cRPG

cRPG => Scene Editing => Topic started by: Ronan on March 14, 2011, 11:08:20 pm

Title: Seige Map: Phoenix Castle
Post by: Ronan on March 14, 2011, 11:08:20 pm
This is my first map. The idea was to make something different. I do realize there will be a lot of dislike and maybe a lot of likes(maybe not), so please leave all your comments here. The more I know, the better I can fix this map. I will take all into consideration and do my best to update it to fix any annoyances about the map.


OLD PHOENIX CASTLE
(click to show/hide)

Edit(4/16)

This is the one is in rotation as of 4/15. Let me know what you think. Of what you like and dont like. Thank you

NEW PHOENIX CASTLE
(click to show/hide)

Edit(4/19)
http://www.mbrepository.com/file.php?id=2787 (http://www.mbrepository.com/file.php?id=2787)

Updates for Phoenix Castle 2.1


*Moved attacker spawns closer & spread them out between 3 locations
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*Added 2 more ladders
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*Changed look of side stairs(the one everyone seems to take)
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*Removed one layer of stairs in front of castle

*reorganized part of the city to compensate for changes in stairs
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If this doesnt work, Im going to edit it one more time by making the front gate destructible. Then if that doesnt work I dont know.
Title: Re: Seige Map: Phoenix Castle
Post by: gazda on March 16, 2011, 10:07:19 pm
where's the map ?  :D
Title: Re: Seige Map: Phoenix Castle
Post by: Sir_Xormanec on March 16, 2011, 10:17:20 pm
Nice map
can see the whole castle from here
it will be a success :D
Title: Re: Seige Map: Phoenix Castle
Post by: AlWiS on March 17, 2011, 05:17:54 pm
Cool map.....

I and many other palyers nerver saw the MAP
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 17, 2011, 05:32:27 pm
haha...sorry Ill get them screen shots up here quick. Been living me real life in the woods for a bit. Ill try getting em up within two days. Glad u guys like it.
Title: Re: Seige Map: Phoenix Castle
Post by: MrExxc on March 17, 2011, 05:51:53 pm
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...
Title: Re: Seige Map: Phoenix Castle
Post by: Tears of Destiny on March 17, 2011, 06:07:31 pm
I can see stakes in the back, is there a back door?
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 17, 2011, 07:36:48 pm
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...

The server does not process the houses. At least not the graphical part.
Title: Re: Seige Map: Phoenix Castle
Post by: Reinhardt on March 17, 2011, 07:57:34 pm
I officially disapprove of this map for one reason and one reason only. It doesn't have the Crusaders of Acre's banner on it  :(
Title: Re: Seige Map: Phoenix Castle
Post by: Leiknir on March 17, 2011, 10:46:44 pm
Always like new siege maps, but without a download link I can't test it.

(also, if you press "h" in the scene editor, it hides the barriers and stuff, makes prettier screenshots ;) )
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 19, 2011, 01:05:38 pm
heres the link... Test away. And if you modify it let me know and Ill look at it. I love coop building. Also, I thought i had all banners in the map... Ill check to find the Crusaders of Acre's banner.. if u give me what ur original looked like i can make sure to add it.

And there is a back door(someone said it was useless in game, but gave no reason why) and an underground passage. I cant say where but if youre a religious man u should find it  :wink:

theres a ladder in the front and ladders to either side of the front shorter wall. Im thinking about adding one in the back and maybe taking the one in the front out, or one of the front sides.

btw u can get on most buildings without bringing ladders. I did this for archers though I think its useless...


