cRPG

cRPG => Scene Editing => Topic started by: ICEMAN1779 on June 22, 2012, 04:52:18 am

Title: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on June 22, 2012, 04:52:18 am
ALL MAPS MADE BY ICEMAN1779

Woofalls Castle Status Active
Download it here https://www.dropbox.com/s/0sq70xcyim3myoi/Woofalls%20Castle%201.1.zip

Winewic Castle Status Active
Download it here https://www.dropbox.com/s/al4h7vhkn1kun4l/Winewic_Castle%201.1.zip

Orlaugg's Hold Status Active
Download it here https://www.dropbox.com/s/bpg8rb2jf5g7tzq/Orlaugg%27s_Hold%201.1.zip

Rione Stronghold Status Removed
Download it here https://www.dropbox.com/s/12oobc8t2qw3zqx/Rione%20Stronghold.zip
Anor Stronghold. Status Active
Download it here https://www.dropbox.com/s/gzk8aw6zcopk20o/Anor%20Stronghold%201.1.zip

Bertreford Keep Status Removed
Download it here https://www.dropbox.com/s/uzxtxltss9jh9pw/Bertreford_Keep1.5%20patch.zip

Hori's Hold Status Active
Download it here https://www.dropbox.com/s/3ioxdu6eaatia4i/Hori%27s_Hold.zip

My scene 17 Status Removed
Download it here https://www.dropbox.com/s/nr89yul22ozxuis/My%20scene%2017.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416666)

My scene 18 Status Removed
Download it here https://www.dropbox.com/s/8leeg2seef3ry0x/My%20scene%2018.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416676)

Nockmaar Status Removed
Download it here https://www.dropbox.com/s/0bdhu44g79qw2gs/Nockmaar.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416683)

Tintagel Status Removed
Download it here https://www.dropbox.com/s/xk1alznehajve3o/Tintagel.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416691)

Bodiam Castle Status Removed
Download it here https://www.dropbox.com/s/ppdw0w83md9olmx/Bodiam%20Castle.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416632)

Tir Asleen Status Removed
Download it here https://www.dropbox.com/s/5njsqsj3lo7k4q6/Tir%20Asleen.zip
visitors can't see pics , please register or login
 (http://picturepush.com/public/11416702)

I have made some more maps. But i no longer have pics or the maps.
ALL MAPS THAT HAVE BEEN REMOVED I WOULD BE WILLING TO PERFECT AND TRY THEM AGINE.... Most of the maps where thron out the window before a chance for a update.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: POOPHAMMER on June 22, 2012, 05:08:45 am
thats some good shit icebro, i look forward to hopefully trying these out
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: FRANK_THE_TANK on June 22, 2012, 10:19:43 am
yeah very nice.

I'm stalking you poop, stalking you real good!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 22, 2012, 10:49:22 am
Take are tour.

Winewic_Castle tour.
http://www.youtube.com/watch?v=_uGBTDMPAT8

Bertreford_Keep tour.
http://www.youtube.com/watch?v=l1CCfuPe2Ao
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: POOPHAMMER on June 22, 2012, 01:09:56 pm
Take are tour.

Winewic_Castle tour.
http://www.youtube.com/watch?v=_uGBTDMPAT8

Bertreford_Keep tour.
http://www.youtube.com/watch?v=l1CCfuPe2Ao

i think i just got a contact high

good looking stuff man i really want to burritos sound kinda good right now maybe when the car stops in the middle of salad sandwiches
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: bosco on June 22, 2012, 01:17:54 pm
i think i just got a contact high

good looking stuff man i really want to burritos sound kinda good right now maybe when the car stops in the middle of salad sandwiches

(click to show/hide)
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on June 22, 2012, 04:11:04 pm
Cool video tours Iceman...you use FRAPS or what?
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 23, 2012, 05:31:41 am
Could use some feedback on the maps. Bugs/missing stuff/estra.....Thanks.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: FRANK_THE_TANK on June 23, 2012, 07:37:05 am
The camera smoothing effect made me sea sick :|

I find the best thing to do is to make a shot list and shoot each individual shot and then edit it together.

