It appears from the screens that there is a way to big distance from attacker spawns to the flag, doubt it'll be winnable for the attackers.
~40secs to get there. 10-15 if you use horse. Once the gates are opened ofc. Thought about removing the 2nd gates before uploading it, but i think without the 2nd gates it will be very hard to defend...40 sec is way to long I'm afraid, especially considering that defense usually has some defensive advantage in siege.
40 sec is way to long I'm afraid, especially considering that defense usually has some defensive advantage in siege.
Next project: Helms Deep (in winter). Got the green light from jacko to build it =D
Probably everyone knows how it looks, anybody got some tips balance-wise before i start building it? Oh, and is it possible to make that little river without using the terrain generator?
Helm's Deep eh?
My friend, CtrlAltDe1337, made a Helm's Deep some years ago. You can find it here: http://www.mbrepository.com/file.php?id=2519(click to show/hide)
Might be useful to see another's attempt at doing Helm's Deep.
Good luck! I look forward to seeing it someday.
You only get water when the terrain is below 0, that's the only way. My advice is to place the water as early as possible, and build the terrain around it. There is a water prop, but it's not really functional.
You only get water when the terrain is below 0, that's the only way. My advice is to place the water as early as possible, and build the terrain around it. There is a water prop, but it's not really functional.You could also place a million water props, however that's really messy unless you're placing them all on terrain of the exact same height level.
Okay, that's not going to work then. I will try the prop anyway, if it doesn't work, there won't be a river then. It's winter anyway, maybe it's frozen, lol.Why wouldn't it work? All it'd require would be making the base ground of the map like level 1 or 2 then lowering it and raising it were needed?
You could also place a million water props, however that's really messy unless you're placing them all on terrain of the exact same height level.Why wouldn't it work? All it'd require would be making the base ground of the map like level 1 or 2 then lowering it and raising it were needed?
This river is coming from a huge mountain. Never actually saw that kind of river in M&B. Either i place it like it would actually look like, flowing down the mountain, or i don't place it at all. But i think i'll be just fine with the 2nd option, tried that water prop...it looked, well, interesting.
This river is coming from a huge mountain. Never actually saw that kind of river in M&B. Either i place it like it would actually look like, flowing down the mountain, or i don't place it at all. But i think i'll be just fine with the 2nd option, tried that water prop...it looked, well, interesting.Can't be placed flowing down a mountain, due to the way warband handles water the water shader (and drowning bar) will be applied whenever you're bellow the highest water prop, even if you're not actually standing beneath the props.
Can't be placed flowing down a mountain, due to the way warband handles water the water shader (and drowning bar) will be applied whenever you're bellow the highest water prop, even if you're not actually standing beneath the props.
**Update** Tested water prop for drowning with and without using WSE2. In neither case did drowning occur because of water_river prop. For reference, I tested normal drowning. I drowned. YAAAAAAY!
**Update** Tested water prop for drowning with and without using WSE2. In neither case did drowning occur because of water_river prop. For reference, I tested normal drowning. I drowned. YAAAAAAY!
Okay, here are some screens how far i've come until now:
http://imgur.com/nI4qQ
http://imgur.com/59C0L
http://imgur.com/r2WHX
http://imgur.com/jTieQ
Still needs gates/doors/spawnpoints/ladders(siegetower, maybe), vegetation, buildings and some little details, but the structure is finished. Whaddaya think?
Will upload it once i feel like it's completely done =P
:cry: Alright. I'll wait.
20ft is 6m and it's probably like 10m high, but since i used the same length/width on a bunch of props, i think i let it stay this way xD
Especially the area above the river-gate took me like for ever to build.
It is about 5 men broad, though, so that's actually accurate =D
I think that will be fine. In this case, proportionality may be more important than literary accuracy. Besides. I know the feeling. I hate having to go back and redo something that took me an hour or more just to get the details right.
Yes, the little passage on the second picture is the entrance to a tunnel that will lead right to the flag area. I will probably add a ladder from the wall or the ground behind the front wall to the first wall of the keep as well, so nobody is forced to go up those stairs. Apropos ladders: I was thinking 3 ladders to the front wall, 1 ladder right on top of the first wall of the keep and the one i already mentioned. Destroyable gate (Otherwise going up the bridge after initial spawn will be useless, fixed gate would make this impossibru to attack i think) and i was thinking about 1 destroyable door at the tunnel in the back.
Sounds good. You definitely want a destroyable gate. It really would be impossible to attack I think.
Yeah it's large and i try to balance things out with spawnpoints. Attackers spawn center will be at the attackers camp a little farer from the walls, but all the other spawn points will be placed on the bridge and right infront of the ladders that lead up to the front wall, i might even set a couple of them behind the front wall.
Good. I was just thinking those exact things....except for putting a couple attacker spawns behind front wall. Trust me, defenders will probably complain. (Of course, everybody complains about something. :P) However, I'd wait for a second opinion before throwing that idea out altogether.
Thx, keep the criticque coming! I only watched the movie (Shame on me, but sooner or later i will read the books as well) so it's based on screenshots of the movie and replicas that are out there, well and since the editor sucks, what the editor allowed me to do xP
Gladly! It seems to be coming along quite nicely thus far.
Maybe if you could change those tents you have put inside of the castle , they look more like persian ones. Im not sure if there are any other kind of tents but if there ar you could add me ...also i dont like the color / texture of the castle walls ...shouldnt they be more like darker and greyer ?
