cRPG

cRPG => Scene Editing => Topic started by: Viriathus on March 06, 2013, 01:21:39 pm

Title: Viriathus Scene Editing
Post by: Viriathus on March 06, 2013, 01:21:39 pm
My scenes.

TEMPLAR CHURCH (01/01/2014)
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PALACE OF MARTE
(click to show/hide)

BOUNTY (updated 23/07/2013)
(click to show/hide)

RHODOK CLIFFSIDE CASTLE (updated 01/01/2013)
(click to show/hide)
Title: Re: Viriathus Scene Editing
Post by: Ronin on March 06, 2013, 01:37:54 pm
Oo it looks very good. I can't say much as I'm new to scenening myself too.

Here a couple of screenies I get:
Here we get started
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I can only say this second wall looks a bit weird. Maybe you can add some objects or give it a bit more shape.
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Flag location
(click to show/hide)

As for stratetegically, attackers have 1 ladder and 1 siege tower (if I didn't miss a backdoor or sideladder). Siege tower is ok, but ladder is a bit disadvantegous for atteckers; as they will get easily crossfired from there. Nevertheless, attackers spawn very close to walls. So I think it solves itself out. I personally don't like maps where attackers can capture the walls so easily, but they have a long way to the flag. Therefore, I guess it is balanced well. Really good job I can say.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on March 06, 2013, 01:54:49 pm
Thanks for your awesome fast feedback.

Initialy i wanted the atackers to not go on the walls at all! i was going to leave the gate open instead of putting a ladder and a sieage tower near it, so the path to the flag would have to be on ground, the second smaller wall would serve as an obstacle.

I figured just leaving it there, since the the atakers spawn so close to the walls, and the defenders have to make walk long paths to the gate house, so the idea of this map is to be one of those Always gate open sieges.

However, im not sure how this will work out, i hope i get some more feedback on this.
Title: Re: Viriathus Scene Editing
Post by: Casimir on March 06, 2013, 03:11:16 pm
Looks good mate, needs templol propaganda banners though.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on March 07, 2013, 06:46:01 pm
cheers Casi
Title: Re: Viriathus Scene Editing
Post by: bredeus on March 07, 2013, 06:48:58 pm
Looks really nice mate :)
Title: Re: Viriathus Scene Editing
Post by: Viriathus on March 24, 2013, 09:50:33 pm
updated, made an alternative wooden stairway on the right side of the courtyard, besides the main stairs and the side stone stairs.
Title: Re: Viriathus Scene Editing
Post by: Fips on March 25, 2013, 08:18:57 pm
Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?
Gotta be kidding me dude. Asking me, why mine are "already" (After 3 months) in and now i found out this...just lol.

visitors can't see pics , please register or login




I like the look of your map, though. Could use more than 1 flag as far as i can tell.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on March 25, 2013, 09:33:47 pm
Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?

I dont think it matters how long i posted it, they decided to take a look at all the submited maps at once, they skipped mine.

but maybe you are right, i realy dont know.
Title: Re: NEW! Rhodok Cliffside Castle
Post by: Viriathus on June 19, 2013, 09:20:43 pm
Massive update BUMB.

KEEP SCENE EDITING ALIVE!
Title: Re: NEW! Rhodok Cliffside Castle
Post by: Templar_Steevee on June 20, 2013, 01:09:55 pm
i like this casle. It looks like a serious castle, not a village with a wooden walls... +1 :D
Title: Re: NEW! Rhodok Cliffside Castle
Post by: Tore on June 20, 2013, 06:13:27 pm
10/10 would bang
Title: Re: Viriathus Scene Editing
Post by: Viriathus on July 20, 2013, 02:06:27 am
bump, new map.
Title: Re: Viriathus Scene Editing
Post by: Fips on July 20, 2013, 08:13:28 pm
Okay, so here we go:

Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)


Rhodok Cliffside Castle
- remove the winch on the table! It will open the frontgate and if the other winch is used as well, it will fuck things up
- where that second winch is, close to the stairway a little more inside the castle, you need to retexture the ground, it looks a little invisible
- smoothen the mountain textures please, they look very rough
- the ladder is flying, adjust it please so it sticks on the ground when not deployed
- you will have to rethink the flag area a little bit, it's a big castle (Shortest way to flag: 60-65 seconds, with opened gate) and the staircases are very easy to defend, basically i would suggest lowering the area so the staircases are not as long, and maybe move more attackers spawn closer to the castle itself
- backdoor would be solved with reworked flag area, now it seems kinda useless to walk all the way to there just to end up at the same stairs
Title: Re: Viriathus Scene Editing
Post by: Zlisch_The_Butcher on July 20, 2013, 08:20:40 pm
Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)
He could also move the ship spawn a bit forward and then invisible wall the ship, fighting on mountains* is the lamest shit ever and altering the mountain for the invisible walls to be more obvious and natural imo makes 100% more sense.



*Read: ranged camping on mountains
Title: Re: Viriathus Scene Editing
Post by: Fips on July 20, 2013, 08:25:59 pm
He could also move the ship spawn a bit forward and then invisible wall the ship, fighting on mountains* is the lamest shit ever and altering the mountain for the invisible walls to be more obvious and natural imo makes 100% more sense.



