cRPG

cRPG => Scene Editing => Topic started by: obitus on December 07, 2011, 07:43:56 am

Title: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on December 07, 2011, 07:43:56 am
These are my battle maps.  Enjoy!


NEWMAP July 2013 "Face Off" v4

Download:

https://www.dropbox.com/s/hxj0bmac8efv2tn/scn_face_off v4.zip (https://www.dropbox.com/s/hxj0bmac8efv2tn/scn_face_off v4.zip)
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!!!NEW UPDATE BEST UPDATE OF 2013!!!
CHASM
http://mountandblade.nexusmods.com/mods/3935/


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DOWNLOAD MAP PACK, FINAL VERSIONS OF THE FOLLOWING MAPS:
http://mountandblade.nexusmods.com/mods/3656

PITFALLS

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GLACIER VALLEY v2

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TROPICAL v2

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Title: Re: New battle map - Tropical
Post by: Vibe on December 07, 2011, 08:09:02 am
This looks great!
Title: Re: New battle map - Tropical
Post by: B3RS3RK on December 07, 2011, 09:43:53 am
This should be set as the only map ever to come on all battle servers.
Title: Re: New battle map - Tropical
Post by: Joelturuz on December 07, 2011, 03:16:32 pm
Perhaps consider moving one of the spawns so neither can shoot directly at the other the second they spawn. That could be rather annoying.

Other than that seems good. Looks gorgeous.
Title: Re: New battle map - Tropical
Post by: dynamike on December 07, 2011, 03:36:29 pm
Looks amazing and would provide a nice alternative to the current battle map. Seems very professionally done.

Only concerns are: direct shooting between spawns (like the previous poster said).

Also, the relative closeness of the spawns and open sand in between may encourage a cav heavier side to charge directly into the other spawn area when not all players are ready yet. Maybe a small river between spawns to slow down cav and force them to take the longer route around the village?
Title: Re: New battle map - Tropical
Post by: Lennu on December 07, 2011, 07:52:12 pm
Looks great, and quite unique map aswell.

I'm worried about the water. Will all the archers end up camping underwater and shooting from there?
Title: Re: New battle map - Tropical
Post by: zagibu on December 07, 2011, 08:53:20 pm
I'm worried about the water. Will all the archers end up camping underwater and shooting from there?

Reading helps.
Title: Re: New battle map - Tropical
Post by: obitus on December 07, 2011, 11:06:51 pm
File is now up on mbrepository:
http://www.mbrepository.com/file.php?id=3401

Good feedback here!

Underwater camping will not be an issue:
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 (http://imageshack.us/photo/my-images/502/2011120700003.jpg/)


Here are the views of both spawns looking at each other:
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 (http://img687.imageshack.us/i/2011120700004.jpg/)
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 (http://img248.imageshack.us/i/2011120700006.jpg/)

Same views zoomed in:
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 (http://img834.imageshack.us/i/2011120700005v.jpg/)
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 (http://img43.imageshack.us/i/2011120700007.jpg/)

I could see this being a potential problem, but it's a pretty long distance.  I don't think I have been hit by an arrow from that distance in my (somewhat short) time playing cRPG, but if spawn spam ends up being a problem I will fix it!

Cavalry charging in to the enemy spawn should be less of a problem than most maps.  Most maps have spawns on flat land which can be entered and exited by cav from any direction.  Cavalry can jump on to the ship from the front,  but maneuverability is limited in those areas.
Title: Re: New battle map - Tropical
Post by: Torben on December 07, 2011, 11:16:40 pm
she´s a beauty...
Title: Re: New battle map - Tropical
Post by: bravesquirrel on December 08, 2011, 12:36:58 am
Yessss, you're finally mapping for c-rpg.  mapQuality++
Title: Re: New battle map - Tropical
Post by: papageorgio on December 08, 2011, 01:10:40 am
This map needs to be put on the server ASAP!

I don't think the shooting between spawns will really be an issue, but can't wait to find out.
Title: Re: New battle map - Tropical
Post by: Shadowren on December 08, 2011, 02:30:25 am
Nice map hope it gets added and +1 
Title: Re: New battle map - Tropical
Post by: dodnet on December 08, 2011, 10:27:05 am
It's a real beauty. With tropical houses it would be even more beautiful. I'd love to fight in there during sunset  8-)
Title: Re: New battle map - Tropical
Post by: Gomer on December 09, 2011, 08:48:15 am
I like it but can see cav just charging the begging I say perhaps move spawn points to force use of some tactics :P But sexy map!
Title: Re: New battle map - Tropical
Post by: B3RS3RK on December 10, 2011, 03:26:25 am
Thinking of it, i would add 2, maybe 3 Siege shields at each spawn facing the other spawn.Far enough away from each other to let cavalry maneuver through it if necessary, but still a little protection.
Title: Re: New battle map - Tropical
Post by: Gomer on December 11, 2011, 11:12:41 pm
Thinking of it, i would add 2, maybe 3 Siege shields at each spawn facing the other spawn.Far enough away from each other to let cavalry maneuver through it if necessary, but still a little protection.

I ike this idea. I would say maybe Broken ships though for that Tropical Theme. I know there are those models in a few other maps still.
Title: Re: New battle map - Tropical
Post by: KaleLord on December 12, 2011, 06:22:47 pm
Instantly one of my favorite maps.
Title: Re: New battle map - Tropical
Post by: Whalen207 on December 17, 2011, 05:43:50 am
Great map, would appreciate if the 2nd spawn was moved to the side of the island diagonal from the 1st spawn.
Other than that, no qualms. Simple yet effective map.
Title: Re: New battle map - Tropical
Post by: Reinhardt on December 28, 2011, 04:04:43 pm
Awesome map, but needs some fixing. Preferably soon. Many people are getting stuck, some on purpose I'm sure, in these cages.


