delta v2:
Out of all places both guys thought the best place to make battle is river delta, no seriously. So you have river and lots of bushes that you cant see shit in, just great.
(click to show/hide)

Tilting at windmills :
Both armies are marching on aroad, seems like the road is too small for both armies. The fight occurs.. crazy..
(click to show/hide)

Quarry :
Two filthy rich snobs, one quarry, two castle builds orders!
(click to show/hide)

Dune :
In the middle of Sahara two armies fight for the remains of the caravan, what are they doing in the middle of Sahara is unclear
(click to show/hide)

Khan Provegrond - the tournament arena v2 :
It includes 5 arenas : jousting, cavalry, melee, ranged, horse archery. Designed for easier crowd control, and more enjoyable tournaments.
(click to show/hide)

Battle of the Mounds :
Crom! Grand me revenge! And if not than go to the choppa!
(click to show/hide)

Taj Apskaft:
This city is know for a temple of Monkey Stick. Both armies fight for the right to pillage. Blasphemers! :
visitors can't see pics , please register or login


Pathfinder Island:
Two groups land on this deserted island to secure the grog barrels. As the old Sumerian poverb says.. "You got to fight, for your right, to party".
visitors can't see pics , please register or login


Hun in the sun (new) :
This villge is into human sacrifice to the god of sky Tengri. Many dangers lie here, but at least its not the bees!
visitors can't see pics , please register or login



Makadesh (new) :
Ever wanted to do some scuba diving ? Well look no further this map is for you (scubas not included).
visitors can't see pics , please register or login



Download link:
http://www.mbrepository.com/file.php?id=2534
Title: Re: Natural Maps
Post by: Kophka on February 08, 2011, 01:38:46 am
Awesome amigo, I like maps that look like real battlefields, rather than counter strike esque house to house fighting maps. Well done! :D

My only gripe is that the windmill map picture is missing. It just shows the River Delta map again.
Title: Re: Natural Maps
Post by: Tai Feng on February 08, 2011, 01:55:55 am
Speaking of which, what is the reason we don't have any forest maps? Fps drop?
Title: Re: Natural Maps
Post by: Kung Fu Jesus on February 08, 2011, 04:03:53 am
One of my maps is a forest map that just got added to the rotation this past weekend. It can tax lower end systems.
Title: Re: Natural Maps
Post by: Kong Ming on February 08, 2011, 08:33:47 am
Yes, FPS drop is the main reason you can't go hog wild with foliage.  The maps are looking good Chagan, I look forward to trying them out!  Aesthetically speaking, some of your ground textures look a little repetitive.  Try breaking them up with a little layering, or else use the ground color tool to do a little color variation.  Just a thought.

EDIT:  Most noticable in Bazaar and Mirage
Title: Re: Natural Maps
Post by: Chagan_Arslan on February 08, 2011, 12:52:00 pm
Yes, FPS drop is the main reason you can't go hog wild with foliage.  The maps are looking good Chagan, I look forward to trying them out!  Aesthetically speaking, some of your ground textures look a little repetitive.  Try breaking them up with a little layering, or else use the ground color tool to do a little color variation.  Just a thought.

EDIT:  Most noticable in Bazaar and Mirage

yeah ground textures looks repetitive from screenshot perspective, but from ground level it isnt so noticable ;] but yeah i might give some colors to those streets to blend it more

as for trees i heard that they can put lower-end machines at the edge.. so i think i wont be doing those
Title: Re: Natural Maps
Post by: Chagan_Arslan on February 08, 2011, 11:34:33 pm
added new map "Quarry"
Title: Re: Natural Maps
Post by: panderson on February 11, 2011, 04:41:43 am
The maps look pretty sweet. 

As a cav, I am looking forward to playing on them :) 

My one suggestion would be to put some slight elevation changes in the maps to slow down cav.  It would be really easy to charge around on windmill and mirage as they are right now. 
Title: Re: Natural Maps
Post by: Kafein on February 20, 2011, 11:19:59 am
Feedback on "River Delta" : really one of the best maps we have on EU4, keep up the good work !
Title: Re: Natural Maps
Post by: Chagan_Arslan on February 20, 2011, 04:48:22 pm
added new map "Dune"

@panderson, glad you like it, but i think that Tilting at windmills have plenty of room where cav will have problems, area with "apple trees", canal, and trees along the road, as a cav you know how hard is too kill someone circling around a tree with a lance ;]

As for mirage the point to get to oasis asap, and during the time you get there both sides are vurnable to cav attack, such conditions will propably led to cav battle first not hunting infantry running to oasis. Also on such huge open ground, cav looses element of surprise IF infantry looks around.

@kafein thanks ;]
Title: Re: Natural Maps
Post by: Toffi on March 09, 2011, 01:25:39 pm
Yeah I like most of them, especially the last one "Dune".
Title: Re: Natural Maps
Post by: Erasmas on March 09, 2011, 06:39:28 pm
All maps are cool for real melee battles, ranged will hate them. IMHO when you think about balance you need to take into consideration various char types. Apart from that - thumbs up.

PS - Yes, that is a xbow in my sig  :D
Title: Re: Natural Maps
Post by: Chagan_Arslan on March 10, 2011, 12:30:33 am
All maps are cool for real melee battles, ranged will hate them. IMHO when you think about balance you need to take into consideration various char types. Apart from that - thumbs up.