*Read: ranged camping on mountains

All this ranged hate =P
If the mountain is steep enough (and this one is) you can easily charge off those ranged with a shieldwall. In the end, it's not my map and it depends on what alfons wants. I'd be fine with either solution.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on July 20, 2013, 10:44:56 pm
Thnx guys.

When i made Bounty, the mountains werent suposed to be accessible, as they are made of "valley rock" objects and look a bit too rough. The fighting is suposed to happen on the places i marked (heat), and both teams reach those places simultaniously (about 30 secs). There are plenty of features for archers, and cav.
But i will defenatly rework the barriers! i rushed doing those.

As for the siege map, i will right away correct those mistakes!
However, i think the distance between the flag and atacker spawns is fine, accualy i was affraid they might be too close to the walls, giving the defenders a hard time, notice how the defender spawns are way back on the castle, most of the time the atackers will have secured the gate and the front walls.
I will have a look at it.
Title: Re: Viriathus Scene Editing
Post by: Jarold on July 21, 2013, 01:23:08 am
Bounty looks like some great fun and it looks beautiful too!
Title: Re: Viriathus Scene Editing
Post by: Teeth on July 22, 2013, 08:19:17 pm
I have taken a look at Bounty. First of all, very nice looking map, pulled off the tropical island vibe really well. The green ground paint below the water, really nice. Some of rock props flicker a little, but you can't do much about that, just the game being weird. I think it would work as a battle map gameplay wise as well, there are just a few spots in the map which are most likely going to be abused by ranged.

(click to show/hide)
This platform/bridge up the boat, you should definitely remove it. It is right at the spawn of one team. Look at what an incredible archer spot this is. Enemies would have to walk through the water slowly to attack it. If you leave this one half the rounds would probably start as 'CAMP THE BOAT GUYS'.

You have an inaccessible hill in the center. You partly blocked off the top part, but this still leaves some very easily climbable rocks which provide some very good positions for archers. Look at these two screens, it was very easy to walk up there because this game handles slopes very weirdly.
(click to show/hide)
(click to show/hide)

I'd recommend you to block off the hill much lower, so people can't shoot people from 10m high and be very safe. Now this would make people run into an unexpected invisible wall, so you would have to make sure that the lower invisible wall makes sense. You could do this by making the slope a lot steeper by placing steep angled rocks that actually look unclimbable. Basically you have to keep in mind that if ranged has a chance to be completely safe from cav somewhere, they will take it. So with the hill in its current state, expect entire groups of archers way up the hill, hugging the invisible border.

As soon as you have removed that boat platform I am willing to add it, but I hope you can find the time and courage to try to prevent hillcamping. Keep on mapping.

Title: Re: Viriathus Scene Editing
Post by: Viriathus on July 22, 2013, 11:47:15 pm
Thnx Teeth.
But im way ahead of you, im already reworking the barriers on the hills! as i mentioned, im making them lower and look MUCH more natural.
As for the platform... ITS GONE! will update the map soon.

What did you think about the framerate on this map? i have a lot of flora.
Im also afraid of the framerate on my siege map, id like to get some opinion on that aswell.

Cheers.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 08, 2013, 02:55:42 am
new map (08/08/2013)
Title: Re: Viriathus Scene Editing
Post by: Fips on August 08, 2013, 10:40:49 am
Please rework Rhodok Cliffside Castle. Flag is almost inpenetrable for attackers. The way to the flag is okay but the flag area itself is a bitch to attack.
I will take a look at your new one, but fix rhodok pls. I'd have to take it off the rotation if you don't.

Edit: I can already see from the screenshot: Once again you made one staircase to the flag. Castles with only one final way to the flag never work. You definitely have to let them access at least on another way. Forcing people to walk up those stairs is not good.
Title: Re: Viriathus Scene Editing
Post by: Fips on August 08, 2013, 01:20:46 pm
Okay, so here's the real review:

- entry point 32 is at the flag, move it to the actual attackers spawn
- entry point 0 (the defence center) is at the front wall and defenders will most likely spawn at the wall often
- fishes on the table are hovering on it
- why did you make that battlement although there is terrain at the exact same height? If you move the camera that usually makes up for some weird visuals in this area (Same thing with the carpet on the tower)
- remove the water prop, if people are below the height of it they will get the blue underwater fog, meaning basically everywhere other than the flag area
- block off the water area completely with invisible walls, beneath the flag area you can walk in the water if you want and then you blocked them off at the fences, so they will get stuck
- the harbour prop is floating in the water, lower it a little pls
- don't block off the awning with invisble walls, let people freely jump on and off it
- and the balance issue: it's not as big as your first castle, but now there is only one staircase to the flag that defenders need to defend. So here's what will probably happen: Attackers will either fail to ever get the staircase because it's very hard to get through there and there is no way to win. OR attackers will make it through, kill a bunch of people and then defenders are screwed. The spawns of defenders are very far from the flag and the ones that are close to the flag will be disabled once attackers make it close to flag. And that is imo bad gameplay.
So here's what you should do: Move the defenders center and move some defenders spawn. Add at least one more way to enter the flag area. That may be another staircase or ladder, but there definitely needs to be another way to access it.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 08, 2013, 02:51:57 pm
Of course! It all made sence, i will rework the castle, as well as my first castle.

