cRPG

cRPG => Scene Editing => Topic started by: Thranduil on December 18, 2012, 08:40:44 am

Title: Thranduil's Battle and Siege Maps [Feedback]
Post by: Thranduil on December 18, 2012, 08:40:44 am
Link: http://www.nexusmods.com/mountandblade/mods/2473/?
The maps can be downloaded individually from this link.

********************************************************************
MAJOR UPDATES and some slight renovating.

Well, almost a year ago, Teeth told me to update these maps. At the time I really couldn't get into renovating, only moving forward with the new, no matter how bad it was. Now I can't really get into making something new, but I like the idea of going back to previous endeavors.  :lol: I am so fickle. Anywho....

Battle

Bariyye
It's native city number whatever, but I always thought it was the coolest native city, so years ago I added a few ladders and ramps to allow rooftop fighting. Not really sure if this would play well on the servers anymore, given its size, but hey, might as well keep the option open.
***Updates***
Added another route on ground to roofs for inside spawn and made inside spawn area larger. Removed AI mesh to decrease file size. Replaced/removed some minor objects. Moved flag locations.
(click to show/hide)

Blue Forest (formerly Blue Bells & Beech Trees which was too long a name)
This map has seen many changes over time. Originally it was just trees and blue flowers EVERYWHERE. Games were crashed, complaints were filed, and 80% of the forest was cut down (and the tree type changed), and a rope bridge was added to the trees while the slopes were smoothed out. A LOT. The latest update has been no less radical.
***Updates***
Slopes have been smoothed out MASSIVELY. Some trees removed (down to 15% of original number). Plants redone from scratch. Spawn and flag locations changed. The stair climbs don't take as long either as the platforms are not as high anymore. Creek is more shallow and dried up in spots for better crossing. Wooden fence guards on ground are taller for better protection from ranged. And of course, AI mesh removed.
(click to show/hide)

Burning of the Ships
Another smaller map I think. One of my very first maps. Balbaroth once called it the most balanced map he had ever played. In his defense, there were no more than 15 maps in rotation at the time, and half of them were mine, so probabilities were in my favor, and he didn't technically call it balanced, just the most balanced. :lol:
***Updates***
Removed AI mesh to decrease file size (and boy did it decrease by half!). Moved spawn points and flags. Made beach area a little larger.
(click to show/hide)

City Under Siege
I was gonna list this under "Maps I left to die and why" because it is too large. File size too large, map too large. This was originally designed for a 150+ man
server when it's full, and the design had changed too many times for me to have even a foggy idea what I wanted to do with it. That is, until I found the original file.
***Updates***
Removed AI mesh (dear God it dropped from 540kb to 260kb!) Removed some ladders and buildings. Worked on terrain a bit (smoothing, coloring, textures) and got rid of the inner walls so the city is far more open. Placed a low wall along the perimeter where the barriers are. Removed a lot of smoke for particle effects, cut back on torches, deleted items that no longer exist in cRPG, and moved spawns and flags.
(click to show/hide)

Ice Age
Oh yeah. The one that made absolutely no frickin' sense is back! Sadly, I had to get rid of the standalone gatehouse to make room for a winter village (we didn't have snowy houses back in my day, boy! If we wanted snow on houses, we had to put it there ourselves and it was never worth it!) TY devs for EZ mode. :mrgreen:
***Updates***
Removed AI mesh to decrease file size. Moved spawns and flags. Smoothed the terrain out a lot. Made the water more shallow. Removed gatehouse and replaced it with a frozen village. Lightened the terrain color a bit so it isn't pure ice blue.
(click to show/hide)

Prison Riot
I don't know if this ever got into rotation and I doubt it ever will, but it's here nonetheless. It isn't cav friendly (though there is nowhere a horse cannot go by walking forward) and it isn't very archer friendly either I suppose, what with corners to hide behind. You can imagine then why it hasn't been played.
***Updates***
Added trees to courtyard..... Nothing else to do really.
(click to show/hide)

Pueblo Village
I really can't think what to do different. I think people don't like it because it isn't cav friendly, which is ok. It got played a lot in the past, so I'm satisfied.  :)
***Updates***
Moved flags. Replaced a barrier.
(click to show/hide)

