cRPG

cRPG => Scene Editing => Topic started by: Nordwolf on March 13, 2013, 11:40:13 pm

Title: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Nordwolf on March 13, 2013, 11:40:13 pm
Wuff and welcome to my scenery ->>

Going to do some more maps soon as the new managers stepped in, at least there is a hope that they'll get in :D

New Battle Maps:
Outpost Village

A small hamlet located on crossroads featuring nordic houses and open streets.

Scheme:
(click to show/hide)

Screenshots:

(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_outpost_village.sco
Code: [Select]
scn_outpost_village outpost_village 256 none none 0 0 100 100 -100 0x00000000300d72630006e1b900002ac20000683300003105 0 0 outer_terrain_plain
Fishing Village

A tropical lagoon featuring a fishing village with clean blue water and jungle mountains in the back.

Scheme:
(click to show/hide)

Screenshots:

(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_fishing_village.sco
Code: [Select]
scn_fishing_village fishing_village 256 none none 0 0 100 100 -100 0x000000005a0105630005595000000e8500002a3d00002560 0 0 sea_outer_terrain_2



Siege:
Windhill castle

Scheme:
(click to show/hide)

Screenshots:

Day:
(click to show/hide)

Night:
(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_windhill_castle.sco
Code: [Select]
scn_windhill_castle windhill_castle 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300337380004ed3f00000a020000601300004334
  0
  0
 outer_terrain_plain

Feedback welcome!
Title: Re: Nordwolf's maps - Windhill castle
Post by: Ronin on March 17, 2013, 12:00:05 am
Looks very well and simple. Going to try out soon.
Title: Re: Nordwolf's maps - Windhill castle
Post by: Erzengel on March 17, 2013, 08:07:27 pm
Looks nice. :)
Title: Re: Nordwolf's maps - Windhill castle
Post by: Fips on July 20, 2013, 07:42:55 pm
-right ladder on front wall needs to be adjusted, you have to jump to get on top
-reduce the amount of torches and lights drastically! It's brighter than some maps while sunshine. (=P) This will be a fps-nightmare for many people, also some lights don't match the torches. Not every torch has to be a light source as well ;)
- flying props, move the torches closer to the walls (Basically all the cauldrons seem to be flying)
- this castle needs some more love. There is basically nothing for immersion. It's not a requirement, but just browse through the scene props and add a blacksmith, trader, whatever, be a little more creative. It looks very empty.
- are attackers supposed to move right by the walls? If not, invisible wall please!
- considering balance: attackers should probably spawn closer, because of the 2 chokepoints at the flag (But other than that it should be quite balanced)

Hope you read my pm and will update it =)
Title: Re: Nordwolf's maps - Windhill castle
Post by: Nordwolf on July 20, 2013, 10:39:14 pm
I know what you mean by more "lively" and immersion, but I think it doesn't need any more.
Will look into those bugs.

PS: nice work already, Fips :)
Title: Re: Nordwolf's maps - Windhill castle
Post by: Fips on July 20, 2013, 10:49:48 pm
Okay then, if you don't think it needs more, i'm fine with that^^
Title: Re: Nordwolf's maps - Windhill castle
Post by: Nordwolf on July 20, 2013, 11:55:17 pm
When I opened it again with a fresh look I added a lot :D
Just redownload it with that link.
I've added a house which makes archers unable to shoot from flag to gate, I think it fits nice.

Bugs fixed (at least looks like it). Removed half of the torches :p
Title: Re: Nordwolf's maps - Windhill castle
Post by: Fips on July 21, 2013, 05:03:46 pm
Right Ladder is still bugged. You should make the ladder longer and reduce the angle, that should solve the problem.
Also, there is a light close to the flag on a torch which looks very weird. It spreads the light only horizontal it seems^^
Please lower those little fire-places that are on your map, they seem to be hovering instead of standing on the ground.

Oh, and i just noticed the lake: You should cover it with the "pebbles" texture. Makes it look much nicer.


Concerning the ladder: You can test that yourself. Call your map blank_12 or something, edit the scenes accordingly and put it into your crpg-folder. Then you can choose to "Host Game" and start Blank 32 (Names are messed up and in most cases you have to add 20 to the blank to get your actual map). Then you can deploy it yourself and test it^^
Title: Re: Nordwolf's maps - Windhill castle
Post by: Nordwolf on July 21, 2013, 06:06:10 pm
Thx for nice feedback :)

Ladder fixed, that is a really strange bug though, and I've tested it before on a dedicated and it worked fine. (It didn't work fine today for me :o)

A little texture patch to make outside area of walls look dirtier. About the lake - I don't like pebbles in their original way (look closer, they are pebbles, just most of them painted)
I like how lake looks atm.

Just redownload teh link.

UPDATE:
New topography:
(click to show/hide)
Title: Re: Nordwolf's scenery - new Battle map
Post by: Nordwolf on July 30, 2013, 06:20:56 pm
Bump with my new Battle map - tropical fishing village, let it please you my dear player :D
(Everything is in the main post)
visitors can't see pics , please register or login


PS: Goin to post some more maps soon - at least there is a hope they'll get in with new scene managers :)
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Elindor on July 30, 2013, 07:48:33 pm
Nordwolf these are nice!