PS - Yes, that is a xbow in my sig  :D

yes i see you are one, but are you saying archers/crossbowmen were only usefull when they sit on a roof ? from what i remember ranged troops handled themselves quite good in battles whitout the need to go on the roofs

for me roofs and big hills/mountains on maps are negative fun factor, it always leads to people going on the highest point of the map or closest roof...

now, what i try to achive is to get those players feel "naked" ( what no place to climb on? no roof to go on ? ) and force them to use tactics, cooperate with their team, look around, respond to enemy moves rather than repeat pattern (climb shoot die)

medieval wasnt about capturing buildings, it was all about open field battles and believe it or not but all classes had their place in such enviroment
and also i made them with the idea to bring some variety and balance map rotations between open and village maps, but it seems people are used to those village maps and have hard time finding their role on such maps
Title: Re: Natural Maps
Post by: Noble Crassius on March 10, 2011, 12:43:06 am
Awesome work but mirage looks like a cav paradise, Infantry will cry tears when this map pops up. Being cav myself I can say this would be my fav map to play on  :D.
Title: Re: Natural Maps
Post by: Tai Feng on March 10, 2011, 12:48:53 am
yes i see you are one, but are you saying archers/crossbowmen were only usefull when they sit on a roof ? from what i remember ranged troops handled themselves quite good in battles whitout the need to go on the roofs

for me roofs and big hills/mountains on maps are negative fun factor, it always leads to people going on the highest point of the map or closest roof...

now, what i try to achive is to get those players feel "naked" ( what no place to climb on? no roof to go on ? ) and force them to use tactics, cooperate with their team, look around, respond to enemy moves rather than repeat pattern (climb shoot die)

medieval wasnt about capturing buildings, it was all about open field battles and believe it or not but all classes had their place in such enviroment


Nah.

Archers/xbowmen *are* at a disadvantage on the map such as Dune, which doesn't mean it's a bad map or the one that shouldn't be there (I like it, and I'm usually xbowman).

No amount of tactics will eliminate the fact that map favors cavalry and less other classes.

Medieval combat as any combat *was* about capturing geostrategical locations, and not random open fields. And key points were always buildings.
I am yet to see some information on how many medieval battles were fought on open field, since many keep assuming that was so. I don't believe it at all. Armies only fought where they had advantage, unless they the general was bad tactician and his decisions were emotional (example: Battle of Krbava). An army will therefore only engage the other in the open field if it considers the opponent equal in strength. If it considers itself inferior, it will try to lure the enemy into forest, or something like that. If an army has superior cavalry it will engage in the open field, if not, it will try to lure the enemy into the forest. That kind of things.

Moreover, Warband isn't Total War and does not depict large-scale warfare of any kind. It depicts exactly that - war bands. Small groups of men, who certainly did not make a shield wall in the open field but fought mostly in woods, villages, and such.



To get back to a map such as Dune - good thing is that usually classes are mixed in cRPG. Otherwise surely a cavalry based faction would win almost all the time on this map. Thats just how it is, regardless of tactics being used. Anyone who played Beta knows how Rhodok vs Swadia battles looked like. And how Khergit vs anyone else battles looked like. :) And we're talking about Native where crossbows shoot much faster, and archers too.
Title: Re: Natural Maps
Post by: Chagan_Arslan on March 10, 2011, 02:31:45 am
Archers/xbowmen *are* at a disadvantage on the map such as Dune, which doesn't mean it's a bad map or the one that shouldn't be there (I like it, and I'm usually xbowman).

same thing can be said about cav on every of those village maps

No amount of tactics will eliminate the fact that map favors cavalry and less other classes.

i've seen it with my own eyes, pikemen outside archers throwers inside, for me as a cav it was really hard to kill anyone outside of enemy cav

Medieval combat as any combat *was* about capturing geostrategical locations, and not random open fields.

i was talking about capturing buildings not geostrategical locations, and i would presume that maps are those geostrategical locations thats why we are fighting on them

And key points were always buildings.

key point was always some building ? Hattin, Tannenberg, Azincourt no buildings, and the list goes on and on and on

I am yet to see some information on how many medieval battles were fought on open field, since many keep assuming that was so. I don't believe it at all. Armies only fought where they had advantage, unless they the general was bad tactician and his decisions were emotional (example: Battle of Krbava). An army will therefore only engage the other in the open field if it considers the opponent equal in strength. If it considers itself inferior, it will try to lure the enemy into forest, or something like that. If an army has superior cavalry it will engage in the open field, if not, it will try to lure the enemy into the forest. That kind of things.

ok i think im gonna skip this one, its too messy or im too tired right now and the fact that you dont believe in history and write your own oO ok

To get back to a map such as Dune - good thing is that usually classes are mixed in cRPG. Otherwise surely a cavalry based faction would win almost all the time on this map. Thats just how it is, regardless of tactics being used. Anyone who played Beta knows how Rhodok vs Swadia battles looked like. And how Khergit vs anyone else battles looked like. :) And we're talking about Native where crossbows shoot much faster, and archers too.

are we talking about cRPG or native? there is no single-type troop sides so why even bring this up to discussion?
both teams got cav, cav kill cav first most of the time, those who survive cav clash attack inf
neither of the teams have advantage over the other one, so its up to players in those teams to win, and in my opinion its what this game should be about
Title: Re: Natural Maps
Post by: Tai Feng on March 10, 2011, 03:00:28 am
same thing can be said about cav on every of those village maps

Exactly, and no one said cav is not at disadvantage there, and no one said that cav is going to be just ok as long as it uses tactics. No, it won't be. It will still be at a disadvantage.

Quote
i've seen it with my own eyes, pikemen outside archers throwers inside, for me as a cav it was really hard to kill anyone outside of enemy cav

I'm not sure what you're trying to prove here. You alone as a cavalry were not able to beat 10 enemies working together?

We can theorycraft all day long. If teams are equal, this "formation" is silly. They'll get shot blindly, and they can't disperse because cavalry will annihilate them. It's been seen over and over again since Warband Beta. And even in Warband Beta we were always hearing from some people how it's all balanced you just need to use tactic (while enemy team must not). That's not balance.

Quote
key point was always some building ? Hattin, Tannenberg, Azincourt no buildings, and the list goes on and on and on

Battle of Hattin did not happen because they wanted to capture a piece of desert on which the battle was fought.

The key point was Jerusalem, and other cities etc, geostrategical location of oasis etc. But that piece of desert was not a key point.

Quote
ok i think im gonna skip this one, its too messy or im too tired right now and the fact that you dont believe in history and write your own oO ok

I'd say you're simply emotional. "Field battles" the way you see them existed only in, for example, ancient Greece where two armies of hoplites would meet on a field and duel it out with minimal casualties. That was by no means a norm for medieval skirmish.

Quote
are we talking about cRPG or native? there is no single-type troop sides so why even bring this up to discussion?

To illustrate a point, by showing how it would look in the extreme.

Quote
both teams got cav

That's beside the point, the talk was about the importance of obstacles to archers and xbows and the balance of the map when it comes to classes.