Works better and you get a nice final product :D
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Ozin on June 23, 2012, 02:01:37 pm
Good looking maps. One thing that might need to be changed is the amount of doors, there are loads of them, making the map less fluid.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 23, 2012, 03:01:45 pm
Should i loose some doors then? The spwans are quite colse to the castle on bouth sides. "Bertreford Keep" There is only two door to bring down on all entry points into the castle to get to the flag. Or i could loose some doors on a patch or something perhaps? Dont want to make it too easy for the attackers.. Thanks
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Ozin on June 23, 2012, 03:48:08 pm
Was primarily thinking of the doors on top of the walls. Hard to tell without playing the maps though
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 23, 2012, 03:51:28 pm
Take are tour Ozin. :)

Winewic_Castle tour.
http://www.youtube.com/watch?v=_uGBTDMPAT8

Bertreford_Keep tour.
http://www.youtube.com/watch?v=l1CCfuPe2Ao
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 28, 2012, 06:24:02 pm
Anymore feedback?  :rolleyes:
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on June 28, 2012, 07:12:38 pm
Have to see em in game , kinda like mine ;)

ICEMAN join Mappers Guild!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Mustikki on June 28, 2012, 08:33:59 pm
Yes i did. I just have not got much feedback tho. Not sure if thats a good or bad thing.  :rolleyes:
Don't know how i missed this thread. Anyway i always try to give some feedback for the map makers.
Generally people tend to only criticise about the maps. So silence is usually the only good feedback you get from maps.  :(

Tower's inner rooms doesn't usually need doors for defense. Using a door to protect tower's rooms, makes attackers ignore it, as its not worth to use 30-60s to whack a door down, instead they rush for the flag then, which makes attackers then stay together instead than getting separated hunting archers at nests.
Attackers spawns might need to adjust again once it gets some testing.
Bertreford Keep the back way probably won't need doors at keep, as it is already a long way to run around.
Winewic Castle not sure if the through 3 doors is too easy, but that needs adjust too after some testing.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 28, 2012, 10:03:19 pm
So should i make the changes now you think? or make  a patch after its been tested if needed? if it goes live i could always make a asap patch. as of write now im not sure. and when you say tested. dus that mean live tested or?
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Mustikki on June 28, 2012, 11:10:07 pm
if it goes live i could always make a asap patch.  This
dus that mean live tested or?  Yes

Its going on the rotation after next server restart. :)
Prepare yourself.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on June 28, 2012, 11:31:36 pm
well ICEMAN you and I's maps are going in so I  guess we'll see - prepare to be flamed by lots of disgruntled cRPG players! :)

anyhow gl - and JOIN MAPPERS GUILD!
http://forum.c-rpg.net/index.php/topic,34341.0.html

Viva la resistance!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 29, 2012, 04:58:51 am
Its going on the rotation after next server restart. :)
Prepare yourself.

Ok. PM me ASAP. if there is a prob with the maps. At what time dus the server restart.... Well restart?
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on June 30, 2012, 02:28:53 am
ICEMAN im hearing from some people in server that Bertreford has some spawns messed up, attackers spawning inside i think?

Maybe check it out.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Para on June 30, 2012, 08:09:15 am
Attackers spawn inside one of the rooms in the keep after their first death on bertreford keep. From that spawn it's a literal 5 second walk to the flag. It's pretty much impossible for defense to win that map. I know this isn't intended, but something is bugged or not set correctly.

In terms of balance for the actual map itself, I find it still to be too easy for attackers to get on to the flag on that map. From spawn I can be on the flag in 30 seconds on my full plate 3 athletics character. It's just too convenient to go up the right ladder and drop straight down on to the flag (approach point 1 on the picture). I've also been abusing the landing physics by bouncing off of the giant billow thing and taking no fall damage from dropping down that right wall (approach point 1).

