i think it would work perfectly for a battle map, not boring at all, simple enough, i like the maze feature but i think its too omplicated, maybe redo the maze, make something smaller but wider, so spammers can swing.I did redo the maze as you said. I was thinking it was a bit overkill too. Now it's simple enough, but not that too easy of course.
However, you kinda have the same problem as i, the map is too big and generates a lot of lag.That is a bit problem indeed. I feel just a tiny bit laggy when editing the map, but when testing it it works as good as a blank map for me. Maybe my computer handles big maps well (fuck yeah 8-)) .
And, pay attention when you are placing objects, dont rush it, check if they are accualy touching the ground, because if you dont, formt he players POV it will look silly, flying spikes and stuff.Oh my god! You are right. After all these hardwork, I couldn't spot those. Thanks for making me noticed. Fixed now.
I am still trying to get familiar the edit mod, and it takes a veery long time to find the objects I want to put in. That is one obstacle blocking my process.Unless you are really going to put like a 2000 hours into scene editing, finding the right scene props will always be a bitch. Here is a tip from me though, do the mapping area by area, first think about what you want to do with the area, then go through the scene prop list once, placing every prop you even remotely think of using in some empty corner of your map. This way you can always click them, check their name and then look them up in the list. Saved me a lot of time.
Spawn 2 has an overall better defensive setup. They have an easier acess to their tower, and have more defensive obstacles to benefit themselves. However their defensive structures also have some blind sides. That's how I planned it to be at least :PIn my opinion it is very risky to make the spawns unequal like this, it can easily lead to one side always camping and one side always attacking or the map being unbalanced. I recommend creating strategic locations which are exactly as far away from one spawn as the other, so that the battle plays out differently every time and people have something to fight for. Mostly battle balances itself though, it is too unpredictable to really have a huge influence on it as a mapper.
After all these hardwork, I couldn't spot those. Thanks for making me noticed. Fixed now.Spawn a horse in the scene editor and just ride around for a full 5 minutes, will make you fix 90% of the errors you couldn't see while editing.
Interesting idea to make an arena map, we don't have many of those. Some feedback I can give you is that you should think about picking one type of architecture and mostly sticking to that. You use different wall props with different types of stones, having only one 'culture' makes it look a bit more convincing, although I get your map is more focused on the practical use of the obstacles.You are right. It is mostly advisable to stick to one of the cultures. But in an arena, I think it is rather ok and can be even more convincing based on how you look at it. Because this is not a city or a castle itself and arenas can have their own type of architecture. It is mostly based on where you get the stone actually, and a city most likely has more than one stone resources. I used woody spikes to form the arena, they would most likely get the cheapest from whatever source they can get the stone. I think it has a more realistic in-depth touch than pure calradian cities. It is also possible to see different types of architectures in a city, especially if they have some left-over buildings from an ancient empire. I am living in Constantinople and it is possible to see ancient greek, byzantine, seljuk and ottoman architectures. As well as west-european based buildings such as Haydarpasha Terminal.
I think having some cool background stuff going on, like the city, especially that building with the path on top of that hill, really gives your map some flavour. Performance is always something you should keep in mind though, and you should not use too many objects to create your backdrops, especially considering the average player won't even notice it while playing. With the pretty high walls you have, creating a backdrop which is not always visible should eat up too much performance.That is a problem indeed. :( That's why I tried to create an image of city, rather than building a full city. But I suppose it was not enough. I really don't want to delete some of the work I made, but I will take this into consideration when I'm starting a new scene. Thanks for the tip, as I have a strong computer overall and can't really feel if it's game-breaking or not.
Unless you are really going to put like a 2000 hours into scene editing, finding the right scene props will always be a bitch. Here is a tip from me though, do the mapping area by area, first think about what you want to do with the area, then go through the scene prop list once, placing every prop you even remotely think of using in some empty corner of your map. This way you can always click them, check their name and then look them up in the list. Saved me a lot of time.Wow that is a very good tip! I will use this tip now. I was just checking other maps to learn the name of objects most of the time, which was time consuming.
In my opinion it is very risky to make the spawns unequal like this, it can easily lead to one side always camping and one side always attacking or the map being unbalanced. I recommend creating strategic locations which are exactly as far away from one spawn as the other, so that the battle plays out differently every time and people have something to fight for. Mostly battle balances itself though, it is too unpredictable to really have a huge influence on it as a mapper.Hmm. I think you are right, but I just didn't want to create a mirror map. I might look it again considering this, but overall I think it does not make a high difference in this example. Both sides have enough time to go to their towers and both have good offense/defense capabilities. I'm not sure though it has to be tested I think. I feel enough confidence though, as the native map the village also has a setup like this. The defenders are inside but attackers have many ways to get into the village there, and it's an overall-balanced map.
Textures and ground colouring are an easy and not resource intensive way to improve the look of your map. You have a lot of one texture, getting some grass or earth in there might be nice. The key to texturing is using low weight and hardness settings and making smooth transitions and blends of textures.A big thanks for the tips again!
Spawn a horse in the scene editor and just ride around for a full 5 minutes, will make you fix 90% of the errors you couldn't see while editing.
I hope none of my feedback makes you change your whole map around or anything, you should take it as advice for future mapping, for a first map it's good. Also, get some daylight and pretty sunlight and high settings when taking screens, makes any map look a whole lot better. :PDon' worry and thank you. It helped a lot! :)