Quote
neither of the teams have advantage over the other one, so its up to players in those teams to win, and in my opinion its what this game should be about

The team with better and more numerous horsemen would have the advantage, naturally.



My post is simply a response to your view as a horseman how hills/mountains/roofs are negative and it would be better without them, and that archers should instead 'use tactics'. I understand completely why you would favor such scenario but lets not pretend that anything here would be balanced or left up to the skill of the players. Maybe, if all players were cavalry on a map such as Dune.
Title: Re: Natural Maps
Post by: Erasmas on March 10, 2011, 09:46:40 am
My point is that on "Mirage" and "Dunes" there is literally NO place to hide. From my perspective - as xbowman - it means life expectancy of glass hammer. I am not saying that ranged chars need roofs to be effective, because they don't, but any form of natural concealment is needed. Otherwise the battle will change into cav paradise. Xbowmen need to stop and load; doing that on open field is a bad idea. Archers on the other hand will do a bit better.

Roofs provide elevated point of view, but also place to hide during reload, and some inaccessibility (and here I agree - that may be a bad thing). So roofs are just one of the means of providing ranged chars some comfort in melee battle. It can be achieved in other way - by creating some natural obstacles that can be used for reloading. 

IMHO, maps should be balanced, both from the perspective of teams' chance to win and characters type. I know that there are lovely maps that are a bit unbalanced this way or another, and these may be like that but I would really hate to see such maps dominate the rotation. Also, see here:

http://forum.c-rpg.net/index.php/topic,2814.0.html

Title: Re: Natural Maps
Post by: Chagan_Arslan on March 10, 2011, 11:01:30 am
@erasmas

yes your right being a crossbowmen sucks when you dont have a place to hide and reload i know, but imo such maps will force players to work together thus planting siege shields or creating shield wall, and that for me enchances gameplay and overall fun factor dont you agree ? ;]

@tai feng

i shouldnt argue with you but ok

- while cav cant do anything to people in unreachable places, yet archers on flat terrain can do just fine its only that using tactics enchance their perfomence even more
- i didnt said i was the only one, there was bunch of cav that couldnt do too much, so yeah i guess i try to prove that cav can be counter via tactics
- ok a little misunderstanding there, im talking about key point on the actual battlefield, places where our maps take place, while you are talking about outside factors that led to the fight
- well maybe a bit emotional due to being tired, but i just couldnt understand what all that you wrote had anything to do with the map balance ;]
- well we could also say that if chadz would implement muskets, than those maps would be terrible for non musket users.. but its not there so lets focus on things that are actually in the game ok ? :]
- i would add more obstacles if it werent for siege shields, they give you cover where you want it. You know i try to avoid placing those "obvious defence points" because it leads to map being played all the time the same way, everybody would rush it, whitout those in place people have to think where to go what to do do get better position
- well its a matter of autobalance rather than map imo, same thing applies for the archer team on village map, but cav on my maps is seen from a far, it cant come out of the corner kill and dissapear, this gives time to any ranged troop to deal with them, and they really can only surprise you if you really dont pay attention to the surroundings

And finally i didnt created them with the perspective of cavalrymen, to make it best cav maps believe it or not. I just dont really like that hide'n'seek maps game horse or not. When eu4_bt1 was still online, they had one of my maps, river delta and while playing it you could saw on chat that archers were quite happy, most of the time they sticked with their inf while cav were fighting cav. Or maybe its just me living in denial ;p
Title: Re: Natural Maps
Post by: Bjarky on March 10, 2011, 12:43:49 pm
no your not living i denial chagan  :lol:
i've tried the river map on eu4 too as cav and we mostly got shot down in the end, so somehow these open maps work anyway since cav cant hide behind a hill or house either.
btw its always nice to have some other maps in for a change.
So thx for the good work, i hope we get some of those in the server :D
Title: Re: Natural Maps
Post by: Kophka on March 10, 2011, 02:34:22 pm
I'm still trying to figure out how a flat open map gives anyone an advantage. It means that EVERYONE is exposed to enemy ranged, can see enemy cavalry coming, and won't get ninja'd by enemy infantry. Oh wait, it does give one team an advantage. The one that can pull together, protect their ranged, move as a team, etc. So yeah, first team to use tactics beyond blob/scatter/blob will definitely win.

Good job, great maps, keep it up amigo! :D
Title: Re: Natural Maps
Post by: Erasmas on March 10, 2011, 03:57:03 pm
@erasmas

yes your right being a crossbowmen sucks when you dont have a place to hide and reload i know, but imo such maps will force players to work together thus planting siege shields or creating shield wall, and that for me enchances gameplay and overall fun factor dont you agree ? ;]

Well, yes and no. Unfortunately, usually open maps end up in massive run of teams towards each other, with cav riding over other team until they clash. Not much tactics, pure force. Sometimes it is different, but not often.
Title: Re: Natural Maps
Post by: Leiknir on March 10, 2011, 04:02:28 pm
Well, yes and no. Unfortunately, usually open maps end up in massive run of teams towards each other, with cav riding over other team until they clash. Not much tactics, pure force. Sometimes it is different, but not often.
If both teams are retards, yes. But let 1 team start to work together, they win for sure, and force the enemy to work together next round.
Title: Re: Natural Maps
Post by: Toffi on March 10, 2011, 09:16:36 pm
work together as a team, and it's a more balanced map than others, the other maps are always an archer paradise as long as there is one roof, one hill, something unreachable for infantry and cavalry.
Title: Re: Natural Maps
Post by: Erasmas on March 11, 2011, 02:42:05 pm
If both teams are retards, yes. But let 1 team start to work together, they win for sure, and force the enemy to work together next round.

And that is very true, sir! Although not very common...

work together as a team, and it's a more balanced map than others, the other maps are always an archer paradise as long as there is one roof, one hill, something unreachable for infantry and cavalry.

And here I have to agree as well.