Rivendell
(click to show/hide)

RuIn
(click to show/hide)
It's already in rotation and I haven't heard further complaints, so no update.  :P

Thawing Tundra
I made this map based on a picture of the Alaskan tundra, and thought to try a balanced map where it's a snowy alternative to random plains. I might have achieved too much balance since the multiplier just goes back and forth on this map and there have been a few complaints.
***Updates***
Moved spawns and flags. Changed log bridge out for stone bridge. Added a log cabin and stable for ranged protection. Added a wooden bridge to cross the ford (or fjord for you vikings). Main fighting should no longer take place in river.
(click to show/hide)

Winter Village
(click to show/hide)
It's already in rotation and I haven't heard further complaints, so no update.  :P


Siege

Bragelon Castle
(click to show/hide)
(click to show/hide)

Bridge of Eldia
(click to show/hide)
(click to show/hide)

Irongron Castle
(click to show/hide)
(click to show/hide)

Viking Village Siege Edition
(click to show/hide)
(click to show/hide)


Maps I left to die and why:
(click to show/hide)
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on December 18, 2012, 08:47:01 am
If you wish to download an individual map without downloading the entire set, (other than the three listed) let me know and I'll be happy to make another download for that map.

Maps are downloaded individually now.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on December 18, 2012, 08:51:23 am
***UPDATE*** 12/23/2012

Updated Prison Riot after learning the terrain code did not match the .sco file.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on December 18, 2012, 08:59:02 am
***UPDATE*** 12/26/2012

Updated Pueblo Village after being reminded (God only knows how many times I've forgotten) that there's a spot one can easily get stuck on. Fixed the spot, new download with all battle maps, or just alone here: http://mountandblade.nexusmods.com/mods/2501.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on December 18, 2012, 09:10:39 am
and very likely this, and can someone tell me why the hell my image posts don't show and instead say chocolate chip cookie? or rather, does it have anything to do with image restrictions or limits on the site?

Santa's Castle:
[IMG]http://i520.photobucket.com/albums/w322/pb4reak/M_chocolate chip cookiemg]
[IMG]http://i520.photobucket.com/albums/w322/pb4reak/M_chocolate chip cookiemg]


*****Until such time as I can get the updated screenshots on this forum, check the download link (http://mountandblade.nexusmods.com/mods/2473) for pics.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Mustikki on December 18, 2012, 06:08:44 pm
The url your posting for the pics ain't correct, as the error image says, someone either moved or deleted the pics from the address.
But if you copy url and use [img][/img.] from your earlier working links (http://forum.meleegaming.com/scene-editing/finished-maps/) i think that would be easiest to fix this.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on December 18, 2012, 09:24:09 pm
The url your posting for the pics ain't correct, as the error image says, someone either moved or deleted the pics from the address.
But if you copy url and use [img][/img.] from your earlier working links (http://forum.meleegaming.com/scene-editing/finished-maps/) i think that would be easiest to fix this.
That's the weird thing. The links are correct. They are the same links I used on Mount & Blade Nexus. The links shouldn't be broken at all. I suppose I may just have to use the old pics, though some of them are no longer accurate.

Thanks BTW. I had all but forgotten those were still there. Saved me about an hour of going through my photobucket account copying links!
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 07:32:24 pm
So, I've been working on a Battle/Siege map. The Battle portion is done, and I'll add more to make a separate Siege map. Since the Siege map will incorporate the Battle map, I thought I'd try for some feedback or comments on what I have.

Bridge of Eldia:

(click to show/hide)

Any feedback is welcome. If you'd like to take your own tour, let me know and I'll go ahead and upload it to M&B Nexus.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Zlisch_The_Butcher on January 12, 2013, 07:37:16 pm
The bridge looks excellent, but the terrain looks a bit dull tbh.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 07:38:55 pm
The bridge looks excellent, but the terrain looks a bit dull tbh.

Thanks! Yeah, my entire focus was the bridge.  What about the terrain needs work do you think? The textures or the elevations (smoother, more rugged)?

For the Siege map, that round mound on the left is where I plan to put a castle, though for the Battle version, it really isn't necessary come to think of it.