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Both sides are affected.
Title: Re: New battle map - Tropical
Post by: obitus on December 28, 2011, 07:48:14 pm
Roger that, I'll barrier box them.  The same thing happens in an ATS map IIRC - those cage meshes have improper collision.
Title: Re: New battle map - Tropical
Post by: Reinhardt on December 28, 2011, 09:02:04 pm
Roger that, I'll barrier box them.  The same thing happens in an ATS map IIRC - those cage meshes have improper collision.

This'll probably prevent quite a bit of rage from admins. :D
Title: Re: New battle map - Tropical
Post by: obitus on December 29, 2011, 05:05:12 am
VERSION 2 DOWNLOAD: http://www.mbrepository.com/file.php?id=3401

Server hosts be sure to update!  Cages are all barrier boxed.

I looked a bit in to making an alternate version with diagonal spawns, but I'll have to significantly alter the shape of the island to keep both spawns equally distant from the keep.  I'd rather just make another map :P
Title: Re: New battle map - Tropical
Post by: agile on January 05, 2012, 01:26:49 am
Played this map a couple times on battle and its pretty nice, keep up the good work!
Title: Re: New battle map - Tropical
Post by: isatis on January 05, 2012, 01:45:41 am
Awesome map, but needs some fixing. Preferably soon. Many people are getting stuck, some on purpose I'm sure, in these cages.


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Both sides are affected.
grr wanted to state that first

amazing map, truly... sadly don't come as often as we want!
Title: Re: New battle map - Tropical
Post by: obitus on January 05, 2012, 02:34:55 am
grr wanted to state that first

amazing map, truly... sadly don't come as often as we want!

Already fixed it mate!  They may still need to upload the fixed version - I've only ever played it once ~10 days ago so I don't know if they have.

Title: Re: New battle map - Tropical
Post by: Yoghurt on January 06, 2012, 04:10:47 pm
Goddamn, I want this map, not all the same random-village shit.  :mad:
Title: Re: New battle map - Tropical
Post by: obitus on January 06, 2012, 11:03:50 pm
Goddamn, I want this map, not all the same random-village shit.  :mad:

What a coincidence!  This is the theme of my new map!

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The flaming village in the unplayable background symbolizes the umpteen billion village maps that I intend to usher cRPG away from...

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I'm going to finish this map but if they aren't getting used I probably won't make any more  :|
Title: Re: New battle map - Tropical
Post by: Mustikki on January 07, 2012, 12:34:37 am
I'm going to finish this map but if they aren't getting used I probably won't make any more  :|

Sorry for the off-topic post, i'm making this short.

Just recently were appointed a new map master (Jacko) for Official EU Servers (Shik handles NA).
They will handle the new maps for Official servers.
There are how ever, some restrictions for maps to get in Official servers.

Quote
There are some basic rules if you want your map to be considered:
A submitted map must include the .sco file and the terrain info from scenes.txt. For sharing M&B Repository would be the first option; however since if you create a new account it might take a while to get it activated, I recommend using MediaFire as an alternative, due to it's lack of waiting time, captcha or download limits.
At least 3 screenshots are required, one being an aerial view with spawns marked. Optionally you can mark possible paths, recommended especially for city maps. Spoiler tags will be used to add the screenshots.
A short description of the map is required.
No mirror maps.
No fantasy maps.
No mass turf maps.
No maps larger then 600 KB.
Title: Re: New battle map - Tropical
Post by: obitus on January 07, 2012, 01:03:55 am
Tropical (dunno about v2) is hosted on NA, it's just buried under hundreds upon hundreds of maps, many with versions a b c d e and only spawn points altered.

All those standards are held to fwiw...gonna use every bit of the 600kb limit on the new map
Title: Re: New battle map - Tropical
Post by: isatis on January 07, 2012, 02:45:37 am
keep up your good work, you are damm good!
Title: Re: New battle map - Tropical
Post by: zagibu on January 07, 2012, 04:21:31 am
Looks very nice, obitus. I like the glacier.
Title: Re: New battle map - Tropical
Post by: dodnet on January 07, 2012, 09:02:43 am
Maps on EU are getting boring. Your maps look amazing, I want them on EU!  :cry:
Title: Re: New battle map - Tropical
Post by: Jacko on January 07, 2012, 11:40:01 am
No worries, maps will be added.
Title: Re: New battle map - Tropical
Post by: Malaclypse on January 07, 2012, 03:57:03 pm
Got the chance to play this on NA 2 earlier, and I gotta say, awesome job man, I love this map.
Title: Re: New battle map - Tropical
Post by: Gomer on January 09, 2012, 08:34:50 am
Ima start making maps again after I saw this! Inspiration :P
Title: Re: New battle map - Tropical
Post by: Zerran on January 09, 2012, 09:09:46 am
Played Tropical twice now, once with fairly low pop and once with high pop. Worked great both times, absolutely love it. The diversity in the terrain is awesome, really allows people to play where they want to, rather than "Oh great a map for camping archers", "Oh no, a cav map", "Crap, map that only infantry can play on".
Title: Re: New battle map - Tropical
Post by: oohillac on January 12, 2012, 02:57:07 am
Just played it on NA_1, tons of fun! Nice work!

Only "issue" I noticed was that every round around 3-4 people fell off the ramps up to the tower and died. Perhaps widen them a bit or add a railing?
Title: Re: New battle map - Tropical
Post by: Gomer on January 12, 2012, 02:59:59 am
Just played it on NA_1, tons of fun! Nice work!

Only "issue" I noticed was that every round around 3-4 people fell off the ramps up to the tower and died. Perhaps widen them a bit or add a railing?
Sad we need a railing :P

I volunteer for the position of cRPG safety inspector!
Title: Re: New battle map - Tropical
Post by: bravesquirrel on January 12, 2012, 05:36:19 am
Only "issue" I noticed was that every round around 3-4 people noobs fell off the ramps up to the tower and died.