There is a difference, however, between the maps allowing for roof/high hills camping, and the map where is no natural obstacle at all, which essentially makes certain types/builds useless or close to useless. And that is my only concern.
Title: Re: Natural Maps
Post by: Memento_Mori on March 11, 2011, 05:10:51 pm
Epic maps, good job, I especially like that windmill one ! :D

Just some words from a foot soldier.


to the weird discussion about where medieval battles were fought, yes generals would try to fight where they thought that they held an advantage over their enemy, but in a game it's not fun when every map involves archers laddering to roof tops cav butt rushing your spawn & all infantry running out in the longest scattered formation you've ever seen.

IMO open maps or at least maps without the 'funnel effect' reward team work (sticking together even) and punish those who run in all different directions by them selves unaware of anything except the fact that to win we must kill them all.
obviously it's not a set mathematical equation that tactics beats no tactics, I just like it when teams are together and we have an epic clash. :P win or lose I just wanna see some awesome battles.

(not saying maps with funnel effect are bad or that the only maps there should be are open, I like variety & maps won't stop or start tactics/teamwork that is our job [the players] )

Title: Re: Natural Maps
Post by: Kophka on March 11, 2011, 06:41:09 pm

There is a difference, however, between the maps allowing for roof/high hills camping, and the map where is no natural obstacle at all, which essentially makes certain types/builds useless or close to useless. And that is my only concern.

Both types of maps hurt a certain build or playstyle. The difference is, an archer/xbowman can still be an archer/xbowman on flat ground. He can use his team for cover and protection. So a flat open map means he must change tactics, but the playstyle is nowhere near useless, just different. On the other hand, a tightly packed street, tunnel,  or super roof-camp map does make cavalry useless. They must dismount and become infantry, which is not their character type. Which of the two options seems more fair and balanced to you?
Title: Re: Natural Maps
Post by: TommyHu on March 11, 2011, 07:30:31 pm
Nice maps, they look pretty cool.  I agree with the thought that when there are less things to hide behind, mainly buildings, people are forced to work together more, aka sticking close to one another for protection.  Just because a map is flat and open doesn't mean cav is always going to win. There is just less ability to roam off on your own as inf because lets face it...1v1, Cav vs a Footman w/o a pike or heavy throwing weapons, the footman is almost always going to be at a range disadvantage.

On a side note- For the bazaar map, did you mean blocked rooftop access as in, there are no natural ways onto the roofs? or you put invisible walls on all the roofs so you cant get up on top of them even with bought ladders.  death to invisible walls, plz?  :lol:
Title: Re: Natural Maps
Post by: Erasmas on March 11, 2011, 09:29:09 pm
Both types of maps hurt a certain build or playstyle. The difference is, an archer/xbowman can still be an archer/xbowman on flat ground. He can use his team for cover and protection. So a flat open map means he must change tactics, but the playstyle is nowhere near useless, just different. On the other hand, a tightly packed street, tunnel,  or super roof-camp map does make cavalry useless. They must dismount and become infantry, which is not their character type. Which of the two options seems more fair and balanced to you?

Fair point. Cav guy is probably worse footman than any ranged troop. I am only afraid that change of tactics in the case of xbowman will end up in being a regular melee fighter who can forgot the ranged weapon due to lack of cover. Now, we are talking about maps like Mirage or Dune, all others are really cool. These two will have nice climate too, but I will miss some stone or piece of wood.

Do not get me wrong, Chagan_Arslan, you did a good job, but I will not feel good there...
Title: Re: Natural Maps
Post by: HarunYahya on March 19, 2011, 03:17:54 pm
I really enjoy playing on your maps Chagan !
So far i played on Tilting at windmills,Bazaar and River Delta all are amazing.
Especially for cav  :twisted:
I do have some fps issues with Bazaar tho,but its awesome keep up the good work brotha
Title: Re: Natural Maps
Post by: Mustikki on March 19, 2011, 07:41:58 pm
Really nice maps here. Especially the look on them.

But the bazaar map looks a bit empty without all the merchants selling stores/stuff, carts and the feeling of a big town with lots of crap everywhere. I'm sure the infantry would really like to get some cover from HorseArchers/Crossbows and mainly from the flying stuff on battlefield.
Also my fps drops quite a lot in there.
Title: Re: Natural Maps
Post by: Modsec on March 19, 2011, 08:24:38 pm
I must respectfully say, that i believe tall of your maps are too large, and too open.
Title: Re: Natural Maps
Post by: Chagan_Arslan on March 22, 2011, 03:22:44 pm
Really nice maps here. Especially the look on them.

But the bazaar map looks a bit empty without all the merchants selling stores/stuff, carts and the feeling of a big town with lots of crap everywhere. I'm sure the infantry would really like to get some cover from HorseArchers/Crossbows and mainly from the flying stuff on battlefield.
Also my fps drops quite a lot in there.


yeah i didnt want to add more stuff out of fear that fps will drop too low, but it seems people have this even whitout all those little things i wanted to add ;/ i didnt had a chance to play it on EU1 yet, but if i will ill compare my fps to those from my tests (100vs100 bots battle), and hopefully i wont make a laggy map in future

edit: ok so its been a while and i must say i dont get any fps drop on Bazaar, i asked around and most of the people seem to not have this problem, but some do (most likely due to a weaker rig, maybe old drivers?)

I must respectfully say, that i believe tall of your maps are too large, and too open.

well thats the point, with all the village maps out there i want to create some of the alternative gameplay, so i play around with terrain shapes and flora etc. rather than giving obvious defensive points


Title: Re: Natural Maps
Post by: Reinhardt on March 30, 2011, 02:24:45 pm
River Delta, Dune, and possibly Quarry are most definitely going on the Acre server... whenever we get it.  :mrgreen:


I must say that River Delta is great to play on and that Dune looks really fitting for our theme. In other words "Moar maps!".

