cRPG

cRPG => Scene Editing => Topic started by: Ozin on June 22, 2012, 04:11:32 pm

Title: [Siege] Scene makers!
Post by: Ozin on June 22, 2012, 04:11:32 pm
If you want to start creating siege maps for the new siege mode, you can pm me on the forums or talk to me on IRC, and I'll send you my dev module folder so you can begin editing.
Title: Re: [Siege] Scene makers!
Post by: bosco on June 22, 2012, 04:13:36 pm
the new siege mode

(click to show/hide)
Title: Re: [Siege] Scene makers!
Post by: Ozin on June 22, 2012, 04:16:19 pm
It is far from complete, but should be enough to start making maps for it I believe.
Title: Re: [Siege] Scene makers!
Post by: Elindor on June 22, 2012, 04:27:16 pm
Whats the rundown of the new features Ozin?
What good stuff can it do? :)

Title: Re: [Siege] Scene makers!
Post by: Ozin on June 22, 2012, 04:34:08 pm
Multiple flags, possible to group them into layers that must be captured in succession. A layer could consist of one or multiple flags, and a map can have one or multiple layers.
Will be possible to set a custom round time (usually longer than what the current siege mode has). Spawning on the flags your team controls.
Also, at least one new siege machine.

edit:
Nothing is set in stone yet, needs testing, but I'll tell you how I think it will be. Attackers must capture all the flags to win the round. There will be a special scene prop that will act as a spawn point (same as entry point), each spawn point must be linked to a flag, and the team that has control of a flag can spawn on said flag (selects a random spawn point that is linked to the flag). There will be a spawn menu that you can access while dead where you can select your preferred spawn flag.

As for the flags, the map maker will have some choices. I'm adding the option to group flags into layers, where the map maker can place as many flags as he wants into a layer, and as many layers as he wants (can also place all flags into just one layer). If there are more than one layer, the attackers must capture all the flags in the first layer before they can start taking flags in the 2nd, and so on. If you add only one flag per layer, and have a lot of them, the map would be a bit tug-of-war'ish and linear for example.

The map maker (most likely), will be able to set the round time limit as well, so that's another way to balance your map. In general, I'm hoping for longer round times than we have in the current siege mode.

There will be more features in it, but I think the details above is enough to give you a rough idea of how it will play.
Title: Re: [Siege] Scene makers!
Post by: Elindor on June 22, 2012, 05:32:42 pm
OMG progressive capture points! 

This is exactly what ive been asking for!!!!!!!

This could make defending walls actually useful, instead of just "CAMP FLAG NOOBS"
Title: Re: [Siege] Scene makers!
Post by: Branches on June 22, 2012, 10:42:24 pm
 :shock:

It's true....
Title: Re: [Siege] Scene makers!
Post by: zagibu on June 22, 2012, 11:55:46 pm
Interesting.
Title: Re: [Siege] Scene makers!
Post by: FRANK_THE_TANK on June 23, 2012, 01:03:39 am
OMG! OMG! OMG! OMG!

Oh dear :( My chair, I ruined my chair :(
Title: Re: [Siege] Scene makers!
Post by: Elindor on June 23, 2012, 02:28:19 am
Me too Frank....me too  :(
Title: Re: [Siege] Scene makers!
Post by: The_Bloody_Nine on June 24, 2012, 11:32:09 am
sounds great! what secrets one can dig up in this hidden board...
Title: Re: [Siege] Scene makers!
Post by: FrugFrug on June 24, 2012, 03:14:33 pm
Wow, this sounds amazing!

Last Edit: June 22, 2012, 13:37:24 by Ozin  8-)
Title: Re: [Siege] Scene makers!
Post by: Ozin on June 24, 2012, 03:52:02 pm
what secrets one can dig up in this hidden board...
Yeah, I'm leaking stuff to this forum section for a reason ;)
Title: Re: [Siege] Scene makers!
Post by: [ptx] on June 25, 2012, 12:19:07 pm
This is relevant to my interests.
Title: Re: [Siege] Scene makers!
Post by: Elindor on June 25, 2012, 03:47:26 pm
Looking forward to being able to set HP on destructable items....
Title: Re: [Siege] Scene makers!
Post by: NuberT on June 25, 2012, 04:26:29 pm
Multiple flags, possible to group them into layers that must be captured in succession. A layer could consist of one or multiple flags, and a map can have one or multiple layers.
Will be possible to set a custom round time (usually longer than what the current siege mode has). Spawning on the flags your team controls.
Also, at least one new siege machine.

yay an deveploper actually caring about siege, this is awesome!  :)

while you are up to it, there are still these two annoying bugs:

http://forum.c-rpg.net/index.php/topic,7680.0.html
http://forum.c-rpg.net/index.php/topic,26313.0.html
Title: Re: [Siege] Scene makers!
Post by: Ozin on June 25, 2012, 04:41:33 pm
Flag bug has hopefully been fixed (read: replaced by new bugs) with the new flag scripts. Door bug should be fixed soonish.
Title: Re: [Siege] Scene makers!
Post by: Ozin on June 28, 2012, 02:13:20 pm
Looks like I'm going on holiday a week before I planned, starting this weekend. I'll be gone all July and I'll be back some time in august. Naturally, I won't be able to finish the siege mode in time. Sorry about the additional wait guys
Title: Re: [Siege] Scene makers!
Post by: Mustikki on June 28, 2012, 03:41:26 pm
Have a nice holidays!  :D

It just gives map makers more time to fine tune maps.
Title: Re: [Siege] Scene makers!
Post by: NuberT on June 28, 2012, 04:53:05 pm
havent seen the flag bug so far - nice job!
Title: Re: [Siege] Scene makers!
Post by: Elindor on June 28, 2012, 05:40:34 pm
Have a good holiday Ozin!