That's one of my favorite features!
Title: New battle map - Glacier Valley
Post by: obitus on January 13, 2012, 03:25:28 pm
NEW VERSION 2.0 GOGOGO (link contains huge pictures)
http://www.mbrepository.com/file.php?id=3476




Next map: want to make some Greek Parthenon-style ruins or something cool with new models.
Title: Re: New battle map - Glacier Valley
Post by: Chagan_Arslan on January 13, 2012, 03:50:41 pm
maybe try do some maps without buildings ? ;] than you wont have to worry about models that everyone seen milions of times hehe

btw that fire, i think it lower fps a lot if i remember correctly, which might be a fun-killer for people with older pc
Title: Re: New battle map - Glacier Valley
Post by: obitus on January 13, 2012, 03:53:55 pm
fire (particle effects) can be turned off for more fps

maps without any models would be intensely boring...!
Title: Re: New battle map - Glacier Valley
Post by: Kreczor on January 13, 2012, 08:33:16 pm
Another great map dude! Keep up the great work!
Title: Re: New battle map - Glacier Valley
Post by: Zerran on January 13, 2012, 11:36:19 pm
Looks awesome, can't wait to try it!
Title: Re: New battle map - Glacier Valley
Post by: Zlisch_The_Butcher on January 14, 2012, 12:34:40 am
Looks awesome, we need more maps like this and less villages.
Title: Re: New battle map - Glacier Valley
Post by: bravesquirrel on January 14, 2012, 03:26:24 am
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Title: Re: New battle map - Glacier Valley
Post by: papageorgio on January 17, 2012, 06:47:14 am
On NA where is this?
Title: Re: New battle map - Glacier Valley
Post by: papageorgio on January 17, 2012, 06:59:28 am
Just played it so nvm.
Title: Re: New battle map - Glacier Valley
Post by: obitus on January 17, 2012, 04:27:32 pm
I'm not overly happy with it, I'll have to make a v2.0 and move the spawns closer together.

The epicly huge feeling should still be there but with less playable area and more obvious flanks.  I'll free up some kilobytes for more detail by deleting boulders up by the glaciers.
Title: Re: New battle map - Glacier Valley
Post by: Gisbert_of_Thuringia on January 28, 2012, 01:44:29 am
Just played this map, looks really good :)

But sad that everyone is only fighting in the ruins^^  There are lots of other beautiful parts to spill blood on
Title: Re: New battle map - Glacier Valley
Post by: Zerran on January 28, 2012, 01:51:54 am
^ played it late last night. Have to say, really enjoyed it. It got a number of compliments from other people too. The only issue (very minor) is people tend to just rush the ruins without trying to flank.
Title: Re: New battle map - Glacier Valley
Post by: Mustikki on January 28, 2012, 11:52:10 am
Yea, the infantry keeps fighting at the ruins due to it has the only cover against cavalry.
Really great looking surrounding area!  :mrgreen:

Tip for map making. Use the terrain generator from native, to make the terrain look more what you expect in the end. So you will save a lot of time and file size. And bit more roughness and small hills gives nice atmosphere on the maps.
Title: Re: New battle map - Glacier Valley
Post by: obitus on February 01, 2012, 03:20:00 pm
Update released: http://www.mbrepository.com/file.php?id=3476

Too many changes to list them all...changed spawn location, drastic terrain modification, more ruins, more z-axis, more gameplay relevant stuff all over, less rocks in the background.

Will play much better, maybe as fun as Tropical  8-)
Title: Re: obitus maps
Post by: obitus on February 04, 2012, 02:30:34 pm
My thanks to whomever merged the threads!  I've modified the original post as needed.

Has anyone played Glacier v2 yet?  I appreciate all feedback, especially negative.  Helps me make better maps in the future.
Title: Re: obitus maps
Post by: Chagan_Arslan on February 04, 2012, 03:09:52 pm
I appreciate all feedback, especially negative.

it sucks, like so bad

your welcome
Title: Re: obitus maps
Post by: Zerran on February 05, 2012, 12:59:20 am
WHERE IS TROPICAL?!

I haven't gotten to play it in weeks.  :cry:
Title: Re: obitus maps
Post by: bravesquirrel on February 07, 2012, 06:29:51 am
WHERE IS TROPICAL?!

I haven't gotten to play it in weeks.  :cry:

Yea, needs more Tropical
Title: Re: obitus maps
Post by: BADPLAYERold on March 06, 2012, 06:10:31 am
bump for awesome maps
Title: Re: obitus maps
Post by: obitus on March 06, 2012, 09:10:34 am
If I can make sure everything will work, the next map will feature winch-driven trap doors to deep spike-filled pits.

This will require some extensive testing - in Native it won't work as a cavalry player can survive the fall, sacrificing their horse.  cRPG has different fall damages, so there is still hope.
Title: Re: obitus maps
Post by: obitus on March 06, 2012, 09:59:41 am
It's really random!  I took a trip to the cRPG Siege servers (as all siege maps seem to have 1000m high drops) and about half of the time I jump my steed to its death I live.

Too random to use as a mechanic I suppose.  We need a player_damage_box prop, heh.


Oh well, fuck it, plan B.  I'll make custom props instead and go for a less gimmicky map.
Title: Re: obitus maps
Post by: Mustikki on March 06, 2012, 08:40:59 pm
You could make the trap door in a place where cavalry can't get.
In a certain high angle of ladders or stairs are which cavalry can't go up.
Title: Re: obitus maps
Post by: obitus on March 06, 2012, 08:54:36 pm
Hmmmmm...great thinking!