As far as winewic castle goes, I like this one alot. The only complaint I have about it is that defenders are unable to open the double doors leading in to the gatehouse from the outside.

Keep it up iceman.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on June 30, 2012, 08:43:18 am
Attackers spawn inside one of the rooms in the keep after their first death on bertreford keep. From that spawn it's a literal 5 second walk to the flag. It's pretty much impossible for defense to win that map. I know this isn't intended, but something is bugged or not set correctly.

In terms of balance for the actual map itself, I find it still to be too easy for attackers to get on to the flag on that map. From spawn I can be on the flag in 30 seconds on my full plate 3 athletics character. It's just too convenient to go up the right ladder and drop straight down on to the flag (approach point 1 on the picture). I've also been abusing the landing physics by bouncing off of the giant billow thing and taking no fall damage from dropping down that right wall (approach point 1).

Ill look into a quick patch for bertreford keep. Thankyou for the feedback!
I will have a patch out ASAP.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on June 30, 2012, 08:44:28 am
Good feedback Para!
Title: Map feedback
Post by: Gricks on July 02, 2012, 03:15:37 am
I believe it is ICEMAN's Bertreford Keep map.

The attackers are spawning inside the castle right next to the flag.

This is on NA2.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 02, 2012, 03:22:24 am
Having some troble with Bertreford_Keep spawn points. I checked like 5 times and thay are correct. 0-32 D. 33-63 A. but yet the attackers are spawning in one tower on the right side inside the castle :?. i move the spawn points i hope this fixes it.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on July 02, 2012, 04:17:04 am
ICEMAN not sure if you saw what Mustikki said about spawn points but look at PeasantWomans' guide towards the end of the thread.

Basically spawn points are PROXIMITY related, and CAN use ones from the wrong number set in some cases....its weird.

Basically your defense and offense spawns need to be rather far away from each other.  To be safe id cluster all your offense points around entry point 32 and have it far from defense points
Title: Re: Map feedback
Post by: Digglez on July 02, 2012, 05:08:06 am
map needs to be removed immediately, its basically 95%+ chance for attacker win
Title: Re: Map feedback
Post by: Kreczor on July 02, 2012, 05:51:47 am
Please post your feedback in the appropriate thread located here: http://forum.c-rpg.net/index.php/topic,34565.0.html
Title: Re: Map feedback
Post by: Elindor on July 02, 2012, 07:52:32 am
Thanks for actually coming to forums and listing an issue though.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Jacko on July 02, 2012, 12:50:47 pm
Until we get new siege mode, stuff like this will happen if you get creative. You can Try changing the spawn points so attackers and defenders entry points are as far away from eachother as possible (look at a native siege scene for reference if you're unsure).
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: CrazyCracka420 on July 02, 2012, 06:37:43 pm
nic sigs, mine are better tho:

visitors can't see pics , please register or login


visitors can't see pics , please register or login


I made these in like 2001...I 100% forgot what program I used to make them in, but it's gotta be the same one you used.

And of course those bastards at photobucket resized all my images a few years ago
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on July 03, 2012, 06:31:00 am
It seems Bertreford is causing many players to go into an infinite download loop, basically crashing the server for most players...

:(

Sorry to be the bearer of bad news.
Maybe something weird with it?
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: TurmoilTom on July 03, 2012, 06:34:31 am
It seems Bertreford is causing many players to go into an infinite download loop, basically crashing the server for most players...

Yeah, the server population dropped from near full to 14 people because so many dudes got caught in the loop. Someone should remove the map from the rotation. It's not even worth looking into what the problem with the map is, considering the best way to fix it is to simply remove it.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on July 03, 2012, 06:39:05 am
Well, it takes some work to make a map and it might be otherwise sound Tom....