Very nice job and I look forward to seeing more.
Title: Re: Natural Maps
Post by: Torben on July 01, 2011, 08:33:11 pm
bump.  I want the lionsĀ“maps back into the rotation.  especially riverdelta and, meh.  fuck it.  all of them.
Title: Re: Natural Maps
Post by: Chagan_Arslan on August 31, 2011, 12:45:30 pm
using my necromancing skill i summon this thread back to life! wwooo00o0o0o

ok so i made a tournament map including 3 arenas for some horse activities and 1 melee (two men enters one man leaves)

visitors can't see pics , please register or login


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hopefully we might be able to organize some cav tournament
Title: Re: Natural Maps
Post by: Torben on August 31, 2011, 02:17:50 pm
sweet love.
Title: Re: Natural Maps
Post by: Bjarky on August 31, 2011, 10:27:36 pm
woah, this is gonna be aws00me  8-)
Title: Re: Natural Maps
Post by: IR_Kuoin on December 20, 2011, 12:06:26 am
I HERBY OPEN THIS THREAD!
Title: Re: Natural Maps
Post by: Torben on December 20, 2011, 11:01:43 am
I HERBY OPEN THIS THREAD!

I approve!
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 20, 2011, 12:13:00 pm
fkn necromancers you are guys ;p anyway ive been thinking about changing the arena map a bit by moving the spawn more to the center and adding one more some sort of arena, anyone got ideas what arena it coule be ? maybe something for archers ;p
Title: Re: Natural Maps
Post by: IR_Kuoin on December 20, 2011, 12:18:07 pm
fkn necromancers you are guys ;p anyway ive been thinking about changing the arena map a bit by moving the spawn more to the center and adding one more some sort of arena, anyone got ideas what arena it coule be ? maybe something for archers ;p

Archers? Pfyy
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 20, 2011, 12:33:31 pm
something like paintball arena, where they need to get to the box behind the other team to score a point, or kill all of them ;p dont know really if you got some idea kuoin hit it
Title: Re: Natural Maps
Post by: zagibu on December 20, 2011, 12:59:04 pm
For archers, I suggest a deep pit, where they have to jump into, then try to get out again (which will be impossible).

Nah, the paintball arena sounds fine.
Title: Re: Natural Maps
Post by: IR_Kuoin on December 20, 2011, 12:59:18 pm
something like paintball arena, where they need to get to the box behind the other team to score a point, or kill all of them ;p dont know really if you got some idea kuoin hit it

Or a lazer tag arena :D
Title: Re: Natural Maps
Post by: Torben on December 20, 2011, 01:26:18 pm
an arena for 8vs8 tournaments would be good
Title: Re: Natural Maps
Post by: Whalen207 on December 21, 2011, 12:47:50 am
an arena for 8vs8 tournaments would be good

http://www.mbrepository.com/file.php?id=2527

Last one. Made it years ago for an olympic event that never happened.
The mesh is mostly done with but there's room for improvement. It's a trashed project, so do what you want if you want to.
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 01:39:24 pm
http://www.mbrepository.com/file.php?id=2527

Last one. Made it years ago for an olympic event that never happened.
The mesh is mostly done with but there's room for improvement. It's a trashed project, so do what you want if you want to.

your a bad sport arent you ;p advertising your thing in here ^^

Torben about the 8vs8 arena, im still shocked as how many backpeddalers bombed the idea of that melee arena  to be played on tourney ;p curse them i mean how much room do you need to commence melee fight hehehe, ah it would have been so awesome to fight there i think, and superior melee players leaving no room to fight for the others leaving them either to quick death from their weapon or fall ^^ look how much space do the inf have in there http://www.youtube.com/watch?v=DAGnQUvcmVk

anyways ill get on with the map in january before an event i have in mind, hopefully as packed as Fallens one ;] but for cav this time hehe
Title: Re: Natural Maps
Post by: Torben on December 21, 2011, 02:00:47 pm
dude i had no ideat that thing is sooo huge.  enough space for my taste,  awsome job dude!
Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 04:55:18 pm
I can't help to notice that all of your maps are very suitable for cav. Just saying.
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 05:22:53 pm
any reason why map should punish certain class teeth ? isnt the rain on every second map enough of a punishment for cav and ranged ? would you like us to play a siege maps in battle format so you can rambo all the time ? just saying
Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 06:45:02 pm
any reason why map should punish certain class teeth ? isnt the rain on every second map enough of a punishment for cav and ranged ? would you like us to play a siege maps in battle format so you can rambo all the time ? just saying
What does rain do to cav?

It just amused me to see the ridiculous flatness of all your maps. I think maps should be nice to all classes, so there should be cover from ranged and areas with poor maneuverability for cav. All your maps basically fuck infantry and ranged over.

I wouldn't want to play most of your maps, maybe a little hills will make them more true to 'natural' classification.
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 06:56:01 pm
I wouldn't want to play most of your maps, maybe a little hills will make them more true to 'natural' classification.

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Title: Re: Natural Maps
Post by: IR_Kuoin on December 21, 2011, 07:24:21 pm
Hehehe, Chagan make a Norwegian landscape map then we are talking about a unfair map for cav
Title: Re: Natural Maps
Post by: obitus on December 21, 2011, 07:45:18 pm
bonneville salt flats

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Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 08:21:06 pm
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Not sure whats being proven here.

Anyway, I think that the completely flat maps as in your first three, look kinda artificial. It would be more appealing to me visually and as far as balance goes if there was some terrain.
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 08:32:37 pm
yeah i would be surprised if you would understand my subtle responce

teeth are you talking about tilting at windmills ?

(click to show/hide)

(click to show/hide)
Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 08:55:22 pm
I'm talking about the complete flat ground in Bazaar, Mirage, River Delta v2, Quarry, apart from the quarry and Tilting at windmills.

Sure landscapes as in your pictures exist, but I doubt the fields were that flat in Medieval times. This whole road with planted trees doesn't scream Middle Ages. I think all of your maps would look better if they weren't so desperately flat. I get that it is convenient as a cavalryman and mapmaker, and I understand that there are flat landscapes. Hell, that first windmill picture you posted is my country, probably the flattest country in the world. Still the maps would look better and less artificial if they had a bit of terrain.

Title: Re: Natural Maps
Post by: IR_Kuoin on December 21, 2011, 09:40:33 pm
my country, probably the flattest country in the world.

Teeht Denmark is the flattest, their highest "mountain" is around 100m
Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 09:46:51 pm
Teeht Denmark is the flattest, their highest "mountain" is around 100m
Greenland is Denmark too :p
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 10:06:10 pm
With so many village maps, with so many hill/mountain maps you are pointing me the fact those maps are flat, yes i should totally make yet another village map with some hill and accesible rooftops ...

