cRPG

cRPG => Scene Editing => Topic started by: Wallace on March 21, 2011, 01:42:53 am

Title: Wallace's Siege
Post by: Wallace on March 21, 2011, 01:42:53 am
Created this map with the several things in mind, but of course it isn't perfect and despite my goal of appeasement there will always be mumbles and grumbles. So here's your chance to voice those so I can work toward a properly balanced map. This doesn't mean you say "I THINK THERE SHOULD BE A WALKWAY WITH ONE WAY INVISIBLE WALLS FOR ATTACKERS TO FREERUN TO INNER KEEP!" and your wish is my command. It's more of a chance for the players that are going to have to play this map to have some input on my continued edit process.

For starters: When someone is alive they are actively attacking/defending from the moment they spawn. There are no spawn points there are a thousand miles from the flag or the front that results in mumbles and grumbles

Second: Linear map with objectives that mark progression. Overrunning and taking the gate is vital to a successful siege. While it is still possible to take it without doing this, ninjaing is incredibly difficult

Third: Still room for small squad sidebar attacks for distraction/surprise attacks. This is accomplished with the right side mountain pass only accessible by the attackers. This also serves as a counter-archery archery nest for the courtyard.

Fourth: A map that shows a proper siege has occurred. Pre-battle destruction from siege engines and an avalanche leaves several paths to the inner keep for extra flood power for attackers that have breached that far. I think this look better suits a realistic keep siege as opposed to one where there is man made architecture lending advantage to attackers, which makes no sense

Finally: A flag that is fought in man to man combat. While archers can still fire at it they are more likely to hit allies than enemies. This remedies the mumbles and grumbles about archers pointlessly sniping the flag instead of actually fighting on it and delaying flag drop.

Once this map has been played by the greater Crpg populace I would love some feedback so the map can be perfected

Screenshots:

(click to show/hide)
Title: Re: Wallace's Siege
Post by: Keshian on March 21, 2011, 02:07:40 am
FRICKEN AWESOME, DO ANOTHER ONE, SIEGE NEEDS MORE GOOD MAPS.
Title: Re: Wallace's Siege
Post by: Allers on March 21, 2011, 02:12:02 am
Nice Jawb
Title: Re: Wallace's Siege
Post by: Earthdforce on March 21, 2011, 04:32:05 am
I like how my gay throwing will be super effective on the gate controls, but every where else I'll have to use my gay polearms :D
Title: Re: Wallace's Siege
Post by: Duster on March 21, 2011, 06:15:10 am
Anything with burning BRD flags is cool with me :D looking forward to playing it!
Title: Re: Wallace's Siege
Post by: Hirlok on March 22, 2011, 12:05:23 pm
Looks GOOD! Into the rotation with that one for testing :)

hope it is not too huuuuuugish and slow like some some of the other new ones...

(...and I am sure we will find a spot for flag-sniping and decorating the end-fight-heroes of both sides with some arrows... lol)
Title: Re: Wallace's Siege
Post by: Tears of Destiny on March 22, 2011, 08:05:23 pm
More siege maps need flames and fire!

I can not wait to play in this one! I like how it looks properly pummeled and no odd unnatural "things."

I also like that the defenders have an actual camp with siege machines as they should, instead of starting with utterly random open fields.
Title: Re: Wallace's Siege
Post by: Earthdforce on March 22, 2011, 09:18:58 pm
I can not wait to play in this one! I like how it looks properly pummeled and no odd unnatural "things."

Hahahaha, just wait until until you play on it before you say that ;)
Title: Re: Wallace's Siege
Post by: Tears of Destiny on March 22, 2011, 10:41:02 pm
Hahahaha, just wait until until you play on it before you say that ;)


Well, I am an absolute sucker for maps even the rubbish ones, if they are new. I only get tired of them if I have to play rubbish maps multiple times, heh.

The way I see it, even an unbalanced map adds spice if you only have to play it a few times (Preferably from each direction). After those few times though, I do appreciate the map being "tweaked" or removed.

I am a weird player though . . . But I get your point!
Title: Re: Wallace's Siege
Post by: Cyclopsided on March 24, 2011, 09:00:07 am
Aha, vouch for this map. A couple other versions Of this using completely different front walls/gates were really interesting too.
Title: Re: Wallace's Siege
Post by: Wallace on March 26, 2011, 09:35:59 pm
K so we've found spawn points in the sky... gotta figure that one out

Any other complaints?
Title: Re: Wallace's Siege
Post by: Spa_geh_tea on April 01, 2011, 06:19:25 pm
Remove the excessive particles....too many people with shitty pcs
Title: Re: Wallace's Siege
Post by: Cyclopsided on April 02, 2011, 11:18:12 pm
Wallace, you need to do some changes to this map :(. Everyone gets really mad at the map right now due to some really easy fixes.

The snow in the gate itself needs to be lessened on the side so that is less of a choke; and the pit in the ground needs to not be so deep. Terrain Really needs smoothing out around the gate.
Terrain needs smoothing all around the castle.
Floating trebuchets are obvious although alone wouldn't denote a fix.
Right side mountain pass attack for offense needs to be obvious. People do not know it is there -- or it needs to be removed. Either way, it HAS to be reworked. I'd say make it drop the people over on top of the gatehouse; not avoid it completely. It has bad balance issues with it.
Spawns. Rework and fix the broken ones such as spawning in the sky.
Title: Re: Wallace's Siege
Post by: Wallace on April 02, 2011, 11:41:05 pm
All of that is done.. .just waiting for version 1.1 to get uploaded

Update 1.1: Removed excessive particle effect throughout map... should help low end rigs to run the map a lot better
Fixed attacker spawns, shouldn't be spawning in the sky anymore
Added more defensive positions for archers and made various paths to the inner keep much more clear
Terrain is overall smoother
Attacker's spawn moved farther from mountain pass
Title: Re: Wallace's Siege
Post by: Cyclopsided on April 03, 2011, 12:41:58 am
Alright then, looking forward to playing on the improved map. If i find any issues I'll try to let you know quicker the specifics.
Title: Re: Wallace's Siege
Post by: Cyclopsided on April 03, 2011, 04:01:32 pm
Double post. But there is a reason!

Played the map; Well done on fixing the problems with it.
One mistake on your terrain is all;
http://img600.imageshack.us/i/mb33v.jpg/

This door you have to jump to get in, and there is a hole next to it which you can get stuck in.
It is at the keep.
Title: Re: Wallace's Siege
Post by: Wallace on April 03, 2011, 05:11:24 pm
Thats the right door on inner right?
Title: Re: Wallace's Siege
Post by: serpus on April 03, 2011, 08:41:37 pm
This map is horrible.  I get an average of 18 fps almost everywhere on this.  Most people hate it.  Admins tend to switch map when this comes up.

edit:  nevermind, I thought this was that map already in rotation on the na siege server.  (get rid of it)