I would say remove it for now until it can be figured out whats wrong with it though.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 04, 2012, 06:16:45 am
Ya guys..... Im truly sorry about the problems with Bertreford keep. I have been too bussy at work lately. I did not expect to be working 48 and 56 houer weeks the last two weeks. I will take one more look at it to insure it is stabole for the server. But this will not be for awile tho. I hope everybody injoys Winewic Castle tho. I have hurd nothing but good stuff from it and i hope it will get its time injoyed on the servers. I have not started on any new castles yet. Becous of my job. But hope to do so soon. And once agine..... Thanks for all of your feedback!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Mustikki on July 04, 2012, 12:46:04 pm
Sieges always needs work for balancing and only chance to test it is via live testing at servers.
So its not ready once you submit it. And its mostly ungrateful job to do, due to such retarded comments like above.

Take your time with fixing the map.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on July 05, 2012, 04:15:12 pm
Winewic seems to be doing well I think, played on it last night. 

Bertreford (which is still on NA Mustikki, didnt know if it was supposed to be) is still having spawn issues.
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 09, 2012, 10:06:31 pm
Bertreford Keep final patch.
Download it here.
http://www.mediafire.com/?yzo0tokvj9s9rek

1. Moved all attackers entry points together.
2. Moved some defenders entry points away from attackers entrypoints.

I would like some people to download this and give some feedback to make sure that it is correct this time. Before i submit it agine. I would greatly appreciate it. Thanks!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 11, 2012, 10:31:30 am
Bertreford Keep final patch.

1. All attacker entrypoints are together now.
2. All attackers entrypoints where moved away form the defender entrypoints.
3. Moved some defender entypoints away from attackers entrypoints.

I did some reading on the forums on entrypoints. I do beleave this is now fixed. The attackers and defenders entrypoints where too close together. I looked at the map overhead and you could see why it was messedup.

Before.
(click to show/hide)

After.
(click to show/hide)

Needless to say this was a good lesson learned.....
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: Elindor on July 11, 2012, 04:01:03 pm
...seems like that should fix it iceman
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 20, 2012, 06:19:23 pm
Bertreford_Keep1.4 patch

Download it here
http://www.mediafire.com/?aiz23dccnqogpia

1. Fixed the barrers inside the castle walls so thay "WORK" now.

Goodlord.... This map has been a nightmare to work correctly!
Title: Re: Winewic Castle and Bertreford Keep feedback
Post by: ICEMAN1779 on July 24, 2012, 01:57:19 am
Bertreford_Keep1.5 patch.

Download it here
http://www.mediafire.com/?6an5mw9d0hl3352

1. Moved all entrypoints.
2. Moved all defender entrypoints as far away from attackers entrypoints. To the back of the castle.
3. If this dont fix it. deleat the map......
Title: 5 New Siege Maps Feedback
Post by: ICEMAN1779 on July 28, 2012, 09:13:44 am
I am proud to announce five new siege maps to the CRPG community. 8-)

Each map has its own small storyline behind them. Or you could just use your imagination.  :lol:


Orlaugg's Hold
Download it here
http://www.mediafire.com/?cada3x0eun5l3ui
Tour http://www.youtube.com/watch?v=83aTKI4QZno
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

Hori's Hold
Download it here
http://www.mediafire.com/?c363vdyelqjyngq
Tour http://www.youtube.com/watch?v=R-OT3p5cBiQ&feature=relmfu
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

Woofalls Castle
Download it here
http://www.mediafire.com/?cgx21o52u1ctid1
Tour http://www.youtube.com/watch?v=XP7MPdQ59Sg&feature=relmfu
(click to show/hide)
(click to show/hide)
(click to show/hide)

Rione Stronghold
Download it here
http://www.mediafire.com/?f0f1y0hfgcli5z0
Tour http://www.youtube.com/watch?v=5kOWkz0cwIg
(click to show/hide)
(click to show/hide)
(click to show/hide)

Anor Stronghold
Download it here
http://www.mediafire.com/?4fcw2tx3cc9nmj6
Tour http://www.youtube.com/watch?v=huUS5CJjKas
(click to show/hide)
(click to show/hide)
(click to show/hide)

I hope you all injoy the new maps cheers :mrgreen: :mrgreen: :mrgreen:
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 09, 2012, 07:38:57 am
Any feedback?  :|
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on August 09, 2012, 07:51:56 am
Haven't seen em in there yet.
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on August 12, 2012, 05:51:02 pm
Sorry for the late reply, I know it sucks waiting for feedback.