Look at the date of the first post, and try to remember what kind of maps we had back than, 100% village maps with one team inside and the other outside. So i made an alternative maps that i hoped would balance things a bit since it was so boring. And rather than playing with buildings to make a map i played with the ground and flora to make them interesting fields of battle

if you are talking about completely flat terrain you cannot say that about mirage as its basicly two hills and a oasis in the center, it was because i wanted to get the effect of mirage that player would get when they start the map, mirage of oasis coming out of the sands, thats is why the spawns are so far away from each other

bazaar was suppose to be the very center of big metropolia of medieval times with each road being an alley something like that
(click to show/hide)
and the center that people said is too big and empty was suppose to be like that
(click to show/hide)
so really i didnt see a point in making hills there

river delta was about the bushes, i hoped to bring some twist with the low visibility areas, so again hills werent considered for it as also i think hills are quite rare near river deltas

as for tilting at windmills it was suppose to look like a holland postcard, does it look medieval, dont know, is it neccesary to look like one ? do we have only armor from medieval europe ?

i get you teeth, you hate cav to the bone, and i would assume that also me, so anything i make is a no-no for you as i probably am making it to help myself

p.s. since you dont know, rain is making cav slower and based on my personal feel i think that with last patch that effect might have been increased
Title: Re: Natural Maps
Post by: Teeth on December 21, 2011, 11:14:46 pm
I don't hate cav to the bone. Cav is okay. It's mostly bugs and glitches that piss me off. Like the other day you first bumped me and then couched me. One would think the couch would come first. Or stabbing the horse and hitting the shield.

Didn't see hills in Mirage, but now what you mention it I see it. Just a bit like that makes the map look better.

It's just that the complete flatness makes it look artificial and that all of your maps are a little bit too cav friendly. Both could be toned down a little, which would make the community probably appreciate these maps more, the base ideas behind these maps are pretty cool. If you disagree, okay then.

Ah well, rain reduces infantry movement speed. My guess is that is probably the same percentage, so rain hurts us too, although cav is a bit more speed dependant.
Title: Re: Natural Maps
Post by: Chagan_Arslan on December 21, 2011, 11:41:48 pm
ask ujin what is more cav friendly completly flat open map or map like ruins
Title: Re: Natural Maps
Post by: IR_Kuoin on December 21, 2011, 11:59:57 pm
Greenland is Denmark too :p

Greenland don't count, so few people :D
Title: Re: Natural Maps
Post by: IR_Kuoin on December 22, 2011, 12:04:11 am
Chagan personaly i think you make the best cRPG maps out there, like that arabain desert map with the dead soldiers and stuff. And that map was almost completely flat, still because of its smallness cav had a hard time against pikers, and Teeth all maps dont have to be hilly and stuff, bring a pike, problem solved  8-)
Title: Re: Natural Maps
Post by: dodnet on December 22, 2011, 12:15:56 am
Khan Provegrond - the tournament arena(new) :
It includes 4 arenas and a center designed for easy spectator crowd control
(click to show/hide)

Is that map on any server? It looks fucking amazing (as training map).
Title: Re: Natural Maps
Post by: Chagan_Arslan on January 09, 2012, 09:13:56 pm
it was on kapikulu server and on KOJ server but im not sure if its still there or does those servers are still online

anyway i made some changes to this map as i have plans for a cav tourney, so here it is

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you can also check the vid preview, be sure to watch in HD :p

http://www.youtube.com/watch?v=VeIInSO_xFM
Title: Re: Natural Maps
Post by: BlindGuy on January 12, 2012, 02:20:38 pm
Speaking of which, what is the reason we don't have any forest maps? Fps drop?

Trees spoil his cav fun is real reason.
Title: Re: Natural Maps
Post by: Chagan_Arslan on January 16, 2012, 03:49:22 pm
new map Battle of the Mounds

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inspired by (http://www.youtube.com/watch?v=W5K3AKl5qpc)
Title: Re: Natural Maps
Post by: IR_Kuoin on January 16, 2012, 04:09:05 pm
mice
Title: Re: Natural Maps
Post by: Mustikki on March 27, 2012, 12:23:01 am
Could you make a small fix at one of your maps.
Mirage, as you know people tend to run circle at the map, and to prevent this, there could be really easy and fast fix.
Changing the spawn entry points to point at the same way (as in pic) and people would naturally move at the same direction.

(click to show/hide)
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 21, 2012, 10:05:50 pm
added new map, hopefully people wont have fps problems

Taj Apskaft (new) :
This city is know for a temple of Monkey Stick. Both armies fight for the right to pillage. Blasphemers! :
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Title: Re: Natural Maps
Post by: IR_Kuoin on June 21, 2012, 10:07:35 pm
Now we just wait and see if this map is as GK friendly as the other ones  :mrgreen:
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 21, 2012, 10:10:18 pm
ofc it is, especially the south part of the map
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 22, 2012, 05:24:16 pm
Pathfinder Island (new) :
Two groups land on this deserted island to secure the grog barrels. As the old Sumerian poverb says.. "You got to fight, for your right, to party".
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Title: Re: Natural Maps
Post by: IR_Kuoin on June 22, 2012, 06:26:56 pm
Cav and ranged map,ofc it will be accepted
Title: Re: Natural Maps
Post by: Elmuri on June 22, 2012, 06:34:56 pm
Pathfinder Island (new) :
Aren't spawns a bit too close to each other?
Title: Re: Natural Maps
Post by: Mlekce on June 22, 2012, 07:10:18 pm
He shpould add some hills and move spawn points. I like the look of map.
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 22, 2012, 07:36:53 pm
Aren't spawns a bit too close to each other?

it takes around 5 seconds for cav going straight ahead at each other to meet in center, around 12 for infantry

i wanted it to be rather fast paced map, close distance of spawns to clash area gives more protection for spawning people and stragglers from cav, and also both teams start behind bushes so shooting at each other is somewhat toned down
Title: Re: Natural Maps
Post by: IR_Kuoin on June 22, 2012, 09:01:41 pm
I don't want fast maps god damnit!
Title: Re: Natural Maps
Post by: Jacko on June 23, 2012, 07:50:41 pm
Really, Apskaft?
 