Went back and tried to muddy the place up a little bit.

(click to show/hide)

....aaaaaaannnnddd... I'm glad I made a backup, cause painting the landscape added another 200kb to the size! Well, it's still under 400kb, so I guess it's fine if it improves the look.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Zlisch_The_Butcher on January 12, 2013, 08:07:13 pm
Thanks! Yeah, my entire focus was the bridge.  What about the terrain needs work do you think? The textures or the elevations (smoother, more rugged)?

For the Siege map, that round mound on the left is where I plan to put a castle, though for the Battle version, it really isn't necessary come to think of it.


Went back and tried to muddy the place up a little bit.

(click to show/hide)
Looks a bit better now, but what I really think it could use is a few trees, rocks, and bushes, not that many, just a few, it would improve it a lot.
EDIT: I'd also advice covering the tops of the cliffs in some rocks shaped in a way to cause a long and deadly fall if you step off the ledge, it takes a while but it makes cliffs look a lot better and it prevents abusers from sitting halfway up and halfway down on them while shooting and being practically invulnerable.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 08:08:33 pm
Righty then, a smattering of foilage coming right up!
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 08:46:54 pm
Foilage added:

(click to show/hide)

I removed the vegetation (what little there was) from the terrain code since that varies depending on user's grass density settings. (On low grass density, the setting puts a tree right in the bridge.  :rolleyes: )
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Zlisch_The_Butcher on January 12, 2013, 08:50:26 pm
Looks a lot better already, a bit of handplaced foliage would do wonders though.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 10:30:33 pm
I must say, cliffs are not my strong point.  :oops:

(click to show/hide)


Edit* lol. I might need to take a break. I look at my picture and I start trying to move in like in the editor. :lol:
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Zlisch_The_Butcher on January 12, 2013, 11:03:39 pm
I must say, cliffs are not my strong point.  :oops:

(click to show/hide)


Edit* lol. I might need to take a break. I look at my picture and I start trying to move in like in the editor. :lol:
Looks like a decent enough start, I like how you used the mp terrain parts as cover, I never thought of that myself.
I personally prefer using these
(click to show/hide)
rocks though, I find them much easier to place.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 11:46:04 pm
Yeah, after think about it and talking to ctrlaltdel, (I need to get him to play again. >_>) I went the route of fixing up what I had and barriers for the rest. The main battle should take place on the bridge, and anyone who gets on those slopes will either be stuck when MOF comes around, or will have to go down to go up (and the round will be over by the time they get up again).

Anywho, this is what it is atm.

(click to show/hide)




**** oH Forgot. In addition, there are barriers along the fence railing facing the edge of the map as well.

(click to show/hide)
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 12, 2013, 11:47:03 pm
Looks like a decent enough start, I like how you used the mp terrain parts as cover, I never thought of that myself.
I personally prefer using these
(click to show/hide)
rocks though, I find them much easier to place.

Yeah...that might've been easier. lol.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Sandersson Jankins on January 13, 2013, 02:56:17 am
These maps look much better than many of the maps on NA1. How do you even get maps uploaded to NA1? It took about a month for the polestagger removal patch to be applied to NA1...I dont know about warband, but on source games and many others, all you have to do is upload the file via and FTP client to the server.

Someone get these maps to NA1, christ.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 13, 2013, 03:09:26 am
These maps look much better than many of the maps on NA1. How do you even get maps uploaded to NA1? It took about a month for the polestagger removal patch to be applied to NA1...I dont know about warband, but on source games and many others, all you have to do is upload the file via and FTP client to the server.

Someone get these maps to NA1, christ.

lol. Thanks! Most of these have been on NA1 a long long time ago. Several patches ago. The new stuff hasn't seen server time AFAIK though.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 15, 2013, 08:31:15 am
Aaaannnddd.....

Eldia Castle:

(click to show/hide)

Eldia Castle and Bridge of Eldia added to downloads.



***EDIT***

I'm not going to submit Eldia Castle just yet. I'll wait for some feedback or ideas if anyone has any. Siege maps...usually not my thing, but was tempted when making Bridge of Eldia (kinda had a small vision when the terrain turned out as it did). I considered a second, outer wall and placing attacker spawns to the right and below the castle to have it attacked from two sides. Unfortunately, I could never quite get that set up as I wanted and gave up....(and it figures, I think I just had an epiphany....typical.)

