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?
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.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.
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.
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)?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.
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)
I must say, cliffs are not my strong point. :oops:Looks like a decent enough start, I like how you used the mp terrain parts as cover, I never thought of that myself.(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 theserocks though, I find them much easier to place.(click to show/hide)
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.
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.
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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.
Hello everyone! I haven't tormented this thread in .... good heavens, a very long time. School, graduation, job hunting, ..... the usual.Hey good that you're back.
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.)
(click to show/hide)
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.
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:
I really like the look of most of your maps, but could you please tell me what texture pack you're using? ;o