Anor Stronghold:
Remove 50% of the light and smoke effects.
Otherwise, looks good, will probably play well right off the bat.

Hori's Hold:
Stairs leading up to the flag are not working walking upwards. Recommend you replace it with some other kind of stair. It is also very easy for defenders to just camp the flag room. You need to put in a second route to it, or a much short one. Very creative, and I like it, hope you can make it work.

Orlaugg's Hold:
Nice scene, altough I think you have perhaps gone overboard with the different styles (viking carribean theme).  Make ramps for attackers when leaving the boat at the main spawn point. There is tons of night lights that fill no purpose, you should remove most of them. Also a wall to the right not blocking anything. The right side also have a passage (an awning), you should change that to a ladder insetad, looks  bit silly when people run around on cloth in the air. Some invalid items, you should use cRPG for a base module when making maps. In the flag room there is an armour just floating in air.

Rione Stronghold:
Looks good, nothing to add.

Woofalls Castle:
Looks good. I'd move the ladder that leads to the tower, down to the walls instead. Also I'd like to see a second layer of defense, around where defenders spawn (some funnels for attackers), otherwise I fear that defenders will be overrun very fast.

Will add Rione Stronghold to the next patch.

Good job, happy hope you can update the maps soon!

Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 13, 2012, 06:17:17 am
Anor Stronghold:  :D
1. Removed 50% of the light and smoke effects.
Download it here
http://www.mediafire.com/?csjk189az9qu2uu

Rione Stronghold: :mrgreen:
1. No patch.
Download it here
http://www.mediafire.com/?f0f1y0hfgcli5z0

Woofalls Castle: :wink:
1. Added a small second layer of defense.
Download it here
http://www.mediafire.com/?o33q7caz8oxz806

Orlaugg's Hold: :?
1. Added ramps for attackers when leaving the boats.
2. Removed  a bunch of night lights.
3. Fixed a wall on the right side that was not blocking anything.
4. Changed the cloth bridge to a deployable ladder.
5. Added some small props.
Download it here
http://www.mediafire.com/?e1zwag68qd244e6

Hori's Hold: :rolleyes:
1. No patch.
Download it here
http://www.mediafire.com/?c363vdyelqjyngq

Hori's Hold
"Stairs leading up to the flag are not working walking upwards" :wink:
The stairs where not ment for walking upwards. I was fully aware of this. Its just for the defenders to go down.

"You need to put in a second route to it, or a much short one" :|
Im not sure what you ment by this. There are three ways to get to the flag. the two paths to the right are the faster paths to take. But have strong doors. the one to the left is the longest and is the easyst.

I don't expect that Hori's Hold will be liked much. I wanted to try something a littel diff. but you never know. I truly thought that Winewic Castle might be a bad map but insted the map Bertreford Keep was a dizaster. Oh here is the patch for that map by the way. Bertreford Keep 1.5 patch. http://www.mediafire.com/?6an5mw9d0hl3352

Thankyou for all of your honest feedback Jacko. I very much appreciate it!
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 19, 2012, 10:17:34 am
Is it possible we get a map map roatishin update? Not saything aginst maps or anyting... It hurs the mapers tho ..... I just dont have the egao to sit tru all the maps... Just too see if mine is up yet or not. Nore have i seen anymore feedback. Makes me reminded myself of the old mapers  and stuff.... Or should i say... Old moderators. That would never update stuff.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 19, 2012, 10:22:06 am
I will not be making no more maps for the CRPG anymore..... Its a waste of time and efort.