I can't deny the allure of using a winch and dropping 20 enemies to their deaths.  Time to make a layout.
Title: Re: obitus maps
Post by: obitus on March 22, 2012, 08:46:17 am
Coming along quite nicely now.

Early screeny:
(click to show/hide)

The prototype trap is working very well after dealing with lots of funky physics from the terraforming.  So many test corpses...

Drowning solved the previously discussed cavalry issue!  Unfortunately I've discovered a bug in which a dismounted horse will not fall after having the trap door open underneath them.  Using this bug a player can dismount and then mount again and stay afloat, so no cavalry will be able to use the bridge.

Cavalry will instead have to jump the pit using a cav-only route...
Title: Re: obitus maps
Post by: Jacko on March 22, 2012, 04:25:05 pm
Looking good. Can't wait to see that trap of yours.
Title: Re: obitus maps
Post by: Digglez on March 22, 2012, 09:13:35 pm
Tropical is one of my favorite battle maps.  I like the changes made to Glacier 2.0, but it still runs VERY poorly compared to other maps.
Title: Re: obitus maps
Post by: Mr_Carpenter on March 22, 2012, 09:24:54 pm
Tropical is one of my favorite battle maps.  I like the changes made to Glacier 2.0, but it still runs VERY poorly compared to other maps.
What do you mean with "runs very poorly"? I haven't really noticed any performance problems with it, if that's what you were up to...
Title: Re: obitus maps
Post by: Digglez on March 22, 2012, 10:51:49 pm
What do you mean with "runs very poorly"? I haven't really noticed any performance problems with it, if that's what you were up to...

25% or more FPS hit compared to other maps, even with particle effects turned off.  Virtually all of my settings are near minimum or performance settings.  I can run other games like TF2, Skyrim, etc in medium detail with steady GOOD Fps.
Title: Re: obitus maps
Post by: obitus on March 23, 2012, 02:49:42 am
Glacier is most likely maxing out a component of your system that most other maps don't max.

I'll update Tropical and Glacier at some point, removing small detail stuff from both of them, and shrinking the ladder-thwarting enormous invisible barriers.  I don't want to make everyone redownload Glacier for a while though (600kb).
Title: Re: obitus maps
Post by: Digglez on March 23, 2012, 04:49:42 am
if you need help testing it I'll be more than obliged.  Would just need instructions on how to get the map running for a bot battle on my computer
Title: Re: obitus maps
Post by: Lichen on March 28, 2012, 07:28:17 pm
If I can make sure everything will work, the next map will feature winch-driven trap doors to deep spike-filled pits.
Cool idea. Would be neat to have like an underground cave/dungeon map with pits of doom with fire or enough water to drown if you fall in, jumping obstacles, etc. Something much different from the standard maps. Maybe even have maze parts.
Title: Re: obitus maps
Post by: Teeth on March 28, 2012, 09:47:56 pm
Glacier is most likely maxing out a component of your system that most other maps don't max.

I'll update Tropical and Glacier at some point, removing small detail stuff from both of them, and shrinking the ladder-thwarting enormous invisible barriers.  I don't want to make everyone redownload Glacier for a while though (600kb).
Yeah that made me miss spawn last time I downloaded it. It was like 10 vs 10 that round with 120 players in the server.
Title: Re: obitus maps
Post by: obitus on March 30, 2012, 06:01:02 am
Yeah that made me miss spawn last time I downloaded it. It was like 10 vs 10 that round with 120 players in the server.

The last d/l actually wasn't my fault! :oops:  It is my fault the map is 600kb though.

Please accept my apologies.  New map is near completion at 154kb:

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ZOMG excav citymap???


One of the trapdoors:

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Title: Re: obitus maps
Post by: obitus on March 30, 2012, 10:25:43 am
QUESTION!!!

I need to know how to make a prop inside-out permanently.

I know all mappers have at some point experienced props turning inside-out when using the invert button before placing them.  You can try it right now - click "Add Object", select a prop, then invert Z axis, then add it to the map.  It should be inside-out...but it doesn't stay inside-out.  Upon save and map reload, the mesh is of the same alignment but is right-side-out.

I know it's possible to save an inside-out prop...somehow I managed to accidentally do it to a tall wooden ramp support beam on tropical.

The beam appears normal in both cRPG edit mode and native edit mode, but it has a negative Z-axis value for its scaling.
  It appears inside-out only online, apparently???

Anyway, why do we want to be able to do this?

CAVERNS!  Look how well inside-out destroy_castle_B works as my trap's death pit:

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BUT I CANT SAVE IT  :cry: HALP
Title: Re: obitus maps
Post by: Jacko on March 30, 2012, 11:00:53 am
I know now way of keeping them inside out. Shouldn't be to hard to come up with some other way for those 4 walls tho.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on April 01, 2012, 07:25:35 am
BUMP for new map, check original post for details.

This map is extremely unconventional so be sure to provide feedback.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on April 03, 2012, 04:32:23 pm
Inaugural game went off without a hitch!  I successfully dropped 4 Europeans to their deaths on the first round.

I'll be interested to see how it plays once everyone learns how it works.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Kreczor on April 03, 2012, 11:10:14 pm
Well god damn, this map is freaking awesome. Put it higher on the rotation, people in ts we're loving it the whole 7 rounds, and people in chat we're having a lot of fun.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: papageorgio on April 04, 2012, 10:42:00 pm
This shit is amazing!!!!! So much that I'm jacking off as I'm typing this!!!!!!!!
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Mr_Carpenter on April 05, 2012, 06:33:00 pm
This shit is amazing!!!!! So much that I'm jacking off as I'm typing this!!!!!!!!
Pic or didn't happen.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Teeth on April 10, 2012, 05:54:35 pm
Pitfalls blows, forgot how horrible ladders were in a battle map, this map reminded me of the age of roofcamping. Oh and me and ten of my teammates died due to the trapdoor, nice troll gimmick.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: larlek on April 10, 2012, 06:17:51 pm
Love this map. I don't see why people complain about the pitfalls. If you're stupid enough to run on the trap when someone is standing next to the switch then you deserve to fall down the pitfall. Simple really, the hallway should only be used on the first push and then it should be avoided unless there is no one next to the trap switch.

