If you'd see how many people complaining on the server (and not on the forum), you'd probably reconsider ... What's the point to make a map and don't want to edit it if people don't like it ? It will just be removed and all the work and hours you put on it will have served for nothing .. your call
I don' think this is really meant to ask for the editing "in favor of" for multiple maps... thats a lot of work for very few people to do
Blank 84 is very consistently killing the server at night now. It just went from 80 to 25 and it won't likely recover :(
The sky castle map and the map with the giant tower to get to the flag are both terrible.
Stop adding maps with out fracking playing them!
Get rid of the stupid sky castle map. half the team kills themselves trying to get to the freaking door.
Edit: Map name blank 118
Also maps should have min requirements I.E solid ground
Looked at both threads and all the maps. Couldnt tell where this one was. Here is a screeny.
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(http://imageshack.us/photo/my-images/263/stairofdoom.jpg/)
Problems:
1. The stairs are horribly buggy. You MAY be able to run at an angle on the outside wall of the stairs and get up somewhat, but its not properly functional even there. Going up inside stairs is......... impossible. Going down is even buggy.
2. Only time defense can win is if attackers get an unlucky spawn outside... which doesn't make much sense to spawn out there. Its not a map winable by skill, it is just chance if defense gets spawned out or not.
Suggestions:
1. Either move the flag to the first room (ground floor). Which makes for a fairly attainable location (maybe too easy, put extra doors in the hall or more narrow ones for a shield wall position?).
2. Or burn this map in a fiery pit. Definitely remove it as is. MANY people rage and alot spectate or leave when it comes on.
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Next map (name?) its the floating castle with lights.
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(http://imageshack.us/photo/my-images/839/floatingcastle.jpg/)
Problems/Suggestions:
1. Attack spawn is VERY grouped and right at edge. Sometimes u are auto knocked into the air.... and often teammate sintentinally kick u off. BAD spawn arrangement.
2. The floating castle thing isnt very *mount and blade*. But some may like it... The odd walkways.... again often teammates kick or hinder, standing at end of jump so ppl fall, etc etc.
3. Not a totally horrible map, but needs work. Put it in a scenic setting, make a moat (deep enough so u die by falling) and straighten out the walkways... would be better. Most complaints are about the spanw and jumps that I have seen.
4. Uber bright lights.... a bit annoying, especially when u spawn in one and all u see is white blinding you. Not enjoyable.
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Dunno name...
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(http://imageshack.us/photo/my-images/855/rockingsiegetower.jpg/)
1. Seige tower lurches horribly on a extremely unstable ramp of logs. Not only the seige tower has trouble on this but running on it is horrible too....
2. Once the tower reaches the castle, a gap exists that you can get stuck in.
3. When facing the gate house from defense side, the bottom right door glitches out so that it can no longer be used after... dunno. about a minute or enemy gets in the gatehouse? Something causes it to bug.
Actually a pretty good map, just fix these serioius points and its defendable attackable equally. The assaults longer trip round, necesity of grabbing the gate to shorten the run is strategic. Good courtyard area to fight in, multiple access points. Very nice over all.
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(http://imgur.com/Aj5ag)
please fix it then add it back.
The map itself is cool as fuck but it plays terrible with that fucking idiot staircase.
Another more general question. On ground you can run normally, but on wood and stone floors it seems u cannot run normal speed. For tanks thats no prob (usually always slow), but for agi builds its murder. Is there anyway to *fix* this? Why should stone or wood be WORSE to walk/run on than ground? Shouldn't it be MORE stable? Id settle for normal.... Anyway it would balance the diff between agi and str buiolds if it were normal. As it it it handicaps agi builds.
Sounds like an excellent question for the CRPG Suggestions Corner. Suggestions to add or improve game features
Post it there. There is nothing as a mapmaker can do about this. Perhaps put barriers down everywhere would be my idea. But this would mean a lot of work.
ICEMAN: this is not a thread for discussing your maps! Its been said over and over again. Make a thread for your maps and people can comment on them. otherwise just take what they say here and use it to improve your maps... Seriously
Long Uneven Walk MapI agree that all these maps need to be removed.
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(http://imageshack.us/photo/my-images/841/castlewalls.jpg/)
This is definitely the worst of all the new maps that I've seen. Basically, you have a 30 seconds slow, uneven walk (maybe 25 if by some miracle the gate is open) under the arrow fire to the entrance which has 2 wooden doors that need to be blocked down and lead to a perfect chokehold for the defense. The only sensible way to play this map is to start tossing up ladders, but since ladders are the only real threat to defense, they can easily afford to just send one person over the wall to knock them all down with ease. This map needs to be removed or seriously editted.
Spiral Staircase
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(http://imageshack.us/photo/my-images/263/stairofdoom.jpg/)
This map is also a massive problem. The spiral staircase makes getting to the flag a pain and gives any defense extra time to spawn in convenient locations (however, there is a good chance they'll spawn in an unconvenient location in which case they're helpless) to stop the advance. However, while that's the most annoying problem, that's not the worse. The entire map is just one single path to the flag with a massive choke point. This map needs to be removed.
Castle in the Sky
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(http://imageshack.us/photo/my-images/839/floatingcastle.jpg/)
To be honest, I actually like this map, but it needs two definite edits. The initial attack spawn point should be in the center of that glowing wall, not on the edge of death. And the actual fall shouldn't take 4 seconds. There has to be a shorter way to insure death. This map needs to be editted
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(http://img859.imageshack.us/i/mb34.jpg/)
Siege Attack
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(http://img535.imageshack.us/i/mb25a.jpg/)
#str_blank_83 Jammadi_Castle
-- SPIRAL STAIRCASE --(click to show/hide)
We all know which one im refering to. There is no need for outer gate, just remove it and replace with quickly breakable outer door or something. Defense being able to ninja close this is too much on an already difficult offense map.
Digglez has complained that you don't run the newest version of Jammadi castle: http://forum.c-rpg.net/index.php/topic,2448.msg41124.html#msg41124