:lol:
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 23, 2012, 08:29:15 pm
yeah, nice name isnt it ? :)
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 26, 2012, 06:38:51 pm
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+

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+

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=

Hun in the sun (new) :
This villge is into human sacrifice to the god of sky Tengri. Many dangers lie here, but at least its not the bees!
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Title: Re: Natural Maps
Post by: IR_Kuoin on June 26, 2012, 11:22:40 pm


Hun in the sun (new) :
This villge is into human sacrifice to the god of sky Tengri. Many dangers lie here, but at least its not the bees!
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NOOOOO! Cav. map / fear map for inf.
Title: Re: Natural Maps
Post by: Mustikki on June 27, 2012, 08:46:11 pm
Hahaha the wooden figure is great! lov it!  :mrgreen:
I wonder if anyone will find the donkey at the map  :wink:
Infantry won't be liking these maps due to the smooth ground everywhere which gives heavy advantage for cavalry.

Another note, you should use uptodate cRPG version for mapping. There are plenty of invalid items atm.
Title: Re: Natural Maps
Post by: Elindor on June 27, 2012, 08:50:27 pm
Maybe try to balance maps a little more for all playstyles I guess would be my thought..everyone has a tendency to make maps work best for their particular class...fighting that urge is something I hope I have been able to do decently (for instance giving archers great places to shoot from which they will inevitably destroy my unshielded ass when playing my maps)  :(

Since you are GK i assume you're cav so just keep that in mind...
Title: Re: Natural Maps
Post by: Chagan_Arslan on June 28, 2012, 01:49:20 am
Hahaha the wooden figure is great! lov it!  :mrgreen:
I wonder if anyone will find the equus africanus asinus at the map  :wink:
Infantry won't be liking these maps due to the smooth ground everywhere which gives heavy advantage for cavalry.

Another note, you should use uptodate cRPG version for mapping. There are plenty of invalid items atm.

yeah glad you like the wooden figure ;) can you elaborate more about this updated crpg version ? im using the same folder from native i used a year ago
arent scene props the same as that scene props in crpg folder ?

Maybe try to balance maps a little more for all playstyles I guess would be my thought..everyone has a tendency to make maps work best for their particular class...fighting that urge is something I hope I have been able to do decently (for instance giving archers great places to shoot from which they will inevitably destroy my unshielded ass when playing my maps)  :(

Since you are GK i assume you're cav so just keep that in mind...

i always aim to make them balanced for all classes, i dont put obvious "strategic" points on map as players would just race for their control
i also think that open terrain isnt the best terrain for a cav, we are visible, we cannot do our ninja cav thing, inf players ( aware ones ) can keep better track of where we are, archers have a clear shot at as all the time and cav knows where the other cav is so cav clash happens

when inf player see some place where he thinks he can do fine alone, find some peace from horses and flying arrows, he will run for it,
when you have no such spots on maps you start to feel naked and what you do ? you stick with others and start team playing

i like to think my maps promote teamplay over rambo action, but yes i use smooth tool to get rid of the sharp terrain so this cav may like ;]

Title: Re: Natural Maps
Post by: Mustikki on June 28, 2012, 04:55:22 pm
There are some differences between native and crpg props used.
In example the quest item props are not included in cRPG and there are some new crpg_ & mp_ props available.
It is also easier to make maps with crpg copy, as you don't have to make differencies with battle, siege or rb maps when starting them.

- Just copy warband/module/crpg -folder and rename it to your choose.
- Use the blank_1-200 as place holder and make maps over them. You could also use already existing map from the map list if you want to not start from beginning.
- Only flaw is, you need to make terrain code with using native. -> Single player, open map - terrain editor - copy - overwrite blank_1-200 at warband/module/crpg mapping copy/scene.txt
- Change the map name after you have finished the map and are ready to submit it.
Title: Re: Natural Maps
Post by: bagge on July 03, 2012, 12:07:39 am
This, Battle of the Mounds. Bad, very, very bad with 100+ players. It's cool on a smaller server tho.
Title: Re: Natural Maps
Post by: Torben on July 03, 2012, 12:17:17 am
love your new maps!  also:  bring river delta back into rotation : )
Title: Re: Natural Maps
Post by: Chagan_Arslan on July 04, 2012, 05:04:40 pm
@Torben thanks ;] well river delta had fps issues for many people, the pathfinder island is based on the idea of river delta but this time i made less but bigger bushes to screw the view, if there wont be complaints about fps on that map ill add some more bushes ;]

@bagge more info ?

@mustikki tell me is it possible to spawn on a map to test things up using that folder ? i tried it and couldnt, maybe some noob mistake i make ? ^^ also im always using 100vs100 bot fight to put spawns in correct place etc. its possible with this folder ?
Title: Re: Natural Maps
Post by: Mustikki on July 04, 2012, 05:35:16 pm
@mustikki tell me is it possible to spawn on a map to test things up using that folder ? i tried it and couldnt, maybe some noob mistake i make ? ^^ also im always using 100vs100 bot fight to put spawns in correct place etc. its possible with this folder ?

You will spawn automatically when you load a map or when you close editing mode, you will revert to the character.
Can't spawn bots on cRPG editor. No real advantage though (bots gets stuck on first corner, fence, etc.), unless you place ai mesh's to the scene. But you can always test the map with another mod like native if there is a need to it.
Title: Re: Natural Maps
Post by: bagge on July 04, 2012, 06:16:51 pm
@bagge more info ?

Sure. I like the map on smaller server, say eu4. On eu1 with 100+ players it's just too messy and too small. There simply aint much cover from ranged/cav fest since it's so tiny.

But as I said, it's a really good map when there is a smaller amount of players 8-)
Title: Re: Natural Maps
Post by: WITCHCRAFT on July 09, 2012, 08:05:47 am
Hun In The Sun is the most fun I have had since Pitfall. I would like to suggest adding some hilly terrain, and perhaps a few large boulders. Leaving a few stands of trees on difficult terrain would make sense, as the effigy-makers would probably just clear all the flat land to save on labor.