Great map!
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Lichen on April 10, 2012, 06:57:14 pm
Maybe I haven't played it enough but it seems you can rather easily just go around the pitfalls or hang out on the roofs and bridges. Why not have the 'control' section that operates even more or bigger trap doors which players have to stand on so the battle for the control winches will be of utmost importance. If not that maybe reduce the paths around them from 2 to 1
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Peasant_Woman on April 10, 2012, 07:31:59 pm
I liked the map, no complaints really. The fear of being dropped to my death stopped me using the corridors except inside the first minute of the round. I feel trying to use the switches mid battle is a death sentence though, highly exposed area in the middle of the map. Archer bait.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on April 11, 2012, 01:48:07 am
Maybe I haven't played it enough but it seems you can rather easily just go around the pitfalls or hang out on the roofs and bridges.

The pitfall routes are supposed to be the fastest way to the roofs and bridges.  I may hamstring the side routes a bit more to make the difference a bit greater.

You understand the concept...I want to reward teams taking the risk of going over the bridges by giving them advantageous positioning (rooftop access).

Pitfalls blows, forgot how horrible ladders were in a battle map, this map reminded me of the age of roofcamping.

Okay sir, great point!!  I'll remove all the ladders from the map for you and put ramps so cavalry can get up there and kill all the archers :D  :D :D

(lol)
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Teeth on April 11, 2012, 05:20:08 pm
Okay sir, great point!!  I'll remove all the ladders from the map for you and put ramps so cavalry can get up there and kill all the archers :D  :D :D

(lol)
Just so you know, that would actually seriously improve the map.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Jacko on April 11, 2012, 05:51:34 pm
Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Lichen on April 11, 2012, 07:13:52 pm
Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.
Yep, all other options to the tunnels should be equally bad. I just go around them and deal with or avoid any cav on the side routes. I really like different and unique maps such as this one though but would like to see it be more of a fight for survival. Maybe have pitfalls on the side routes too (could just be a pit with hay over it...some of the hay covering pits..some not etc). Maybe 1 side route could be very narrow with hay pitfalls so only infantry can really pass and the other bigger for cav. Another idea is to have everyone start the round on the pitfalls and both teams rush to doors they have to chop down so they can prevent the other team from dropping them to their doom.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Mustikki on April 11, 2012, 08:49:50 pm
The traps are very nice and fresh idea! :mrgreen:
Good job!
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on April 11, 2012, 09:57:18 pm
Just so you know, that would actually seriously improve the map.

Just so you know, I'm fucking with you and that's how the map has always been  8-)




Well made map. My only concern with it is that, since most people are afraid to use the tunnels, the whole 'gimmick' of the map disappears.

Yep, all other options to the tunnels should be equally bad. I just go around them and deal with or avoid any cav on the side routes. I really like different and unique maps such as this one though but would like to see it be more of a fight for survival.

Agreed; it's pretty clear I need to make the side routes more painful, less desirable to take.

I like the door idea!  Unfortunately doors don't "reset" every round.  If they are broken down they stay broken for the duration of the map, unlike gates which do reset.

I can't use dropgates on every path.  My reasoning for not doing this is that a team could completely isolate itself from the other side.

Dunno what to do really, open to suggestions.  Pretty much what I'm left with doing is extending the distance/time they have to walk, but I can't do that in a way which gives them any cover from cavalry.  Hmm...



The traps are very nice and fresh idea! :mrgreen:
Good job!

Thanks -- and thank you for helping refine that idea!!
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on April 11, 2012, 10:07:06 pm
ROFL snskank has set the new record just this round - 13 pitfall kills
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: papageorgio on April 12, 2012, 01:04:33 am
ROFL snskank has set the new record just this round - 13 pitfall kills

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Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: bravesquirrel on April 12, 2012, 02:07:44 am
Pitfalls blows, forgot how horrible ladders were in a battle map, this map reminded me of the age of roofcamping. Oh and me and ten of my teammates died due to the trapdoor, nice troll gimmick.

You are literally retarded.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: Teeth on April 12, 2012, 03:45:52 pm
Just so you know, I'm fucking with you and that's how the map has always been  8-)
Forgive me it was late.

You are literally retarded.
Roofcamping has always been less of an issue on NA it seems, the times I played this map it was just as bad as it used to be before ladders got removed. Both sides of the center were being camped by ranged, not even shielders could safely attack the ranged. Now that was retarded. It resulted in either draws or wins by the team with the most ranged.

I suggest there should be a route to the roofs from the spawn, maybe working the trapdoors in there to give more of an incentive to risk going over them. I was impressed by the way you avoided camping spots in Tropical, but sadly that thinking didn't make it into this map.
Title: Re: obitus maps - NEW MAP: Pitfalls
Post by: obitus on May 10, 2012, 01:21:11 pm
OMGHUGE UPDATES

all three maps modified for better FPS / fixed all MOF flags.  ENJOY!!!

http://mountandblade.nexusmods.com/mods/3656
Title: Re: obitus maps - ALL MAPS UPDATED FOR MORE FPS
Post by: LordSnow on May 11, 2012, 11:27:31 am
Nice job, thank you :wink:
Title: Re: obitus maps - ALL MAPS UPDATED FOR MORE FPS
Post by: _Tak_ on May 11, 2012, 12:44:58 pm
best map ever made for crappy computers, why thank you

Edit: obitus  make more maps please, your maps are really nice and all well balance
Title: Re: obitus maps - ALL MAPS UPDATED FOR MORE FPS
Post by: obitus on February 17, 2013, 06:03:11 pm

!!!NEW MAP BESTMAP OF 2013!!!
CHASM
http://mountandblade.nexusmods.com/mods/3935/


(click to show/hide)
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: oohillac on February 18, 2013, 03:49:13 pm
Dunno about the Chasm one, but Pitfalls is an all-time favourite of mine.  Keep up the good work!
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Zlisch_The_Butcher on February 18, 2013, 04:06:55 pm
Obitus now that drowning is added consider altering pitfalls so cav can cross the portculis?
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on February 19, 2013, 05:36:36 am
Obitus now that drowning is added consider altering pitfalls so cav can cross the portculis?