And no patches....
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on August 19, 2012, 11:41:02 am
Actually, there's been tons of map updates, have not updated the update threads. Sorry that you feel making maps for cRPG is a waste of time. Things move slowly, or in bulks, just how things are.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 23, 2012, 09:54:31 am
...
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 23, 2012, 09:57:02 am
Im sorry to hear that...... But... Ill try one more time with you guys. Becouse i like making maps for you "all" If you cannot keep the mapers up to date.... It kills the mapers!....... Update that shit!.... We as mapers can not sit thro every map just to see if or not are map is up or not.......Its worse than you think tho man....... After we are dun with the maps..If it gets accepted.. We must go thru you all!........ Its a verry painstaking prosess!..... Of trying to figer out how to update it! So..... Witch is worse????... Map making... Or moderating....? Ask yourself that.


And the last map i made took me 9 houers.
So..... Ya...... I was aggravated...... What do you expect?
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 23, 2012, 10:16:48 am
...
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 23, 2012, 10:19:07 am
I think you all should think about CRPG and not mount&blade 2
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on August 23, 2012, 11:18:07 am
There is no need to sit and wait for maps. The rotation thread will let you know if maps are added. This has always been the case, if you do not see your map there, then it's not added (updates may happen without it, tho).

Moderating is the last thing you do when adding a map, it's the least time consuming part. Things will never be instant, just forget that notion. Submit a map and it will be proceed, sometimes faster, sometimes slower. You can always come to IRC and poke us if you're really anxious about it. 

So..... Witch is worse????... Map making... Or moderating....? Ask yourself that.

Moderating is clearly worse. I enjoy making maps.
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on August 23, 2012, 05:22:23 pm
ICEMAN, if it causes you a lot of stress I would just stop making maps for a while - take a break.  Sometimes it's better to do a map or two and submit them.  Once they are in, observe them on the server for awhile, and try to get some feedback from players (this is hard) about balance, gameplay, etc.  Then after awhile make an update to address those issues.

But bottom line is, just like us (mappers), the people like Jacko and Mustikki that add them to the servers are not payed and so you just have to relax a little bit  and go with the flow - everyone here is doing this for fun and our time fluctuates. 

---

That said - what we as mappers could use is a better way to gain information about our maps for balancing purposes.  If players could leave notes ingame about a map they are playing (1 -2 sentences) or if the server kept track of offense/defense wins/losses that would help overall to balance. 

---

In any case though - try to relax and understand that these guys are using their free time to do this just like we are, and if it stresses you out, make less maps or take a break for a bit!

Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on August 23, 2012, 09:38:10 pm
Im far from being stresses out about it. lol.... I just want to catch it ASAP if the maps need a updated.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 08, 2012, 08:00:54 am
Just out of curiosity... The patch has been over for a wile now... Has anybody played any of the five maps i posted three month ago? I played Na siege 2. For about 6 or 7 houers straight the outher night and did not see one new map.... But the map rotation is horrendous... I played some maps 3 evan 4 times over. Why so many of the same maps in a rotation??? Anyway i was just curios.
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on November 08, 2012, 11:09:30 am
They are active on EU, 1 or 2 taken off rotation.
Title: Re: ICEMAN's Maps and Feedback
Post by: Andswaru on November 08, 2012, 11:16:26 am
Ive played Anor Stronghold on eu2 was a nice map.
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on November 08, 2012, 03:54:27 pm
Yeah they arent on NA :(

NA siege is so fucked right now lol...
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on November 08, 2012, 04:42:58 pm
NA siege is so fucked right now lol...
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 09, 2012, 08:54:43 am
Yeah they arent on NA :(

NA siege is so fucked right now lol...

Oki Doki.... Guss thats why i didnot see em then lol... Thanks for the feedback Andswaru. Hope thay fix it soon.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 11, 2012, 10:36:59 am
Ok so ya.... I had a fuw drinks tonight... And i thought to myself i want to make more maps... why im not sure. Thay never update the servers... then i thought. Of corse thay will it just take 2 to 3 months.Then i thought of a map i wanted to make. Then i felt like shit. perhaps i should have drank someting els? No? I dont no...Then it came to me!! Please update the servers please.