- remove the water prop, if people are below the height of it they will get the blue underwater fog, meaning basically everywhere other than the flag area
Are you sure about this? on editor this happens, but when i test it, its all fine.
Title: Re: Viriathus Scene Editing
Post by: Fips on August 08, 2013, 03:16:13 pm
Trust me, remove it^^
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 08, 2013, 10:41:03 pm
Palace of Marte is updated. Fips, have a look when get a chance and tell me what you think.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 08, 2013, 11:29:50 pm
Rhodok Cliffside Castle is updated too. Moved thhe flag to the lower ground, changed the spawns and messed with other stuff.
Title: Re: Viriathus Scene Editing
Post by: Fips on August 09, 2013, 09:00:59 pm
Okay, looks good.
Title: Re: Viriathus Scene Editing
Post by: Fips on August 10, 2013, 05:40:14 pm
Well, actually if i think about it, is there any chance you can just lower the whole keep area so you don't have to walk so many stairs up? Or at least make the flag more accessible from the keep itself. I'm afraid people spawning on top of the keep will have trouble getting down when the flag is under attack :3
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 10, 2013, 09:05:10 pm
lowering that keep is a pain in the ***, already tried. i would have to lower the battlement too, and therefore all the walls along.

I can remove the spawns from the keep, make the defenders spawn on the battlement facing towards the flag, looking at it right away gives the sensation of a short distance, even if its not.
Or put the spawns on the ground, off the walls, just at the right distance to the flag.
Title: Re: Viriathus Scene Editing
Post by: Fips on August 10, 2013, 09:13:16 pm
Doesn't matter, your latest version is on the server and let's see how it plays.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 12, 2013, 03:25:46 pm
Rhodok Cliffside Castle is updated, (12/08/2013)
Title: Re: Viriathus Scene Editing
Post by: Viriathus on August 21, 2013, 09:07:10 pm
Rhodok Cliffside Castle is updated (21/08/2149)  8-)
Title: Re: Viriathus Scene Editing
Post by: Viriathus on December 11, 2013, 02:24:53 pm
I lost all files from my computer, apparently, the download link of Palace of Marte was wrong, so now this map is lost forever.
However, im going to leave these screenshots here anyway because im realy proud of the visuals on this map.
Title: Re: Viriathus Scene Editing
Post by: Fips on December 11, 2013, 02:33:07 pm
I lost all files from my computer, apparently, the download link of Palace of Marte was wrong, so now this map is lost forever.
However, im going to leave these screenshots here anyway because im realy proud of the visuals on this map.

It's still in the game?!
Title: Re: Viriathus Scene Editing
Post by: Viriathus on December 11, 2013, 03:02:32 pm
EDIT: you are right, it is on thw Crpg module, i didnt know! thnx
Title: Re: Viriathus Scene Editing
Post by: Viriathus on December 13, 2013, 07:52:34 pm
Palace of Marte updated! (13/12/2013)

After playing the map on the server, i noticed the attackers had a hard time capturing the flag, due most of def spawns are right next to the flag. Now i moved the spawns, fixed some props, and added minor stuff (gameplay wise).
Title: Re: Viriathus Scene Editing
Post by: Viriathus on December 17, 2013, 05:23:07 pm
Rhodok Cliffside Castle is updated (17/12/2013)

- removed the barrier from the left side, atackers can now use both walls.
- moved some of the defender spawns further from the flag
- replace some wooden stairs (aesthetics)
Title: Re: Viriathus Scene Editing
Post by: Viriathus on January 01, 2014, 09:19:44 pm
NEW YEAR UPDATE! (01/01/2014)
- New map, Templar Church
- Rhodok Cliffside Castle is updated.
Title: Re: Viriathus Scene Editing
Post by: Fips on January 11, 2014, 03:19:18 pm
Yeah, templar church is a little too small for EU1 or NA1.
You should talk to Rogue though. He can get it in the cycle for the melee only server!
Title: Re: Viriathus Scene Editing
Post by: Viriathus on January 11, 2014, 09:24:36 pm
Yea, i didnt submit it for the rotation, but ill talk to Rogue
Title: Re: Viriathus Scene Editing
Post by: Viriathus on May 31, 2014, 11:23:42 am
BIG UPDATE,

modiffies the map Templar Church to be suitable for EU1/NA1
Title: Re: Viriathus Scene Editing
Post by: Viriathus on June 05, 2014, 09:17:23 pm
Bounty map update (05/06/2014)

https://www.mediafire.com/?ot7mdfjly2vodjd

- fixed the team spawn and moved it closer to the mountain.
- added some obstacles
- arranged the flora and big bushes on the fighting areas.
Title: Re: Viriathus Scene Editing
Post by: Viriathus on July 20, 2014, 01:56:49 pm
Templar_church_outside update (20/07/2014)
https://www.mediafire.com/?p43hsamm20j6n48