I did design the map with this in mind, but there is a strange bug that keeps me from doing it.

Dismounted horses don't fall when the gate opens.  People can prevent falling by dismounting on the far side, waiting for the horse to become suspended in midair, then remount.  They can't move or they instantly fall, but the gate can close back under them and they can stay alive.

Pretty convoluted bug, maybe I should have kept it just from the comedy value  8-)

Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Teeth on February 19, 2013, 10:53:48 am
I did design the map with this in mind, but there is a strange bug that keeps me from doing it.

Dismounted horses don't fall when the gate opens.  People can prevent falling by dismounting on the far side, waiting for the horse to become suspended in midair, then remount.  They can't move or they instantly fall, but the gate can close back under them and they can stay alive.

Pretty convoluted bug, maybe I should have kept it just from the comedy value  8-)
That sounds awesome and lolworthy.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: bravesquirrel on February 28, 2013, 12:30:24 am
more like orchasm
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 05, 2013, 08:20:49 am
Just downloaded Chasm on the patch.  Give me feedback please!  I may have to add more cover around the cliffs.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 06, 2013, 10:20:15 pm
Someone said Chasm was bugged and there's another map with the same name.  Dunno if they were trolling, but let me know if anyone ever successfully plays Chasm and what your impressions are to make it better
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Ronin on March 06, 2013, 10:25:22 pm
If they tried to host a game to see themap, that is possible. There is something wrong with maps. For example I have to set map as blank 5 map to edit blank 4 map.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 07, 2013, 07:51:08 am
Checked "chasm" in scene editor, its mine and everything works.  There's a mysterious invisible boulder but nothing game breaking.

Once we can see how it plays a few times I will fix it and do balance changes  8-)
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Teeth on March 13, 2013, 04:19:50 pm
The MoTF spot that is probably supposed to be on top of the bridge makes the flags float 10 meters below the bridge when playing.

(click to show/hide)

Apparently the MotF flag just gets lowered 10 m while it isn't active, kinda primitive.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Ronin on March 13, 2013, 04:37:19 pm
Haha very good maps. Lots of unlucky cav fell down today :P
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 13, 2013, 09:20:36 pm
haha wow i have so much bad luck with MOF flags.  i still never got them to stop randomly tilting 30 degrees on tropical.  their coding is so mysterious!

glad to hear many have already fallen to their demise.  still trying to catch it in rotation so i can see what other stuff to do like balance changes.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Ronin on March 13, 2013, 09:54:14 pm
By the way don't get me wrong, map is not broken or anything. The cav was silly that's all. One of that bridges might be unpassable by the way (at least a horse goes it through to the ground). I managed to pull off jackie there :P
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Teeth on March 13, 2013, 10:00:54 pm
Here is my two cents, having played it once. The main bridge is so wide that it is very easy to just cross with the entire team. I did not quite get the scale of the map from the screenshots but everything is a bit bigger than I expected. Every round I played it, both teams just met on the bridge and fought it out there. Now I really liked this, just go and fight, quick and intense rounds. I doubt this is how you intended it though. The entire chasm basically gets neglected in main infantry gameplay, with only some cavalry jumping over it to attack infantry from the back. I didn't have to jump the chasm in any of the 4 rounds I played it and I don't expect to see myself falling to my death much. 

Again, I liked how it played, the bridge creates a very focused fight situation without everyone circling around eachother or camping, but it is nothing unique or interesting. To really give an incentive to flank by using the other bridges or jumps, you could create a small jumpable gap between the two sides of the large bridge, so that camping becomes viable, crossing becomes more risky and using other methods to cross actually get some use. I don't think that would actually be better gameplay, but you seem to love fall deaths and it is a shame of having only a small portion of such a map being used in actual gameplay.



Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 13, 2013, 10:19:55 pm
Right, so I will make the main bridge more narrow.  I'll do 50% or smaller width.  The main bridge should probably have a small gap to jump in the middle.  I think that's what you're suggesting, but even if its not...

I definitely want to encourage and reward the flanks for infantry even with lower playercounts.  It will take a while for people to figure out the cliff island too.

All bridges should be passable with cav, even the partially destroyed one.  It all works in scene editor with rouncey, at least.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: Ronin on March 14, 2013, 02:40:55 pm
partially destroyed one was the end of poor jackie.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 19, 2013, 06:08:15 am
hmm, glad i didn't update the map.  it will play MUCH differently with the new cavalry spikes being spammed
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on March 31, 2013, 03:10:29 am
I finally caught a game of Chasm today!

The MOF flags are functional.  I played one round where they spawned.  They are just "hidden" underground until they spawn, which is underneath the main bridge in my map.  This looks really dumb, so I suppose I'll have to put them on land.

My gameplay thoughts:
-Nobody ever used the cliff island.  I'll probably just delete the whole thing for more FPS.
-Jumpable gap on main bridge is definitely needed!  Cav spikes will probably make this even more hilarious.  I will narrow the bridge but not very much.
-I was the only cav brave enough to leap the cliff every time.  I think the rest of the cav are too damn scared.  One followed me until the cliff and then turned around like a pansy.  This amused me.
-Spawns should be moved a little bit closer and equally spaced from main bridge and the partially destroyed bridge.


