cRPG

cRPG => Scene Editing => Topic started by: maat on July 26, 2013, 11:12:28 pm

Title: Maat's MAPS FEEDBACK
Post by: maat on July 26, 2013, 11:12:28 pm
-BATTLE // HADRIAN WALL'S (07/26/2013)
SUBMISSION POST : http://forum.meleegaming.com/scene-editing/battle-map-submissions-for-official-servers-2-0/msg830363/#msg830363 (http://forum.meleegaming.com/scene-editing/battle-map-submissions-for-official-servers-2-0/msg830363/#msg830363)
SCO : http://rapidshare.com/files/4114181838/hadrian%20wall's.rar (http://rapidshare.com/files/4114181838/hadrian%20wall's.rar)
(click to show/hide)


-DTV // QUINCY VILLAGE (07/26/2013)
SUBMISSION POST : http://forum.meleegaming.com/scene-editing/ctf-rageball-other-map-submissions-for-official-servers/msg830334/#msg830334 (http://forum.meleegaming.com/scene-editing/ctf-rageball-other-map-submissions-for-official-servers/msg830334/#msg830334)
SCO :http://rapidshare.com/files/3329972730/Quincy%20village.rar (http://rapidshare.com/files/3329972730/Quincy%20village.rar)
(click to show/hide)
Title: Re: Maat's MAPS FEEDBACK
Post by: Belenos on July 27, 2013, 12:14:52 am
 :D
Title: Re: Maat's MAPS FEEDBACK
Post by: obitus on July 27, 2013, 02:38:25 am
HADRIAN WALL'S is going to generate a lot of rage in its current form.  Single chokepoint battle maps have always done this.  There is typically a lot of waiting and very few players engaged in fighting at large playercounts.

You will most likely need to add flanks.  Destroy some sections of the wall and it may be saved.
Title: Re: Maat's MAPS FEEDBACK
Post by: Elindor on July 27, 2013, 03:22:42 am
^ That.
Title: Re: Maat's MAPS FEEDBACK
Post by: Ronin on July 29, 2013, 09:16:35 pm

     You possess the light of creativity
     May your maps always be witty
                                                    Ronin
Title: Re: Maat's MAPS FEEDBACK
Post by: Fips on August 01, 2013, 11:51:25 am
Hadrians wall:

First of all, remove at least half of the burning and smoking haystacks. FPS might suck for some people if you won't.
Second thing, and why i'm not adding it in the current state: Edit spawnpoints and the wall. Either make it inaccessible for both teams or let both get up on it at about the same time. Measure the time if you want to do the latter.
Also, remove the single stairway or add another one for the other spawn. It should also be accessible for both teams at about the same time.

Basically, if one team can make it on top of the wall first and camp it like crazy it's a bad map =P


One tiny thing more: add an invisible wall on top of the "dungeon_cell_c" otherwise people can get trapped in there.
Title: Re: Maat's MAPS FEEDBACK
Post by: Fips on January 11, 2014, 02:38:40 pm
Your dtv map: Please edit the AI meshes into it and cover all those spots with invisible walls, where you can easily have the "fence" experience. There are several spots like that, just go through your map. Also check the guide for the spawn point update.