In short, Eldia Castle will probably see some additional changes.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Elindor on January 15, 2013, 05:06:47 pm
Getting attackers to spawn from two locations is not really possible...cant remember why but I tried this on Rochester and Jacko informed me it wouldnt work. 

Spawns are strange in the MB editor.

Also - remember, you can place defense spawns wherever you like, but the game will choose where to spawn defenders using these priorities:
- close to flag
- far from attackers
- close to other defenders

...thus, why if 12 attackers rush flag, suddenly all defenders spawn somewhere on opposite walls and cant get to flag in time.  keep that in mind.

------------------------------------------------

That being said - I like the map!

I think that its possible defense could get overrun, but the area around the flag seems somewhat defensible. 

Put it up, and if you see in action that the flag seems to be too easily taken, try putting it inside a building with a destructable door to slow down attack a bit more.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 15, 2013, 09:05:34 pm
Getting attackers to spawn from two locations is not really possible...cant remember why but I tried this on Rochester and Jacko informed me it wouldnt work. 

Spawns are strange in the MB editor.

Also - remember, you can place defense spawns wherever you like, but the game will choose where to spawn defenders using these priorities:
- close to flag
- far from attackers
- close to other defenders

...thus, why if 12 attackers rush flag, suddenly all defenders spawn somewhere on opposite walls and cant get to flag in time.  keep that in mind.

------------------------------------------------

That being said - I like the map!

I think that its possible defense could get overrun, but the area around the flag seems somewhat defensible. 

Put it up, and if you see in action that the flag seems to be too easily taken, try putting it inside a building with a destructable door to slow down attack a bit more.

Eek! Crazy mb editor. I'll keep that in mind. Thank you! I'll put it up then. I'm working on an alternative version that has an extra wall layer, and would actually have attackers spawn nearer to the castle (more ladders, more doors). I'll try what I have now and use the feedback to expand/improve.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on July 21, 2013, 02:56:35 am
Hello everyone! I haven't tormented this thread in .... good heavens, a very long time. School, graduation, job hunting, ..... the usual.

Anyway, I unfortunately in this time never played Eldia Castle on siege, but I have recently been told that people said it was "unbalanced". I should like to fix this. Does anyone have any details that they can recall? Was it too hard for attackers/defenders? Was the run to the castle gates and ladder too long? I measured 35 seconds to the gate and ladder, and 60 seconds to the back door.


Any type of feedback is welcome and greatly desired.  (The same goes for any of my maps.)
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on July 25, 2013, 12:51:27 am
Aaannd, I have two new maps I'm working on... or rather, are (for all practical purposes.....namely killing each other) finished.


Par 9  Yes, I was inspired by the British Open.

(click to show/hide)

(click to show/hide)



Dhugan Island (I'm out of ideas for names.)

(click to show/hide)

(click to show/hide)


I haven't uploaded any files yet. I'll upload soon or if I get any good suggestions, I may postpone uploading them until I've tweaked them a bit more.

Dhugan Island needs prettying up. Some bushes maybe. I don't like to add much in that department since black scenes come with a lot of grasses, though I could fix that. It's just annoying to load the code into Native. Should I get rid of the grass that is controlled by grass density?
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Teeth on July 25, 2013, 11:32:56 am
Hello everyone! I haven't tormented this thread in .... good heavens, a very long time. School, graduation, job hunting, ..... the usual.

Anyway, I unfortunately in this time never played Eldia Castle on siege, but I have recently been told that people said it was "unbalanced". I should like to fix this. Does anyone have any details that they can recall? Was it too hard for attackers/defenders? Was the run to the castle gates and ladder too long? I measured 35 seconds to the gate and ladder, and 60 seconds to the back door.


Any type of feedback is welcome and greatly desired.  (The same goes for any of my maps.)
Hey good that you're back.

About Eldia Castle
(click to show/hide)

I will soon check out all of your battle maps and see what we can do to get them back on the server, there's loads with potential.

Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on July 25, 2013, 08:10:46 pm
(click to show/hide)

That's....ingenious! I shall endeavor to implement those ideas!
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on November 18, 2013, 05:58:13 am
Well, to start off, I've gone and deleted any and all maps I have been working on for the last 6 months (the last few days excluded).  :lol: :lol: But it got my game working again at least. So I've made a couple of winter maps for the season. I present to you (with low expectations) Winter Village and Thawing Tundra. (My naming skills haven't rusted at all.  :P)

Winter Village:
(click to show/hide)
http://mountandblade.nexusmods.com/mods/5881/?

Thawing Tundra:
(click to show/hide)
http://mountandblade.nexusmods.com/mods/5884/?
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Fips on January 11, 2014, 03:09:39 pm
So i looked at your dtv maps. First of all: the design is pretty neat, all of them. But you need to work more with invisible walls to block off some stuff where they can get stuck, only a few places though. But a very big problem your maps do have: The AI Meshes. Walls, even the little ones, need to be excluded from the mesh, otherwise bots will rush like the zombies from world war z towards them. Having the meshes exclude them kinda forces them to go around, even when there are players luring them behind. So sorry, since this is a major update to all of the maps i can't just do it quickly by myself, the maps might not make it in the next patch, too.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on January 11, 2014, 07:38:35 pm
So i looked at your dtv maps. First of all: the design is pretty neat, all of them. But you need to work more with invisible walls to block off some stuff where they can get stuck, only a few places though. But a very big problem your maps do have: The AI Meshes. Walls, even the little ones, need to be excluded from the mesh, otherwise bots will rush like the zombies from world war z towards them. Having the meshes exclude them kinda forces them to go around, even when there are players luring them behind. So sorry, since this is a major update to all of the maps i can't just do it quickly by myself, the maps might not make it in the next patch, too.

That's fine. I'll get to working on the mesh and barriers. Thanks for the input Fips!

***Updated the maps, but Nexus is down atm, so I used GameFront: http://www.gamefront.com/files/23979506/Thranduils_DTV_Maps.zip
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Fips on January 17, 2014, 09:20:03 pm
Okay, here we go.

City Revolt: Please use barriers instead of only ai limiters. The placement seems to be alright. AI Meshes should be okay. SpawnPoint 1 could cause problems though. I suggest you move it a little closer to the town (or not if you do not want to, it's not a big deal really) but you definitely need to limit the AI there. Either place fences to lead them to the gate (with barriers though, so people cannot jump over them) or remove most of the AI Mesh on the field, because i see the bots just running to the wall instead and then getting stuck at the corner of the gate. Or make that corner part of the wall so there is no corner anymore, you'll think of something xD
Bridge needs AI meshes at spawn 1
Oh and the sally doors are nasty, too. Can only open them from one side, so once people are inside they have to walk around the whole place if they want to go back.

Mein Bridge: Again with the barriers/ai limiters. Basically, just stick to the barriers. They block both AI and players. Also block off any spots BEHIND the spawn of the bots, because between two waves there is usually plenty of time to look for spots to exploit the whole map, not just from the way of the spawnpoints to viscount. The only place you do not have to worry about invisble walls too much is around the viscount, because you can't really lure them away once they are close to him. Anyway, the spawn point on the back, make the entrance more like a V-shape, so bots do not get stuck on the rocks, just use the fence to do this. Players could also just jump on the rocks and bots wouldn't get up there, so moving the fence and the barriers removes that problem, too. That tiny bridge might cause trouble, too, if bots fall down and survive, but we'll just have to test that live.
Dat holy weapon rack, though. Haha xD

Motte and Bailey: Bridge needs meshes again. The house where you already put one wall, block it off completely, can still jump on there. The places next to the gate will cause trouble. Again, make it a v-shape or at least a line, because the players will definitely lure the bots next to the gate instead of through the gate, that shouldn't happen. General advice (which is especially a problem on this map), invisible walls need to be infront of the fences, covering them completely. If people jump on the fence and then fall towards the fence they can somehow circumvent them by glitching through. Noticed that first when i saw a completely bordered fence with some very high walls where people still got through.
Please turn the tower entrance so it faces towards the bot spawn. The gaps in the palisade should get closed, too. I couldn't manage to jump through them, but you know, some crpg players make miracles happen to exploit stuff^^

Viking Village:
Uff, 3 accessible houses. Seems to be alright, but i'm betting my ass that there will be problems =D
But we have a saying here in germany for that "Probieren geht über studieren", so we'll do that. Basically means you should test first before you study it too much, not quite sure if that exists in the english language^^
However, i don't see any problems with that one, we'll just have to see how the houses work out and what the big palisade wall will do to the bot behaviour.