Already added it as you may see in the screens. Defenders can get there, but from the distance i guess you really need some athletics to actually get there and not fall down, but that needs some real testing on the servers.
Yes, new siege mode would be the best thing happening to this mod right now. =D
Creating huge castles (Larger than helms deep and more complex) would be the shit!
If you can make another tent out of the existing props, i'll be very impressed =P
Aaaand it's done. Next one will be some kind of siege within a town =)love the idea, im dying for something else than these stupid climb over the walls and go to the flag sieges :)
love the idea, im dying for something else than these stupid climb over the walls and go to the flag sieges :)
helms deep turned out to be a 'just fight at the flag' map (this morning, very little players online). people just broke the front gates and ran to the flag.
I don't mean to bash your maps but burg_rabenstein and helms deep are way too big for siege. But helms deep does look really nice.
http://mountandblade.nexusmods.com/mods/3882Burg_Rabenstein is terrible for people with weaker computers like me it is barely playable. :(maybe remove some trees in some corner of the map?
Burg_RabensteinV1.1: -fixed flying props, smoothed terrain, deleted 2nd stone bridge, added wooden bridge, added a lot more details, smoother ground textures(click to show/hide)
Helms_Deep(click to show/hide)
Ishtar(click to show/hide)
I have not played helms deep yet, but i really hate ishtar and burg, and here is why.
Attackers have to run too far, too few ways in, too big maps, not enough access to gatemechanism, breakable doors everywhere, bottlenecks, no good areas for fighting
Defenders cant access their castles properly, too big maps, too far to run, not enough access to gatemechanism, bottlenecks, no good areas for fighting
So what to do..... maybe blast them with a shrink ray and make them smaller, move attacker spawn closer, redo gatehouses so you can enter from below, add ladders and shit inside castle so there are more than 1 or two ways to go. Ladder acess to walls from the inside, and giving attackers a way to get down, having some way for defenders to leave flag area at all would be nice.
Right now its alot of running and running and running and hacking doors and hacking doors and hacking doors and a huge clusterfuck fight where you cant move and then one team wins hurray.
If attackers spawn right outside walls, and there are ladders + stairs added inside the walls and keep.
That would maybe create some more fighting and less running xD
Oh btw do you have any topdown view screenshots/maps of those castles? From above looking straight down. Then one could paint and show which areas fighting occur and where bottlenecks are etc.
And i will tell it once more...THIS IS STILL THE VERY FIRST VERSION AND I'VE FIXED MANY FUCKING THINGS. :(keep working on it. its gonna be awesome. first map that focusses on defenders charging out. not just silly flag camping
First screenshot of my new map!(click to show/hide)
New mode is now available for Helms Deep! See OP for changelog.them ballistas gonna be awesum
M&B Nexus is not working, so use this link for now: [OLD LINK]
New and better version: http://www.file-upload.net/download-7364271/Helms_Deep.rar.html
them ballistas gonna be awesum
I'm afraid people will be more busy with ballistas instead of defending flags. If it's too worse i will reduce the amount, though.you placed them well, they will actually be usefull
I think small castles still should have 1 flag.
New Beta Siege features require specifically made maps imo.
wait, conquest is gone? D:
I'd assume its gone ... they will probably just use what they learned making it for the standalone game.
Nah, Ozin said he will try to fix it whenever he has some time to spare. But you know, December 2010 xD
they work by proximity iirc -- closest winch works the closest portcullisYeah i know. My idea had 4 gates pretty close to each other. It even moved the winch and the portcullis at once xD
Hmm...perhaps the changing location of the portcullis (in the open position) was enough that some became closer to other winches?
Nah, Ozin said he will try to fix it whenever he has some time to spare. But you know, December 2010 xD
I honestly hope conquest doesn't come back. I'm just one of those guys who loves the old things already in. I love battle and siege just the way they are.
Good map making opportunities, yes. Actually playing the game mode, no. I just don't like it, maybe because it was horribly balanced and bugged at the time.
It appears from the screens that there is a way to big distance from attacker spawns to the flag, doubt it'll be winnable for the attackers.
~40secs to get there. 10-15 if you use horse.
~40secs to get there. 10-15 if you use horse.Don't forget that defenders do not usually spawn next to the flag either. Average distance of defender spawn to flag + 25 seconds should be the quickest route for the attackers for map balance if you ask me. Preferably this quickest route should not be available from the start.
40 seconds... Too much, definitely too much. I'd like your maps, but attacker's spawn it way too far from flag. That's why almost everyone hate Burg_Rabenstein :P
~40secs to get there. 10-15 if you use horse.
40 seconds... Too much, definitely too much. I'd like your maps, but attacker's spawn it way too far from flag. That's why almost everyone hate Burg_Rabenstein :P
Don't forget that defenders do not usually spawn next to the flag either. Average distance of defender spawn to flag + 25 seconds should be the quickest route for the attackers for map balance if you ask me. Preferably this quickest route should not be available from the start.
And this is why i just copy the old siege maps and just give them a new look, never fails.
whenever i try to create something new, i always end up with a unrealistic, confusing castle.
(Maybe you get the idea just from this screenshot^^)
I see what you are doing, and i like it...
does it has to do something with this guy?
http://www.youtube.com/watch?v=7uDMw9kpRWg
Your map berg rabenstein is an fps dropping map. I know you updated it for awhile now but I think it could help to remove the second castle and just put like 2 village houses there instead.
Are you looking at the DTV maps submissions?