Two things I'd bring up about the siege map - Windhill Castle

1 - The wall door you point out in your overhead image - does that create a direct path to the flag after its broken?  If so, that might be too easy of an access point - attack might just rush that, break it, and then overwhelm flag.  One solution to this would be to make a wall from where the wall door is cutting across the courtyard towards where the gate house is - forcing attackers to run along it to get around.  This would a) increase their run to time flag, and b) bring them past more defenders.  Or maybe the wall door is composed of 2 separate doors?  Just some ideas.

2 - Consider taking out *some* of the torches...too many particle effects can make the maps kinda laggy sometimes.
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Fips on July 30, 2013, 08:29:34 pm
It's already on the servers so let's wait and see what the balance does =P
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Elindor on July 30, 2013, 08:31:12 pm
Oh cool, I hope I see it soon - if I do I'll see what happens with it.
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Jarold on July 30, 2013, 08:41:24 pm
Fishing Village looks fantastic! The only beef I have is that in the screenshots I see three small "islands" of sand that people can get to. I can see ranged camping out there shooting slow moving infantry in the water.
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Nordwolf on July 31, 2013, 02:00:02 pm
Thanks :)
I think those islands won't be much of a problem because flags are far away from there.

To Elindor:
I will rebalance it a bit with removing spawnpoints from flag, but having a bit different approach from attackers. Will think about it though
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Fips on August 01, 2013, 11:37:58 am
I took the liberty to change the only problem i found on fishing village: One of the spawns was nr 1, although it should have been 0, so i changed it and edited into the rotation right away =P
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Nordwolf on August 01, 2013, 12:06:36 pm
Good to hear :)

One question though - when you say added to the rotation right away, it means next patch or it's already on the servers?
Title: Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
Post by: Fips on August 01, 2013, 12:09:30 pm
Good to hear :)

One question though - when you say added to the rotation right away, it means next patch or it's already on the servers?

New maps or updates are bound to a patch, new rotation (=adding maps that are already in the game or removing bad ones) takes a server restart only.

Basically i'm preparing everything and once there is a patch everything should be in and/or updated.
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Nordwolf on August 01, 2013, 04:02:36 pm
Bump with another battle map, this time a nordic village on crossroads also featuring a nice landscape ^^
visitors can't see pics , please register or login
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Elindor on August 01, 2013, 04:22:29 pm
Nice Nordwolf, should be fun to play on (since im melee :)) ...I'm not as experienced with battle maps but is this possibly a bit small?  Just wanted to raise that question.

Also - purely aesthetically since you seem to pay attention to aesthetics - what about adding some "paths" around the village where people would have walked, just using a different ground texture and a small brush.  Might look nice and more "realistic".

You can kinda see what im talking about in this shot of Rochester.
(click to show/hide)
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Nordwolf on August 01, 2013, 05:30:33 pm
Hmm..... paths... don't really know, from my experience most of those type villages have very blurred paths, meaning that even if there was built a path once - it still had been walked on as much as area around. Tried to make some blend of steppe-path-forest textures, though still most of the area looks "pathy".

About the size, it's bigger then Native Port Assault and Nord town and I enjoy those as much as any other good maps even with 50vs50. I think it's alright considering most of the time it's around 40-80 people on the battle server.

PS: and I'm mostly cav :D
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Elindor on August 01, 2013, 06:18:35 pm
Ok, good, if you're cav then I have no fear of it being too small :)

And as for the paths - just a visual suggestion.  Could be more just different tone of dirt really...
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Fips on August 06, 2013, 12:45:41 pm
Okay, so i didn't really find anything that bugs me with outpost village. Well, except the tower maybe. People will definitely camp on top of it and i don't know if you'd want that to happen to your map. Especially with one motf right in the tower it favors the campers, too. But that's really the only thing and if you don't want to change that i will put it in with this version.
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Nordwolf on August 06, 2013, 05:15:20 pm
Thanks for a review :)
About the tower: both teams have same distance to it, and the flag is on the ground, meaning that it has three ways to it outside from the tower, and one from the second floor.
I think even if it will be used to camp, it won't be any effective.
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Fips on August 06, 2013, 05:50:46 pm
Okay, i'll put it in like this then.
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Fips on August 08, 2013, 10:51:29 pm
Okay, about your castle after playing it for some time:
Move the attackers spawn closer, otherwise it should be fine.
Title: Re: Nordwolf's scenery - second NEW Battle map 01.08.2013!
Post by: Nordwolf on August 13, 2013, 05:56:47 pm
All three maps updated, just redownload sco files.

Windhill castle:
- moved attacker spawns closer
- added some attacker siege structures
- organised spawnpoints at flag a bit differently

Download .sco:
https://dl.dropbox.com/u/96841139/scn_windhill_castle.sco
Code: [Select]
scn_windhill_castle windhill_castle 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300337380004ed3f00000a020000601300004334
  0
  0
 outer_terrain_plain

Outpost village:
- bugfixes&bugfixes&bugfixes
- on the team 1 side replaced a house on the wall with a pass through hut to allow them to have the same access to the outer wall area

Download .sco:
https://dl.dropbox.com/u/96841139/scn_outpost_village.sco
Code: [Select]
scn_outpost_village outpost_village 256 none none 0 0 100 100 -100 0x00000000300d72630006e1b900002ac20000683300003105 0 0 outer_terrain_plain
Fishing village:
- small bugfixes

Download .sco:
https://dl.dropbox.com/u/96841139/scn_fishing_village.sco
Code: [Select]
scn_fishing_village fishing_village 256 none none 0 0 100 100 -100 0x000000005a0105630005595000000e8500002a3d00002560 0 0 sea_outer_terrain_2