cRPG

cRPG => Scene Editing => Topic started by: kayne on May 06, 2011, 01:06:02 am

Title: 2 Siege Maps
Post by: kayne on May 06, 2011, 01:06:02 am
Hi there, new around here. Ive just recently bought warband and decided to have a little go at mapping. I love the siege servers so thought id try my hand at a siege map first. Atm its wip but mainly finished!

Some pics
(click to show/hide)

Just 2 questions, is there any way to make portculus's start open, and is there a way to make spawns move after certian events?, ie when the enemy are at a certian point on the map and defenders spawn at a different location?

Thanks
Kayne



Updates further down thread
Title: Re: Wip Siege map
Post by: MrShovelFace on May 06, 2011, 01:24:13 am
A couple things that go wrong with many siege maps


go easy on the siege shields. Only place them where you think people would actually use them for three reasons:

1. it makes the map unbelievable (looking at the road my first impression was paintball tournament)
2. It helps with lag. The less objects the better
3. If someone wants a siege shield in a special position it should be their responsibility to set one up for themselves or have a friend do it


the interior of the castle look explorable, useful, and pleasing
however
the exterior (from what i can tell) leaves much to be desired. Aside from the routes to the entry ways there is not many places for the attacker to go. Try to add interesting ways to get into the castle (like underground catacombs or a winding mountain pass)

Make as many ways as possible for the attackers to have fun causing indirect mischief for the defenders


I hope your map gets finished and put into a server soon good luck  :D



for the porticullis: im not sure as I have never made a gate. Have you tried turning it upside down?
Title: Re: Wip Siege map
Post by: VVarlord on May 06, 2011, 01:25:46 am
Looks realistic.

Very nice looking.
Title: Re: Wip Siege map
Post by: Camaris on May 06, 2011, 11:37:27 am
Question 2: No.
Because of this i guess your castle could be to big to be taken by attackers.
Of course you have to test it but dont place the attacker spawn to far away from the walls.
Title: Re: Wip Siege map
Post by: Cohen on May 06, 2011, 11:53:32 am
it looks nice, but can you post a screen from above, where you can see the whole castle, so one can better see the dimensions?
at the moment it looks really huge, so as camaris said you shouldn't let the attackers start far away from the walls, max 10m i think. otherwise you have only 2-3 attacks and that's a nearly 100% win for defenders.
Title: Re: Wip Siege map
Post by: kayne on May 06, 2011, 02:00:31 pm
Yeah im starting to think i have made the map a wee bit too big. Well it will have been good practice if anything. Although i may change it so that the attackers start in the castle which may sort out the problem with the distance. Oh another question, i noticed that grass when changed doesn't have sprites on it again, anyway to make the sprites come back?

Ill get a pic later, im at work atm!
Title: Re: Wip Siege map
Post by: kayne on May 07, 2011, 01:11:18 am
Well i decided that it was too big and im goning to leave it for now, ill probably turn it into a ctf map or something. Anyways i started up on a new map and scaled things down a bit, only just got most of the castle done.

Pics

(click to show/hide)

Kayne
Title: Re: Wip Siege map
Post by: Ronan on May 07, 2011, 01:25:42 am
This last one I like! might be a bit too big but theres only one way to find out. People aare simple and negative when it comes to new maps. They get lost very vey VERY easily. Just thought Id let u know. But damn, Im in love!
Title: Re: 2 Siege Maps
Post by: kayne on May 11, 2011, 09:00:39 pm
Right so i finished up on the desert one im now calling Arabian Heat and ive also made another map im calling rebellion. Ill let the pictures do the talking. Btw i have no idea how to make these available to download :S

Rebellion
(click to show/hide)

And Arabian Heat
(click to show/hide)

Title: Re: 2 Siege Maps
Post by: kayne on May 11, 2011, 09:13:03 pm
Another shot just to show routes through rebellion, the blue line can be opened up once you take that area.

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Title: Re: 2 Siege Maps
Post by: Camaris on May 11, 2011, 09:17:08 pm
Would love to test arabian heat.
Looks very nice.
Title: Re: 2 Siege Maps
Post by: kayne on May 11, 2011, 09:48:06 pm
Yeah well i think i've found out whats needed to upload em so ill whack em both up so people can have a mess around and do some testing as soon as M&B repository lets me :D

Title: Re: 2 Siege Maps
Post by: kayne on May 11, 2011, 10:23:41 pm
Got the files uploaded!

Rebellion - http://www.mbrepository.com/file.php?id=2877

Arabian Heat - http://www.mbrepository.com/file.php?id=2876

C&C welcome, oh and is there any other place i can post my maps? here is the only place that has an "active" mapping community.

Oh and is there anyway to make doors have more hp?
Title: Re: 2 Siege Maps
Post by: Peasant_Woman on May 11, 2011, 10:35:42 pm
Both maps look fantastic! +1 to you  :)
Title: Re: 2 Siege Maps
Post by: gallemore on May 12, 2011, 07:04:58 am
Ya I think your maps would be great for a siege server.
Title: Re: 2 Siege Maps
Post by: Cohen on May 12, 2011, 10:37:45 am
I really think you've got a hidden talent there :) both maps look very nice. especially the arabian heat remembers me on Jameyyed Castle, wich is one of my favorites.
i'm looking forward to play those.

Oh and is there anyway to make doors have more hp?

the hp of doors is automatically related to the number of ppl playing on the server. except in the first round, where they usually have nearly no hp at all. you yourself can't change anything in the editor i'm afraid.