Overall it was pretty fun, but I think it's going to be much more exciting with these proposed changes.  I want lots of fallkills and falldeaths.
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on May 20, 2013, 06:43:17 am
UPDATE!!!!!!!!


Trying to save Chasm from being shitty.

-Moved spawnpoints

-Moved two bridges

-Removed cliff island

-Walled off lame areas that trolls have discovered

-Main bridge is more narrow and now has gap to jump.

-Cliff side has much closer gaps, even infantry can jump it now.

-MOF flags moved, wont show up under bridge any longer



http://mountandblade.nexusmods.com/mods/3935/?
Title: Re: obitus maps - CHASM NEWMAP BESTMAP 2013
Post by: obitus on May 22, 2013, 12:52:45 pm
Anyone have any opinions about these changes?

Bridge alterations are obvious.

The new spawns are hard to see, but notice how close they are to the relocated damaged bridge.

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Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: FrugFrug on May 23, 2013, 02:20:51 am
Is the main bridge jumpable by infantry? If not I could see that being a good place to put up stakes and shields to camp with ranged.
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: obitus on May 23, 2013, 04:19:46 am
Yep.  Easily jumpable.  Maybe not 3 agi / 0 ath infantry with heavy armor, though, which will be funny to see!

I still expect lots of stakes, so perhaps pikemen will have a new role for this map as spike killers.
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: CrazyCracka420 on May 24, 2013, 08:57:49 pm
I like the changes (mainly the gap in the bridge)
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: Zlisch_The_Butcher on May 26, 2013, 11:26:37 am
That gab is more than wide enough for anyone, regardless of build, to jump. Imo an improvement to the map could be a few large rock pillars on land serving as loose cover for ranged, Chasm really sucks if it's on a low pop server and the only ranged got the ath/riding to kite.
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: obitus on May 27, 2013, 06:19:13 am
The update is already live??  WOw!

I actually avoided putting more cover specifically for low player counts...I wanted all action to converge at the bridge in the case of low server population since that's where the map's only superior cover is.  If I put more cover/obstacles I am worried it would just drag the rounds out super long which I am trying to avoid.

I could put more cover around the bridge area to keep the action concentrated there...but I want to encourage the use of other routes for big games.  Hmmm
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: obitus on May 29, 2013, 10:18:39 am
Okay here's an idea...encourage the use of the damaged bridge by making it a covered bridge.  I'll still leave the broken floor, naturally, but this route will be well shielded from ranged from the sides and top.

With this change I can add more rocky cover by that bridge without making it an even better archer camping area which would further discourage its use.

Thoughts?  I'm always worried about keeping round length low.  The ring around the rosey scenario is unfortunately going to happen on this map, but I am hoping the visibility is good enough to easily determine the enemy's location.
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: BadooN on May 30, 2013, 05:17:18 pm
I don't know if this has been addressed yet, but players can get stuck in those spots between the 4 columns and the bridge with no way of getting out.  Happened to me once and I've seen others stuck there helplessly, I'll try to get some screens next time.
Title: Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
Post by: obitus on July 21, 2013, 03:44:56 pm
With the promise of an updated map cycle I celebrated with the accidental creation of a map.

Face Off
Download:
https://www.dropbox.com/s/lp7ynd2ea7i9o15/Face_Off.zip

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Teams spawn facing each other on opposite sides of the gate.


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The winch, catwalk to it, and gate are visible in this shot.


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Newmap "Face Off"
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Viriathus on July 21, 2013, 07:49:22 pm
Dam this is a nice map!
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on July 21, 2013, 08:42:27 pm
mount and blade nexus is broken for me, keeps giving me an error message for the upload page:


Error

The site has run in to a problem, please look at the error message below...

No ID was supplied for this action.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on July 22, 2013, 08:47:01 pm
Mount & Blade Nexus is not working on any computer I try.  ALways throws the above error, the file doesn't have an ID created for it.

Download here:
https://www.dropbox.com/s/lp7ynd2ea7i9o15/Face_Off.zip
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Teeth on July 22, 2013, 10:23:26 pm
Checked out the updated Chasm and Face Off. Nothing wrong with Chasm, but I still doubt anyone but a handful of cav will use anything else than the main bridge. Will update.

About Face Off. The map is extremely barren. The map consists of solely textures, a little vegetation and buildings. All similar buildings, textures and vegetation at that. I know you value good performance, but this looks rather lazy and rather boring. As far as gameplay concept goes, the gate is nice, but the catwalk to it is just a one person deal, it's probably going to be a horrible ranged and maul camp spot up there by whichever side has the fastest character to go up there first. People might not even wanna go up there whatsoever. Apart from the gate the map is a lot of walking and perhaps even circling, until the gate is opened. I couldn't be arsed to time the spawns to winch routes, you've probably thought of doing that.

The map is fairly large with a lot of dead space. Doubt much more than this area is going to be used. Not a real problem or anything.
(click to show/hide)

(click to show/hide)
You put some extra doors at houses, they look more out of place then they make the house look like an house if you ask me, but more importantly it shows the open door option. Some of them are also hanging in front of the wall instead of actually in it.

You sunk a lot the houses to create smaller houses, but in lots of spots it left half visible windows and roofs and other weird looking stuff. Like so.
(click to show/hide)
(click to show/hide)

You have entry points 66 to 68 as MotF spots, they should be 67 to 69.

If you pretty the map up a little and remove the doors and fix MotF I'll put it on the server to see what happens.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on July 22, 2013, 10:33:46 pm
Those doors are unopenable in edit mode!  Le sigh.