Exactly how did it happend........................... lol  :mrgreen:









Title: Edit/balance request on SIEGE: Woofalls Castle
Post by: Digglez on November 12, 2012, 06:00:39 am
First off, thank you whomever made the map.  Plays MUCH differently than other siege maps and it was alot of fun. 

However, glaring error is OFFENSE is able to beat defense UP the ladder & walls in the initial start of round.  Makes no sense that OFFENSE has high ground before defenders can even get into position.

Please move defender spawns CLOSER to the wall or ON IT!

(click to show/hide)
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 12, 2012, 06:05:08 am
Glad to see the maps are up... Only thing is Rione Stronghold was not in the rotation. All the maps i made where up except that one. Can someone check and see if maby i just missed the map or something. Or maby forgot to add it into the rotation. I would like to see how it plays before i start on the patches. And yes. Im going to fix the spawn on Orlaugg's Hold. All the maps need a small patch so far. Just littel things need to be fixed. Thanks.
Title: Re: Edit/balance request on SIEGE: Woofalls Castle
Post by: ICEMAN1779 on November 12, 2012, 06:12:06 am
Yes i'm already aware of this and it will need a patch. All of the new maps need small patches including Orlaugg's Hold has a spawn prob for defenders. One of my maps is not up for some reason Rione Stronghold. This map needs to be tested before the outher 4 maps will be patched. Thanks for the feedback.
Title: Re: ICEMAN's Maps and Feedback
Post by: Jacko on November 12, 2012, 07:37:17 am
Rione was the first one taken off rotation, played very badly.
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on November 12, 2012, 07:01:33 pm
Like Hori's Hold but see what you find as far as results goes over time - im noticing offense winning most of the time.  There may not be enough barriers or run time or something.  The passage that leads more directly to the flag might need another destructable doorway?
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 12, 2012, 11:20:15 pm
Like Hori's Hold but see what you find as far as results goes over time - im noticing offense winning most of the time.  There may not be enough barriers or run time or something.  The passage that leads more directly to the flag might need another destructable doorway?

I think your write Elindor. Before i patch anything i would like to see and play them a littel more tho. I have only got to see em played one time so far... Thay will be fixed tho. Just so evrybody knows. 8-)

Thanks for the feed back Elindor.  :wink:
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 12, 2012, 11:21:58 pm
Rione was the first one taken off rotation, played very badly.

Never got any feedback on Rione.. Hmm must have been ugly... :|
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 15, 2012, 07:51:55 am
Hori's_Hold 1.1
1. Added a choke point to the fast rout to the flag.
Download it here https://www.dropbox.com/s/qfrys5gzleskxon/Hori%27s_Hold%201.1.zip

Orlaugg's_Hold 1.1
1. Moved 15 of the 31 defender entrypoints.
2. Moved 4 of the attackers entrypoints.
3. Added a staircase for the defenders.
4. Added some faster routs for the defenders. So thay can defend.
5. Added some small props.
Download it here https://www.dropbox.com/s/bpg8rb2jf5g7tzq/Orlaugg%27s_Hold%201.1.zip

Winewic_Castle 1.1
1. Added some stair railing to sigetower side staircase and barriers.
2. Removed some spikes/ people where getting stuck...
3. Added some miner barriers to help defenders get arround a bit easer.
Download it here https://www.dropbox.com/s/al4h7vhkn1kun4l/Winewic_Castle%201.1.zip

Woofalls Castle 1.1
1. Moved all defender entrypoints so thay can gets to the walls faster.
Download it here  https://www.dropbox.com/s/0sq70xcyim3myoi/Woofalls%20Castle%201.1.zip