Thanks for your hard work on siege.
Title: Re: [Siege] Scene makers!
Post by: genric on July 11, 2012, 12:35:05 am
I'm excited for these new siege maps. It is gonna make NA_2 even more popular now then it is growing to be now. :)
Title: Re: [Siege] Scene makers!
Post by: CtrlAltDe1337 on July 15, 2012, 12:15:40 am
We've needed multiple capture points since the Warband beta.  Good to hear someone is finally doing this :D  My Helm's Deep map will definitely get an upgrade.
Title: Re: [Siege] Scene makers!
Post by: STR_Mendosa on July 29, 2012, 05:41:56 pm
Began to make a map:
(click to show/hide)
When choosing a faction of the game crashes.
(click to show/hide)
Same thing with Hrafninn Castle.
Title: Re: [Siege] Scene makers!
Post by: Jacko on July 29, 2012, 08:55:49 pm
Ozin is away, so no support on this. Best bet is to use regular cRPG for modding.
Title: Re: [Siege] Scene makers!
Post by: Zlisch_The_Butcher on July 29, 2012, 09:27:52 pm
Began to make a map:
(click to show/hide)
When choosing a faction of the game crashes.
(click to show/hide)
Same thing with Hrafninn Castle.
Map looks great btw.
Title: Re: [Siege] Scene makers!
Post by: Ozin on July 29, 2012, 11:37:53 pm
Did you host the map on a dedicated server?
Title: Re: [Siege] Scene makers!
Post by: STR_Mendosa on July 29, 2012, 11:39:42 pm
Did you host the map on a dedicated server?
Yes, there is a great experience.
Title: Re: [Siege] Scene makers!
Post by: Bjord on July 31, 2012, 10:36:24 am
You rock, Ozin.
Title: Re: [Siege] Scene makers!
Post by: Zlisch_The_Butcher on July 31, 2012, 10:51:00 pm
Ozin, just wondering, but is there any chance we'll also get the ability to place spawnpoints which, once captured, attackers can spawn there but aren't required to be captured in order to win the map?
Title: Re: [Siege] Scene makers!
Post by: Zerran on August 01, 2012, 09:09:37 am
Ozin, just wondering, but is there any chance we'll also get the ability to place spawnpoints which, once captured, attackers can spawn there but aren't required to be captured in order to win the map?

I like this idea. Would reduce the walk time for attackers, and make for more tactical opportunities.
Title: Re: [Siege] Scene makers!
Post by: Ozin on August 01, 2012, 12:59:50 pm
Ozin, just wondering, but is there any chance we'll also get the ability to place spawnpoints which, once captured, attackers can spawn there but aren't required to be captured in order to win the map?
Possible? Yes. It's a good suggestion, but I'm walking a line between making siege more advanced and keeping it from getting too complex. As it stands now, it might get tricky to balance the mode. Perhaps it can be added with a later patch though.
Title: Re: [Siege] Scene makers!
Post by: Elindor on August 01, 2012, 04:41:22 pm
Ozin is back yay!

But yeah, same concern Ozin....excited about new flexibility and power of mode, but was concerned it may be even more tricky to balance (requiring more tweaking, and we don't have a way to test besides throwing it to the ungrateful wolves in the servers :) )
Title: Re: [Siege] Scene makers!
Post by: Ozin on September 06, 2012, 10:30:31 am
Just wanted to let you know that I'm still working on this, though progress has been very slow lately because of summer and setting myself up for studies (and laziness). Some changes should come through the next patches though.

For example, a fix to the calculation of the doors/gates' hit points will be included in the next patch. Also, if you can set the first variation number of a door/gate to a value between 2-40, which will translate to 20-400% hp modifier to the base hp of the door in question. This should work for all game modes.
Title: Re: [Siege] Scene makers!
Post by: FrugFrug on September 06, 2012, 10:39:24 am
I noticed you said this new siege mode could become Tug-o-war-ish, does that mean defenders can capture flags too?
Title: Re: [Siege] Scene makers!
Post by: zagibu on September 06, 2012, 11:46:02 pm
As far as I understand, they can capture them back and thus push attackers back (because they can no longer spawn there).
Title: Re: [Siege] Scene makers!
Post by: Ozin on September 07, 2012, 12:56:44 am
hmm, for now defenders can only take back the flag while it is neutral. Basically, when attackers take the flag to the bottom, the flag switches to the attackers' color, but it must be pulled all the way to the top to lock it to the attackers.
Title: Re: [Siege] Scene makers!
Post by: Bjord on September 07, 2012, 10:38:49 am
It wouldn't be balanced if defenders can just sally out en masse(is a viable concern since banner balance on siege is very beneficial for big clans) and recapture every spawn point. Once attackers have captured a point, that should be it for that area.

However, for the tactical spawnpoints like closer spawn to wall and on the wall, there should be neutral flags. Meaning that both attackers and defenders can capture wall and the spawn outside it.

The rest of the flags should only belong to defenders but can be disabled by attackers so that the attackers can advance towards the flag.

Maybe this is a harsher form of siege, I guess. It's a minor change, though.
Title: Re: [Siege] Scene makers!
Post by: SoA_Sir_ODHarry on September 10, 2012, 04:43:22 am
that sounds a bit like rushmode of bf3

so attackers gotta capture Flag A-B-C and D too win instead of Flag A?