I'll apply requested fixes.  Pretty happy with that map for such a short amount of time being spent on it.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on July 22, 2013, 11:47:39 pm
v2 done!

https://www.dropbox.com/s/wu5jdj3r6xb1uhn/scn_face_offv2.zip

added plenty of props, removed all doors, fixed mof.

i put strategically placed turned-over tables on one side to encourage the use of that side.  that side also has two mof spawns instead of one.  this should help to keep the ring around the rosey scenario from being as bad.

Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Fips on July 23, 2013, 06:00:05 pm
It still seems very lazy to me, the new props don't really add anything to it. Still looks like a ghost-town =/
I will add it in now, but i would really like to see you put some time and life into this city/castle if you want it to stay in permanently.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on July 23, 2013, 08:29:29 pm
Sounds good!  Let's find out if it's worth keeping.  If it ends up being fun I'll give it some more fine tooth comb details love.

The gameplay is a shot in the dark, much like Pitfalls.  Here's hoping it is worthy!
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Jarold on July 23, 2013, 08:57:45 pm
You know you can use dungeon_doors instead of the sally doors. Dungeon_doors do not open and they are great for adding a little detail to your buildings.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on August 01, 2013, 08:25:44 am
I'm a bit sad that Face Off v2 isn't in this patch -- I don't want to add tons of detail if it ends up not being worth a spot in rotation / not fun.


Chasm 2.0 opinions??  I think the gap in the bridge is a win.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Fips on August 01, 2013, 12:04:30 pm
I'm a bit sad that Face Off v2 isn't in this patch -- I don't want to add tons of detail if it ends up not being worth a spot in rotation / not fun.

It is.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on August 04, 2013, 11:57:35 pm
Version 3!


Face Off v3
Download:
https://www.dropbox.com/s/1c4u1m6yxyhk50k/scn_face_off v3.zip (https://www.dropbox.com/s/1c4u1m6yxyhk50k/scn_face_off v3.zip)
(click to show/hide)
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: Fips on August 06, 2013, 12:48:40 pm
Okay, before i add this update: Move the spawns. Spawning so close to the wall with more than 40 players on each side will not be cool.
Title: Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
Post by: obitus on August 06, 2013, 06:49:01 pm
Okay, before i add this update: Move the spawns. Spawning so close to the wall with more than 40 players on each side will not be cool.

Version 4!
https://www.dropbox.com/s/hxj0bmac8efv2tn/scn_face_off v4.zip (https://www.dropbox.com/s/hxj0bmac8efv2tn/scn_face_off v4.zip)

I also removed some unnecessary knocked over stools
Title: Chasm
Post by: Osiris on September 29, 2013, 01:43:45 pm
Why on earth did someone put a gap in the middle of the bridge on this map? It just results in the same old boring shield wall vs shield wall until some people jump and get nudged down the gap:/
Title: Re: Chasm
Post by: Zlisch_The_Butcher on October 01, 2013, 06:15:49 pm
Not like there aren't two other bridges you can cross or anything, it's also usually whatever team jumps over first that wins anyhow.
Title: Re: Chasm
Post by: Jarlek on October 06, 2013, 02:38:31 am
Why on earth did someone put a gap in the middle of the bridge on this map? It just results in the same old boring shield wall vs shield wall until some people jump and get nudged down the gap:/
That's why
Title: Re: Chasm
Post by: Gravoth_iii on November 10, 2013, 11:38:37 pm
REMOVE THIS MAP NOW, PLEASE. There is no other map that makes me go "oh no not this map" like chasm.
Title: Re: Chasm
Post by: WITCHCRAFT on November 11, 2013, 04:01:26 am
The main bridge is gimmicky, but I enjoy this map.
Title: Re: Chasm
Post by: Fips on November 11, 2013, 06:33:18 pm
Not sure if obitus is still around, but how about he puts another (or move one of the existing ones) smaller bridge close to the main bridge? So you can still use that gap if you want to but there's another way that is just as close.

I agree with Zlisch, there are other options, no idea why noone actually uses them if the big bridge pisses them off so much.
Title: Re: Chasm
Post by: Carthan on November 11, 2013, 06:58:14 pm
This map works perfectly fine for most people whenever I play it and seems to be thoroughly enjoyed by 90% of the population. ranged shoot over and one team either masses for a push or splits up and flanks across for a chance of ambushing them.
It just results in the same old boring shield wall vs shield wall until some people jump and get nudged down the gap:/
Who would jump across a gap of death and into a shield wall and not expect to get nudged down?
Title: Re: Chasm
Post by: Teeth on November 11, 2013, 07:00:48 pm
In my opinion the map is just oversized. The walking distances to other crossings make them fairly irrelevant for infantry. Putting the flanking options much closer would probably do it some good.
Title: Re: Chasm
Post by: phnxhdsn on November 13, 2013, 05:50:56 pm
Not that it is also heavily ranged favored? but i guess that doesn't matter as everyone is ranged now anyway.
Title: Re: Chasm
Post by: obitus on November 16, 2013, 11:04:40 pm

I agree with Zlisch, there are other options, no idea why noone actually uses them if the big bridge pisses them off so much.

I think it's because the main bridge is the only bridge which provides cover from ranged due to the upward tilt, preventing visibility.  The other bridges do not.

The broken bridge is actually closer to both spawns than the main bridge.  Infantry can also just jump the cliff gap where it's narrow, but there's not enough cover from ranged to incentivize these routes.

I'll give this one an update, and Pitfalls needs some graphics fixes as well.
Title: Re: Chasm
Post by: San on November 16, 2013, 11:15:31 pm
I disliked the map ever since the change. You can still nudge opponents off the side of the bridge if necessary. Actually found myself using all 3 bridges more when there wasn't a gap since you can ensure that the teams would be clashing, so there would be more opportunities to sneak in. If the other team is just camping their side, going along the side bridges is more risky since there's no pressure yet.