Also the houses are kind of small.
Title: Re: Natural Maps
Post by: Latvian on July 09, 2012, 08:10:32 am
there sure are lot of cav maps  :rolleyes:
Title: Re: Natural Maps
Post by: Riddaren on September 13, 2012, 08:40:39 pm
Good maps Chagan! Nice to see them being used in map cycles.

I especially like these two maps:

Dune - Simple but yet so good and fun. Furthermore it looks real and beautiful.
Mirage - Would love to see more of this map. Just like Dune, it's rather simplistic, yet very fun.
Title: Re: Natural Maps
Post by: Riddaren on September 14, 2012, 06:05:33 pm
Elmuri, I'll take your down vote on my previous post as a declaration of war.
Remember this when you die by my lance on the battlefield: You brought it on yourself!
Title: Re: Natural Maps
Post by: Elmuri on September 15, 2012, 12:27:40 am
I don't mean any harm. Peace man. But I can be at war if you want to.
Title: Re: Natural Maps
Post by: Chagan_Arslan on September 15, 2012, 12:05:12 pm
thanks Riddaren, funny you got - for that post ^^

and Mirage well i dont want to touch it anymore, it always ends up with both teams trying to get to the rear of the enemy, making it too boring... if only they would stop for a second and look where the enemy is running ^^ i know its too much to ask hehehe
Title: Re: Natural Maps
Post by: Haboe on September 15, 2012, 02:29:39 pm
Get the quarry in the eu rotation :)
Title: Re: Natural Maps
Post by: Chagan_Arslan on November 23, 2012, 07:13:21 pm
Yet another cav map but at least last one from me. Was sitting on my HD for some time now and was in need of only few things so here it is.

Makadesh
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(click to show/hide)
(click to show/hide)

You spawn on opposite banks of the river, the center fighting ground is on that amphibious bridge, this so called bridge got lots of holes in it so try not to drown ;]
Added some invisible walls to make sure people fight on the bridge, and dont camp the spawns hehehe

Download link :
http://www.mbrepository.com/file.php?id=2534

Title: Pathfinder Island [Battle] - Needs improvement
Post by: oohillac on January 30, 2013, 03:10:37 am
Here's a picture if you can't remember which map this is:
(click to show/hide)

This map needs some re-tuning.  Currently it is a disgusting cavalry-fest.  Lancers have absolute freedom, infantry have no cover.

I suggest:
- Adding collision to those bushes
- Putting some solid objects (boulders, those shacks or beached boats already present on the map) to each team's spawn
- More of those fishing nets to provide obstacles for cavalry in the shallow streams
Title: Re: Pathfinder Island [Battle] - Needs improvement
Post by: Chagan_Arslan on January 30, 2013, 10:05:54 pm
Here's a picture if you can't remember which map this is:
(click to show/hide)

This map needs some re-tuning.  Currently it is a disgusting cavalry-fest.  Lancers have absolute freedom, infantry have no cover.

I suggest:
- Adding collision to those bushes
- Putting some solid objects (boulders, those shacks or beached boats already present on the map) to each team's spawn
- More of those fishing nets to provide obstacles for cavalry in the shallow streams

no ;]
Title: Re: Natural Maps
Post by: Leshma on January 31, 2013, 09:08:38 pm
Hey Chagan, would you so kind to ask developer/mappers to remove your maps from the map cycle?
Title: Re: Natural Maps
Post by: IR_Kuoin on January 31, 2013, 10:11:36 pm
The thing with Chagan is that he makes cool and interesting to look at maps. More realistic ones, as hes stated in some older posts. But the problem is that many of them are too open with little cover and obstacles a bit too much "cav" friendly :P
Title: Re: Natural Maps
Post by: Leshma on February 02, 2013, 12:38:38 am
Well it is pretty obvious that this man had just one goal on his mind. That is to provide us with more cavalry oriented maps. To get a full picture what kind of player we were dealing with just look at tavern where you will see his level 35 char, which he retired and stopped playing cRPG because devs nerfed cavalry "making it unplayable". He wasn't even trying to hide his lobbyism, he actually cherished it. I always thought he was joking when he talked to me about my nerf cavalry threads, but now I see he was dead serious. It matters to him too much, actually that goes to unhealthy degree.

His maps are something that force me to change a server, every time. Since he's not playing anymore, just like the biggest part of his clan I think it would be fair for the rest of us who still play the mod to remove those awful maps. Had pretty good opinion of GK until the ultimate final move, when their leader with the rest stopped playing because of Heavy Lance nerf. That disgusts me. Every player who stops playing because his class of choice is nerfed isn't worthy of this mod. You can always try something else.

Bring back some older maps we were playing 2 ago, they were pretty decent.
Title: Re: Natural Maps
Post by: obitus on February 02, 2013, 06:38:55 am
BUFF CAV
Title: Re: Natural Maps
Post by: Chagan_Arslan on February 02, 2013, 01:12:02 pm
Well it is pretty obvious that this man had just one goal on his mind. That is to provide us with more cavalry oriented maps. To get a full picture what kind of player we were dealing with just look at tavern where you will see his level 35 char, which he retired and stopped playing cRPG because devs nerfed cavalry "making it unplayable". He wasn't even trying to hide his lobbyism, he actually cherished it. I always thought he was joking when he talked to me about my nerf cavalry threads, but now I see he was dead serious. It matters to him too much, actually that goes to unhealthy degree.

His maps are something that force me to change a server, every time. Since he's not playing anymore, just like the biggest part of his clan I think it would be fair for the rest of us who still play the mod to remove those awful maps. Had pretty good opinion of GK until the ultimate final move, when their leader with the rest stopped playing because of Heavy Lance nerf. That disgusts me. Every player who stops playing because his class of choice is nerfed isn't worthy of this mod. You can always try something else.

Bring back some older maps we were playing 2 ago, they were pretty decent.

really leshma ? so i just couldnt simply got bored of playing the same game after 2 years ? if you want to take out any of the maps i made do it yourself, make a petition in general chat

im done explaining how i made things in these maps, call me bias if you like

good luck to you ;]
Title: Re: Natural Maps
Post by: obitus on May 18, 2013, 06:32:19 am
ive played battle of the mounds enough times to where watching this is really fun

[youtube]W5K3AKl5qpc[/youtube]

http://www.youtube.com/watch?v=W5K3AKl5qpc