Anor Stronghold 1.1
1. Fixed a spot on the walls where people where getn stuck.
Download it here https://www.dropbox.com/s/gzk8aw6zcopk20o/Anor%20Stronghold%201.1.zip
Title: Re: ICEMAN's Maps and Feedback
Post by: dynamike on November 15, 2012, 11:23:30 pm
Can you update you OP please with all the maps and some screenies? Makes it much easier to look at your creations.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on November 16, 2012, 07:37:14 am
Can you update you OP please with all the maps and some screenies? Makes it much easier to look at your creations.

http://forum.meleegaming.com/scene-editing/iceman's-maps-and-feedback/msg520378/#msg520378

There ya go   8-)
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on November 16, 2012, 06:03:42 pm
Huh, didnt realize how many of those maps were yours (the ones on the first post now, the ones at the bottom)
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on December 05, 2012, 05:25:47 pm
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on December 05, 2012, 09:17:49 pm
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
     i did put a patch in for all the maps on 11/15/12 is this after the patch? becouse i have not been playing lately due to the lack or server restarts and or updates. becouse i would be more than happy to fix it. i just dont know when it will be added. thanks
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on December 06, 2012, 04:48:05 am
Not sure...how would I know the latest update...what changed?
Title: Re: ICEMAN's Maps and Feedback
Post by: ICEMAN1779 on December 06, 2012, 06:03:03 am
Not sure...how would I know the latest update...what changed?

Hori's_Hold 1.1
1. Added a choke point to the fast rout to the flag.
Download it here https://www.dropbox.com/s/qfrys5gzleskxon/Hori%27s_Hold%201.1.zip

Orlaugg's_Hold 1.1
1. Moved 15 of the 31 defender entrypoints.
2. Moved 4 of the attackers entrypoints.

3. Added a staircase for the defenders.                    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<There is a big staircase next to the back wall now you cant miss it and all the defenders will most likely use it

4. Added some faster routs for the defenders. So thay can defend.
5. Added some small props.
Download it here https://www.dropbox.com/s/bpg8rb2jf5g7tzq/Orlaugg%27s_Hold%201.1.zip

Winewic_Castle 1.1
1. Added some stair railing to sigetower side staircase and barriers.
2. Removed some spikes/ people where getting stuck...
3. Added some miner barriers to help defenders get arround a bit easer.
Download it here https://www.dropbox.com/s/al4h7vhkn1kun4l/Winewic_Castle%201.1.zip

Woofalls Castle 1.1
1. Moved all defender entrypoints so thay can gets to the walls faster.
Download it here  https://www.dropbox.com/s/0sq70xcyim3myoi/Woofalls%20Castle%201.1.zip

Anor Stronghold 1.1
1. Fixed a spot on the walls where people where getn stuck.
Download it here https://www.dropbox.com/s/gzk8aw6zcopk20o/Anor%20Stronghold%201.1.zip
Title: Re: ICEMAN's Maps and Feedback
Post by: Elindor on December 06, 2012, 07:38:30 am
Yeah I'd say Orlaugg's needs more than spawn points being moves.  That left side access is still too preferable to any other route and therefore becomes the only route used.
Title: Orlaugg's Hold
Post by: Kafein on December 13, 2012, 11:28:22 pm
This map is impossible to defend as it is now. It's the one where defenders spawn on the 2nd floor and have to jump on a roof to go down.
Title: Re: Orlaugg's Hold
Post by: Elindor on December 14, 2012, 12:00:42 am
I have mentioned this in the map maker's thread about this map - because of the setup and the spawns, much of the map is unused and the gameplay becomes rather dry.

It can sometimes cause many to leave the server unfortunately :(
Title: Re: Orlaugg's Hold
Post by: Andy on December 14, 2012, 04:16:18 am
It's a nice map though. If we could just reposition the spawn-points, it would be great.
Title: Re: ICEMAN's Maps and Feedback
Post by: no_rules_just_play on December 16, 2012, 03:54:16 pm
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
is this the wooden castle where you spawn in boats in front of two gates, but just go right (around) the castle and walk into the flag room? this really needs revision as nobody understands that you can only win it by defending the flag with the WHOLE team.