http://www.mbrepository.com/file.php?id=2646 (http://www.mbrepository.com/file.php?id=2646)
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 19, 2011, 08:19:26 pm
Ok, clan mate let me know something important. The castle is weird-ish. theres only one way for defenders to get to flag without being hurt, so: The castle is going to be restructured. Ill post the update on this forum when I get this castle restructured. It will be cool, I promise. :P
Title: Re: Seige Map: Phoenix Castle
Post by: Kalam on March 19, 2011, 08:21:34 pm
Here's my only issue with it: I normally get 200 fps, and it lowered my frames per second to 70ish. This is fine for me, but I can't imagine what it must be like for those who usually get 40-80 fps.
Title: Re: Seige Map: Phoenix Castle
Post by: SeQuel on March 20, 2011, 03:21:31 am
I liked your map, however I did not like how there was only 1 way to the flag and it was hard for me (the defender) to get there and defend the flag without having to jump all the way down and kill all of my health. Also whats up with the pointless towers that lead no where and no one ever goes in them xD!. Other then that it was pretty good. Just didn't like how I couldnt get to my own flag without having to go through the main entrance where 92348-348590234 enemies were. :)
Title: Re: Seige Map: Phoenix Castle
Post by: Wallace on March 20, 2011, 05:54:31 am
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
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 20, 2011, 11:14:39 am
Spreading spawn points in a circle would probably not work, because siege mode has a complicated spawn point assignment system. Contrary to popular belief, it does NOT statically assign spawn points 0-31 to defenders and 32-63 to attackers. Instead, it somehow calculates distances and uses the 32 closest spawnpoints to the flag (or spawnpoint 0, not sure) for defenders, and the rest for attackers.
You can verify this by opening brunwud castle in native. There are spawnpoints with numbers 50+ inside the castle, yet attackers never spawn there.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 20, 2011, 09:02:21 pm
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

yeah Im revamping the entire map. Right now working on balancing the Defenders. Im working on upping the frame rate. Im not exactly sure whats causing it but i think its all the buildings and the rough elevation in some areas. I also notice (might just be a myth) where some places you have a crack, where u can see through a little, and the FPS seem to drop dramatically there. So a few less buildings, shrink of the town a bit and reconstructing the castle. itll be a bit harder for the Attackers to get to the flag now. Added another story to the main castle. ;) Ill post screen shots soon.
Title: Re: Seige Map: Phoenix Castle
Post by: Leiknir on March 20, 2011, 09:08:04 pm
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.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 20, 2011, 11:50:07 pm
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.

haha, great idea. Ill do that. Ive seen a lot of useless areas. Plus the more i read, it seems that people prefer "simple" maps. Though I want my map unique i dont want it to be a clutter F***. All suggestions are welcome so keep em coming.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 23, 2011, 06:55:42 pm
Always like new siege maps, but without a download link I can't test it.

Have you had time to test and play around with it. Ive been building it, destroying it, and rebuilding it. For most of the map i cant get the FPS up 3x what it is currently for my computer besides one small area: Where the flag is, in the middle of the castle. Im starting to think its because of the "dungeon/underground entrance. I like the idea of being able to go under the castle to get into it and have 3 different models of tunnels. Some complicated and some simple and yet i still get low frame rates. Do u think it may because of elevation change? I really dont want to get rid of it but I think for the people with lower processing computers will have a tough time with frame rate if i dont. If u or anyone can give me ideas on how to keep the tunnel and raise my frame rate on here please please let me know.
Title: Re: Seige Map: Phoenix Castle
Post by: Wallace on March 23, 2011, 07:34:56 pm
How big is the map in comparison to the space objects take up? Massively overinflated dimensions might be part of the problem
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 23, 2011, 08:59:26 pm
How big is the map in comparison to the space objects take up? Massively overinflated dimensions might be part of the problem
Well 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...

Its the "flag room" that lags. I believe its called "castle courtyard a"

And my map has shrunk quite a bit. I found a lot of unnecessary space. Ill post a screen shot of the remake, as far as ive gotten with it, here soon. Ill show u the lag area.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 23, 2011, 10:24:01 pm
these are the screen-shots of the soon to be remodeled Phoenix Castle...

(click to show/hide)
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 23, 2011, 10:34:17 pm
BEFORE REMODEL:
(click to show/hide)
sadly i never took pictures of the dungeon. Thats because I wanted to keep it a secret. But it goes from one end of the castle to the other, to the church. Which u can see the church tower from anywhere on the map.

THIS IS THE MAP AS IT IS ON cRPG RIGHT NOW
Title: Re: Seige Map: Phoenix Castle
Post by: Leiknir on March 24, 2011, 05:12:01 am
Damn you, just reviewed the old version.
No idea if still relevant (short and without screenshots):

