It looks awesome, shouldn't take to long to break through the 1st wall. But if my "calculations are correct", I see only one entrance into the fortress, unless ladders can reach the upper walls, I'm afraid this might tourn out to be like the former Helm's Deep map, dunno if you know it?
You could probably also remove some houses, It might look less awesome, but some computers out there might have problems processing it, or even the server...
I think if you knew there would be ALOT (like 200+) playing this map you could spread the spawn points in a full 360 around the keep making it viable to not just camp a single tiny cooridor for flag
This being something you could never rely on I would only add ladders from the roof tops around flag to aid in defenders getting down there
While your reworking it, you should remove all the useless back alleys (or atleast barrier them off) and move the "border" houses closer. Saves fps, fucks over leechers, and attackers wont get lost.
Always like new siege maps, but without a download link I can't test it.
How big is the map in comparison to the space objects take up? Massively overinflated dimensions might be part of the problemWell before I had a lot of objects blending into one and another. way too many little things. Now I have a few "blown up" objects. but where it lags everything is normal size. Besides that besides "ramps" that i use for the floor the things that are larger are only like .3 larger. Give or take...
Oh I played this, and yeah it needs heavy revamping from what it was on the siege server this night.Yeah im consolidating all the buildings. Though i still want to make it look like a city I need way less buildings. I dont want people dropping out.
80% of the map is unused space full of objects that cause crazy lag. If you do get on top of the castle you will have unlimited sight lines of all said objects and it gets really really bad for lag.
The layout you say is getting modified for attacking and defending access, so I'll wait for that to critique again.
It was barely playable, and a bunch of people I know couldn't even join the server due to it dropping them from long loading times.
We lost a 5x instantly due to dropping from lag created by the map. It really is that bad.
You probably won't like to hear this, but symmetry sucks. It's boring. Otherwise I like the terraced design, and integration of the courtyard prop is still ace.actually I love hearing opinions... The more the merrier :D Ill work it out to be more pleasing to the eye. If you can think of anything to spice it up a bit let me know. I want defenders to have an edge... But attackers need an element too... but I got an idea and ill post again when i have it down
actually I love hearing opinions... The more the merrier :D Ill work it out to be more pleasing to the eye. If you can think of anything to spice it up a bit let me know. I want defenders to have an edge... But attackers need an element too... but I got an idea and ill post again when i have it down
It's not even an aesthetical argument. It's more about choice. If I can attack from the left or the right, I want those two to be different. It doesn't have to be fundamentally different, just a bit so that my subconcious can make a decision without me having to think about it and noticing that it doesn't really matter. The player should never feel that his decisions don't matter in a game.In battle maps near-symmetry is king, for balance; In siege it is not necessary as choke points and varied attacking paths are king.
In the past, when i mapped for other games, there were some really talented mappers, but they couldn't drop symmetry, and their maps were beautiful, but noone played them after the first few spins.
You probably won't like to hear this, but symmetry sucks. It's boring. Otherwise I like the terraced design, and integration of the courtyard prop is still ace.Im keeping the courtyard idea, the city has been destroyed and rebuilt based off of a more mountain type city/town. It wont be so steep that the attackers are walking up hill, you will still be able to run. The reason i chose to make the city in a slant is that it actually helps FPS. I notice if u cant see everything it ups the FPS, if theres not too much clutter its of course helps FPS... Not to mention I think it looks cooler than a flat city. The terrace in the front is expanded on one side so far. The castle is 80% left the same but the dungeon is taken out and the back end/door area is being rethought out. So far the FPS is about 3x better than it was. I will post screenshots for my next post so that u can visualizes whats coming...
Looks nice so far, do you intend to have a fight for the city, too? If yes, care to not make it too big.I am planning on having the Defenders on the rising platforms. The city itself has to be a lot smaller than last time. Its going to cover 1/2 - 2/3 the castle. Back side Im not sure of yet but the city is only going to be front area this time. I will make it a lot smaller. I do got a bit of a suprise for ya though when I touch up an area. Itll be the reason why im going to have some people on the out side. Im thinking that the idea will be to hold them on the stairs; when stairs are lost fall back to wall/gate; when wall/gate is lost fall back to smaller wall, and then to the flag room. Im still needing to rearrange some of what u see here.
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Is that towers covering the side entrance? If so I really like that idea. Having the defensive team able to perch in towers and archer/crossbow while they come up the side entrance.
(Side note) maybe make the front stairs not so long because I can see a problem being that crossbows/archers are gonna perch at the top and snipe down the stairs and since you walk so slow up the stairs it may be a problem with non shielders to get to the top. Not to mention fending off other melee.