I'm worried about the water. Will all the archers end up camping underwater and shooting from there?
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.
Roger that, I'll barrier box them. The same thing happens in an ATS map IIRC - those cage meshes have improper collision.
Awesome map, but needs some fixing. Preferably soon. Many people are getting stuck, some on purpose I'm sure, in these cages.grr wanted to state that first
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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!
Goddamn, I want this map, not all the same random-village shit. :mad:
I'm going to finish this map but if they aren't getting used I probably won't make any more :|
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.
Just played it on NA_1, tons of fun! Nice work!Sad we need a railing :P
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?
Only "issue" I noticed was that every round around 3-4peoplenoobs fell off the ramps up to the tower and died.
I appreciate all feedback, especially negative.
WHERE IS TROPICAL?!
I haven't gotten to play it in weeks. :cry:
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...
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...
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.
Glacier is most likely maxing out a component of your system that most other maps don't max.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.
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.
This shit is amazing!!!!! So much that I'm jacking off as I'm typing this!!!!!!!!Pic or didn't happen.
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.
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 :DJust so you know, that would actually seriously improve the map.
(lol)
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.
Just so you know, that would actually seriously improve the map.
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.
The traps are very nice and fresh idea! :mrgreen:
Good job!
ROFL snskank has set the new record just this round - 13 pitfall kills
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.
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.
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.That sounds awesome and lolworthy.
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-)
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.
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.
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
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?
I agree with Zlisch, there are other options, no idea why noone actually uses them if the big bridge pisses them off so much.