- The only real access to flag area trough a small corridor and that half open/barricaded door. Give me 4 competent shielders and a poleaxe spammer, and I hold that corridor until the attacking team GTXs or we run out of backup shields.
- Some visual errors in the dungeon
- Dungeons way too big
- The stairs in the dungeon, its hard to walk on them. Rescale them, they need a specific size to "work fluently"
- The trebuchets look nice, but make no sense inside a city. You dont bombard your own city, and cant hit troops in the steets
- The only viable strategy seems to be going up ladder, opening gate and just frontal charge trough the corridor to flag. Going all the way back to dungeon, just to walk all the way back just to start at the entrance of the corridor makes no sense.
- It's a nice city scene, but most of it is useless and will fuck over poor pc people hard. You should get rid of the "useless" alleys. (Yes, I know how much time that might have taken, but its a siege map, not a singleplayer "walk in the streets" scene :/ )
- Couldnt find the SeaRaider banner, thats an autodeny criterion!
Title: Re: Seige Map: Phoenix Castle
Post by: Cyclopsided on March 24, 2011, 08:55:41 am
Oh I played this, and yeah it needs heavy revamping from what it was on the siege server this night.
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.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 24, 2011, 05:02:31 pm
haha, thanks for the input guys. Yeah the lag is the #1 think Im trying to fix. The dungeon needs to be smaller true. The idea behind it is to get passed the 2 gates. Ill either get rid of it or make it a ton smaller. Alleys, most anyways will be gone. Just the ones i need. Leiknir, sorry man, but with all thats wrong with it I had to start fast. And all ur critique is good and still viable for me to work with.

Oh I played this, and yeah it needs heavy revamping from what it was on the siege server this night.
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.

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.

And this only took so long because it was my first... I didnt know any tricks or have an idea about fps, too big/too small. I just knew i wanted something different. I know alot more now. Im think the lag area is due to all the stuff u can see from there now. I also noticed that trees took away more FPS than buildings...weird..
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 24, 2011, 05:04:20 pm
Leiknir, if u want, i could send u the new map before i present it to the masses again so that u can get ur hands on testing and critiquing for me. Also I wouldnt mind u messing with it some to help it be accepted...
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 24, 2011, 07:55:55 pm
I think the problem is that M&B uses no space partition whatsoever to cull objects. I'm actually not sure about it, but I have never noticed sudden FPS drops in a map when turning around corners or such, it's always either good or bad for the whole map.

What I like about Phoenix Castle is the clever integration of the courtyard prop into the castle defenses. I didn't have a chance to play it yet, so can't say much about balancing, but I know from experience that it's hard to balance a siege map and you can be happy if you get it right at the third revamp or so.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 28, 2011, 09:50:02 pm
Well Ive had to rethink a lot of this map. Ive kept the castle intact for the most part. Im still figuring it out though, trying to get stairs that lead into the flag room that dont look like crap. Ive deleted the entire town recently, played around with elevation, and am rebuilding the town more simply then the last. Still cant really see the castle when u start but no matter which way you go you run into it and eventually each route will be a way to get in to it, either by ladder, dungeon, or door. I had a lot of complicated stuff that made the lag unbearable for most. The map was too big, the alleys were indeed mostly pointless, and the dungeon was in itself too big and pointless. Thus everything is getting shrunk except the castle which is getting reorganized and added on to, so as to help Defenders. Attackers, you wont get lost anymore, either.

This is what I have so far and the FPS is two times better(at least) then the previous. I just want opinions on the gate area for now. Any extra ideas by what you already know about my previous map would be great, too. I want to make this what i set out to make it as. A great siege map that looks different from the others out there.
(click to show/hide)

I was thinking of putting a Defender spawn point(or two) on that entrance ramp. But than again it might be a bad idea, since theres no way to get in except by ladder or if someone opens the gate which would be bad of course. Im still mix and matching everything.
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 28, 2011, 10:32:50 pm
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.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 29, 2011, 12:53:32 am
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
Title: Re: Seige Map: Phoenix Castle
Post by: Rextard on March 29, 2011, 02:03:56 am
This map looks awesomeboss and this should be the battle music for the map: http://www.youtube.com/watch?v=rPBfB1H-bNU
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 30, 2011, 12:42:31 am
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 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.
Title: Re: Seige Map: Phoenix Castle
Post by: Cyclopsided on March 30, 2011, 01:27:37 pm
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 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.
In battle maps near-symmetry is king, for balance; In siege it is not necessary as choke points and varied attacking paths are king.
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on March 30, 2011, 10:25:56 pm
I don't agree. Symmetry should be avoided in map design. I never liked symmetrical maps in any game I played. If you can't balance an asymmetrical map, you shouldn't create maps.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on March 31, 2011, 11:26:09 pm
Update: The map is 90% different... haha so any new comments will be used as ideas to implement into this map. Since choices of attack, choke points for defense, and variance in architecture seem to be what people like thats exactly what Im doing.
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...
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on April 01, 2011, 05:57:09 am
These are some shots of what the map is right now. Remember this is a (re)work in progress. Any ideas of what should be in this map please, please let me know. I want this to be the map I was hoping to make. The idea still remains that i want it to be a city and castle though i am not rapping the city all around. Im going to build a mountain around it. Thats still vague on how the mountain will be shaped... I still need a back door and Im stumped on that one.
(click to show/hide)
Title: Re: Seige Map: Phoenix Castle
Post by: MountedRhader on April 01, 2011, 06:05:26 am
It Looks as though alot of care was put into this map. Good work!  :)
Title: Re: Seige Map: Phoenix Castle
Post by: Leiknir on April 01, 2011, 11:12:10 am
Looks nice so far, do you intend to have a fight for the city, too? If yes, care to not make it too big.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on April 01, 2011, 12:24:39 pm
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.

