cRPG

cRPG => Scene Editing => Topic started by: Peasant_Woman on April 09, 2011, 05:18:20 pm

Title: Seige map: Warkworth Castle
Post by: Peasant_Woman on April 09, 2011, 05:18:20 pm
This is my latest siege map, based on and named after Warkworth castle in northumbria, England. I made an effort to use lessons learned when making my previous maps such as taking care to not make it too big or too complicated and to be honest i'm fairly proud of it.  :) I also managed to get spawns working properly as far as I can tell, probably due to attackers coming from a single direction. This image is what inspired the gatehouse area;
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http://www.mbrepository.com/file.php?id=2749 (http://www.mbrepository.com/file.php?id=2749)

Previous changelogs;
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v1.4 changelog
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Screenshots (updated v1.3);
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Overview
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As always constructive criticism and feedback is welcome!
Title: Re: Seige map: Warkworth Castle
Post by: bosco on April 09, 2011, 05:24:22 pm
That looks both visually appealing and realistic! :D
Title: Re: Seige map: Warkworth Castle
Post by: Wallace on April 09, 2011, 09:17:28 pm
Yeah this looks nicely polished good work man
Title: Re: Seige map: Warkworth Castle
Post by: Lansamur on April 09, 2011, 11:01:59 pm
Looks great, but again attackers have to walk a bloody marathon before even reaching the walls. Time will be an issue there, me thinks.
Title: Re: Seige map: Warkworth Castle
Post by: Baron_Settmour on April 18, 2011, 03:13:22 pm
Move attacker spawn up and I'd like to see this on the NA rotation to give it a try.
Title: Re: Seige map: Warkworth Castle
Post by: Peasant_Woman on April 18, 2011, 05:15:42 pm
Updated. Attacker spawns are now much closer to the walls, full changelog is in the op.  :)
Title: Re: Seige map: Warkworth Castle
Post by: Leiknir on April 19, 2011, 01:36:54 am
Added it to the eu servers
Title: Re: Seige map: Warkworth Castle
Post by: Jacko on April 21, 2011, 11:09:09 pm
Played it today. Attackers spawn to far away, you have time for 2-3 attacks on the flag and then the time is up. Never saw attackers win.
Title: Re: Seige map: Warkworth Castle
Post by: Cohen on April 23, 2011, 12:48:38 pm
Played it today. Attackers spawn to far away, you have time for 2-3 attacks on the flag and then the time is up. Never saw attackers win.

yeah that's more than true. you should at least halven the way to the townwalls, if not even shorter. and maybe divide the spawns into a left and right half, so that there are more attacks on both sides of the gatetower. atm attackers mostly take the left side, cause after that long walk to the walls u don't want to walk even further to the other side of the gatetower.

the map itsself lookes quite nice, with the cornfields and all the other details. only the strange wooden bars used as walls near the maparea look somewhat strange. a simple stonewall could be nicer, but that's just my taste and not important, for the game itself.
all in all i think it could be a funny map if it was somewhat faster. after the attackers finally get inside, there are usually some good fights.
Title: Re: Seige map: Warkworth Castle
Post by: Peasant_Woman on April 23, 2011, 09:52:54 pm
Updated to version 1.3! Full changelog in the op again.

Played it today. Attackers spawn to far away, you have time for 2-3 attacks on the flag and then the time is up. Never saw attackers win.

yeah that's more than true. you should at least halven the way to the townwalls, if not even shorter. and maybe divide the spawns into a left and right half, so that there are more attacks on both sides of the gatetower. atm attackers mostly take the left side, cause after that long walk to the walls u don't want to walk even further to the other side of the gatetower.

the map itsself lookes quite nice, with the cornfields and all the other details. only the strange wooden bars used as walls near the maparea look somewhat strange. a simple stonewall could be nicer, but that's just my taste and not important, for the game itself.
all in all i think it could be a funny map if it was somewhat faster. after the attackers finally get inside, there are usually some good fights.

Thanks for the feedback, I shortened the run to the walls for attackers again. Theres also an even spread of attacker spawns to the left and right and in front of the gatehouse, it'll be interesting to see which side of the castle sees the most action now that the siege tower is slightly further away from the spawn but nearer the walls. Also I wasn't really happy with the wooden flag area either so I took your suggestion of a stone wall. I listened to complaints in game about how once through the hidden tunnel your only option is to go and beat on the main doors with the gatehouse crew and so added stairs at the back with another way to the flag and the same on the left side but with no stairs, i'll want to see how this affects attackers chances before adding another set of stairs to the left side as my biggest fear is defenders could have thier castle ninja'd too easilly by these routes.
Title: Re: Seige map: Warkworth Castle
Post by: zagibu on April 24, 2011, 02:01:01 pm
No idea if this has already been mentioned or fixed even, but make sure no spawnpoints are too close to the edge of the walls. I spawned in midair today, on the right one of the tri-towers of the inner castle (right seen from flag).
Title: Re: Seige map: Warkworth Castle
Post by: Peasant_Woman on April 24, 2011, 08:06:02 pm
I completely redid the spawns for version 1.3 and now theres only one defender entry point on the middle tower of the trio of towers, hopefully this will fix the case where some players were spawning in midair.