Also, whatever changes you make, be sure to check the AI meshes right after them and edit them accordingly. Otherwise you might forget that if you move a bunch of props and then change the meshes =P
So yeah, once you fixed that stuff above they'll be ready for sum testin'.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on March 16, 2014, 06:22:46 pm
The hard part is making a map that everybody likes, if there is one thing I have learned about maps for this game is that preferences vary wildly.
Tell me about it! Mine are some of the strangest and are every changing!  :lol:

Anywho, not being one for sitting back and doing nothing (unless I'm feeling very lazy, which is often  :P), I tried making some changes.

(click to show/hide)

Spawns aren't quite where Sparvico suggested, mostly because they were too close to the map edges, and the run distance was too dissimilar.

You can run for the cabin, or take cover in the trees. Just be wary of the map edge if you fight in the trees. It acts like an invisible barrier.

I haven't uploaded the new file yet. Want to see what people think.

****************
Super massive update coming in the next few days (hopefully).
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on March 18, 2014, 08:15:53 pm
OP has been updated majorly to reflect the major updating done to a majority of my maps. Also, now one download link to pick and choose through all battle maps. Enjoy and please leave feedback!  :D
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on March 31, 2014, 07:07:05 pm
Thought I'd post what my current projects are. Sorry, no pics just yet. Most are still in the very early stages of development. That is to say, I haven't had an extended period of fabulous inspiration! Those are nice since they allow me to get a map done in like a day, but haven't had one in a while now.  :|

Let's see now.....

Viking Village - Was leaving this to die, but I'm now attempting to modify it into a SIEGE map. Not content to let it look exactly the same, I've played around with the ground inside of the walls and I'm debating whether or not to put a walkway along the village walls. Once I have more of it worked on, I'll post pics and ask for suggestions.

Bridge of Eldia - As I said in the OP, I'm converting that to SIEGE based on Teeth's idea. There's about as much progress on it as on Viking Village.

Imladris/Rivendell - Name is WIP. Haven't decided yet. Minimal progress. Some houses and a patio and a creek with a waterfall is about all I have right now. Immense terrain work needed, and some practical gaming decisions will need to be made. Once most of the terrain work is done, I'll post pictures. I'm thinking it will be a BATTLE map. Viking keep and house props comprise the main theme.

Grey Havens - This has been where most of my mapping time has been spent lately. It's shaping up to probably be DTV, but could have a possibility in SIEGE. Basically a port city map. Has the potential to be very straightforward and simple, or be large and a little complex.

As you can see, two of them are being based off of LOTR locations, but that's about where the LOTR geekiness stops on these maps. Good inspirational pieces, but my job is to make them practical for playing on.  :wink:

ETA? I don't really know to be honest. Hopefully before the end of April.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on April 02, 2014, 12:29:23 am
Viking Village Siege Edition!

(click to show/hide)
(click to show/hide)

ETA to flag, 40 seconds to 1 minute depending on where you spawn, your speed, and if the path is clear.

To give an idea of what has changed, here are some super old pics from when it was a Battle map 2 years ago:
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I haven't uploaded it yet. I wanted to get some opinions on it first (though that really requires me to upload it anyway) before submitting it.
DL: http://www.nexusmods.com/mountandblade/download/1000003590   <--- Direct Download so you don't have to hunt for it.

I haven't tried a Siege map in ages so I don't really remember what else, if anything, I am missing. Pretty sure all entry points are there. All doors work and the tower works.


Grey Havens

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Ended up very straightforward and simple. Could do some work and add another level to it, but the fps drop might be too much... that or my computer is starting to die. :\
Direct Download: http://www.nexusmods.com/mbwarband/download/1000003714

I think I'll work on Bridge of Eldia next.