I have learned a bit from the last time. 1. city was too big, way too big. 2. need at least a secondary way in to the flag room primarily accessible to Defence 3. dont put too much in/ dont make map HUGE. Im sure theres more but everything will be flushed out better. Entry points will still need tweaking i think but i hope the map it self will be more playable than the last...

EDIT:(new pics, tel me what u think)
(click to show/hide)
Title: Re: Seige Map: Phoenix Castle
Post by: Leiknir on April 04, 2011, 11:37:57 am
You can change the background, it's the outer_terrain_xy stuff in the scenes.txt. Maybe there is some nice hilly/mountainous background you can use.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on April 04, 2011, 10:27:32 pm
New Update. I believe one more week and I should be done. Going to go over every detail. These new screenshots are what ive gotten done up until today. The FPS is holding strong. Theres a new "back door" which is a long ways around but if you like to ninja, its there. Defenders have another way down to the flag. I just made a ladder because I couldnt think of anything better with out it being too crazy... Havent put movable siege ladders in yet, nor have I put in entry points for D/A or flag. Gates and doors need to be placed. One side of the town needs to be finished and the back side or the castle too. Well here it is...Hope its better than the original.
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Title: Re: Seige Map: Phoenix Castle
Post by: SeQuel on April 04, 2011, 10:35:42 pm
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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.
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on April 04, 2011, 11:45:50 pm
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.

Yepper, itll be a short tower covering the back door... The way up is long and zig zags. I see how the front stairs can be a hay day for archers, thanks for pointing it out.  You do get the benefit of buildings covering u til the stairs. How bout I give you some cover? Ill throw something on the stairs(any suggestions are welcome) and put a screenshot of it to see what you non-shielders think. If its not liked Ill just re do the bottom part of the stairs. Ill have to rework a bit of the town, but no biggie :D

Oh and the towers will have a use this time. I noticed on my original Defence only had a chance if they camped the flag. But now theres a way up and down the roof (3 stories up/down) accessable to each level in the "courtyard prop". And all three(might be another tower, not sure though) towers can see most of the map. Theres another side entrance on the other side, leading to the frontal wall, guarded by a breakable gate built into a "passage house prop". Im getting really detailed into this since the last map was rushed towards the end so that i could get it out. Wont make that mistake twice. Any suggestions on Defence start positions? 
Title: Re: Seige Map: Phoenix Castle
Post by: Ronan on April 08, 2011, 03:07:16 pm
Phoenix Castle v 2.0 is finished. FPS is still at least x2 better. No more Useless upper wall around flag. No need to fall to your death to protect the flag. Defense has the only accesses to the walls from the inside. Attackers either have to break a door on the left side(if attacking) or a ladder on the right to get to the walls. There is a back door, but its a long walk to get there. At the same time though its right next to the flag. Defenders have a tower to guard this spot. Each tower has a breakable door that can be opened by D from either side. I do have a few D spawn starting just outside the wall. Dont know if this is going to be good or bad. We will find out. There is no tunnel going under the castle anymore... Well enjoy, I hope it will be a bigger success than the last one :P

http://www.mbrepository.com/file.php?id=2747

(click to show/hide)
Title: Re: Seige Map: Phoenix Castle
Post by: zagibu on April 08, 2011, 07:52:00 pm
Looks good. Still a bit too much symmetry for me, but you've put it in a nice setting, so it's not problematic, I hope.