Bridge of Eldia

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ETA to flag, 40 seconds+ depending on where you spawn, your speed, and if the path is clear and which path you take.  :P
I based it off Teeth's suggestion. Yo Teeth! What's your opinion on it?   :mrgreen:

Direct Download: http://www.nexusmods.com/mbwarband/download/1000003715

All that leaves is Rivendell.....
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on April 09, 2014, 05:05:09 am
I tend to forget, no one knows to look if all you do is edit the last post here. :P


Bridge of Eldia

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ETA to flag, 40 seconds+ depending on where you spawn, your speed, and if the path is clear and which path you take.  (which path. *snicker*)
I based it off Teeth's suggestion. Yo Teeth! What's your opinion on it?   :mrgreen:

Honestly, for all I know it is full of fail, but it is different, and it's more Teeth's idea, so it can't be all bad, right?

Direct Download: http://www.nexusmods.com/mbwarband/download/1000003715

All that leaves is Rivendell.....
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on April 10, 2014, 06:28:06 pm
Bragelon Castle

Kinda found this one unfinished and lying around while trying to relocate Rivendell, so I tried finishing it.

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Direct DL: http://www.nexusmods.com/mbwarband/download/1000003716

Flag is under the castle in the dungeon. There are multiple paths to the flag (about 5 or 6 possibilities, and 3 optimal routes IMO). The shortest path is through the gatehouse, so raising the portcullis and keeping it raised is probably the most likely way for attackers to win. Average time to flag with no obstacles stopping you is about 45 seconds. Average meaning average character speed. Slower builds (the few that exist anymore) will take a few seconds longer than that.

1 siege tower and one two siege ladder to get on walls. I may add a second siege ladder just for more variety. I moved the wall back and added the second ladder to the left side.
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on April 15, 2014, 01:58:28 am
Rivendell

Oh boy. Damn. That's all I can say about Rivendell. I thought the old problem where you place the prop "water_river" caused players at a lower elevation to view things as if "underwater" was fixed. Apparently not. After testing it through hosting, I found the only way you don't get the 'blue fog' is to turn water reflections completely off. This saddens me greatly as I think it is fucking beautiful.  :lol:

This is what it looks like with the water props.

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without

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Direct DL: http://www.nexusmods.com/mountandblade/download/1000003592

The download includes both versions. The one without the 'water_river' props, and THE ONE TRUE RIVENDELL!  :rolleyes:
Title: Re: Thranduil's Battle Maps [Feedback]
Post by: Thranduil on April 25, 2014, 01:06:14 am
Dammit. Fips, I can't even watch Doctor Who without getting the inspiration for another map! (In case you're curious, you have "The Time Warrior" to blame. Classic episode with the third Doctor and Sarah Jane Smith.)

Irongron Castle

There are a couple different paths to the flag and 4 different ladders to get onto the walls. No siege tower. Trying something different here. If it's too unbalanced without one, I'll add it in. Average time to flag.... dunno. =P

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Direct DL: http://www.nexusmods.com/mountandblade/download/1000003598
Title: Re: Thranduil's Battle and Siege Maps [Feedback]
Post by: Dekkers on June 15, 2014, 12:21:22 am
I really like the look of most of your maps, but could you please tell me what texture pack you're using? ;o
Title: Re: Thranduil's Battle and Siege Maps [Feedback]
Post by: Thranduil on June 15, 2014, 03:46:20 am
I really like the look of most of your maps, but could you please tell me what texture pack you're using? ;o

Thank you. Uhm... texture pack.... hmmm.... you know, I don't remember!  :lol: It's probably Realistic Colors though I can't help but think it's a different one. You can find the compatible mods here: http://forum.melee.org/beginner's-help-and-guides/mods-compatible-with-crpg-(updated-sticky)/
Title: Re: Thranduil's Battle and Siege Maps [Feedback]
Post by: Moncho on September 07, 2014, 12:23:15 pm
If you are still around, an issue with Bragelon castle: The doors are the type that can only be opened from one side, which points towards the flag, which prevents defenders that spawn outside the flagroom from reaching it without breaking the doors.