cRPG

cRPG => General Discussion => Topic started by: Bronto on November 05, 2013, 04:35:21 pm

Title: Battle Map - Farm By Ruins
Post by: Bronto on November 05, 2013, 04:35:21 pm
You seriously took both sets of stairs from the ruins. This game just gets worse and worse. Did people cry too much about the ability to walk up stairs on this map? First ladders now removing any possible way except for glitching to ascend anything on the map.

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Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 05, 2013, 04:58:59 pm
Can't crutch camping spots anymore? Poor you. Hope you enjoy the other changes I made to other maps.
Title: Re: Battle Map - Farm By Ruins
Post by: CrazyCracka420 on November 05, 2013, 05:11:38 pm
Can't crutch camping spots anymore? Poor you. Hope you enjoy the other changes I made to other maps.

Can someone link the map so I know which one you're talking aboot ?  :P  (I'll search for it myself also)
Title: Re: Battle Map - Farm By Ruins
Post by: Bronto on November 05, 2013, 05:23:56 pm
Can't crutch camping spots anymore? Poor you. Hope you enjoy the other changes I made to other maps.

Oh god, you're serious. you seriously believe people were "Crutching camping spots." People "crutch" strength, people "crutch" agi, so why ruin the fun of other people who "crutch" camping spots, which sounds completely retarded. COMPLETELY RETARDED.
Title: Re: Battle Map - Farm By Ruins
Post by: CrazyCracka420 on November 05, 2013, 05:27:12 pm
bronto

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At least post a pic of the map prz...some of us have terrible mammaries   :mrgreen:
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 05, 2013, 05:54:47 pm
(click to show/hide)

It's this map. I removed that staircase on the left and the ladder that is in the square ruined area on the right.
Title: Re: Battle Map - Farm By Ruins
Post by: Bronto on November 05, 2013, 06:05:50 pm
(click to show/hide)

It's this map. I removed that staircase on the left and the ladder that is in the square ruined area on the right.

Why though? It makes no sense. Were those areas that giant of a problem? Were so many tears shed that it had to be done? I've never heard anyone on NA ever complain about either of those two areas being OP or as you say "crutching camping spots." If tears were shed, let me guess who shed them
(click to show/hide)
Title: Re: Battle Map - Farm By Ruins
Post by: CrazyCracka420 on November 05, 2013, 06:09:06 pm
Eh I don't mind the change.  There's plenty of other places for archers to go.  I think it was a good change (having not played the new version, just speaking in theory).
Title: Re: Battle Map - Farm By Ruins
Post by: PsychoTwins on November 05, 2013, 06:20:13 pm
All I have to say is thank you Teeth for moving the damn rock that let people camp on that barn roof, dont remember map name, but that annoyed everyone.
Title: Re: Battle Map - Farm By Ruins
Post by: Legs on November 05, 2013, 06:23:18 pm
These kinds of changes just dumb down the game and make interesting maps like this boring and generic.

Like that one village map with the big tower in the center. Sometimes people ignored the tower and it was only occupied by a couple of archers and maybe a ninja. Sometimes a whole team piled in and threatened to kill hostages unless their demands were met. Sometimes half the team piled in and the rest of them died because they were outnumbered and it was a colossal failure. Etc. It made the map really interesting and dynamic... until someone said "fuck towers" and sealed the doors. Now every round on that map is the same since everyone just runs into the village and kills each other and it's totally lame.

Removing the stairs/ladder on "Farm By Ruins" doesn't really bother me since I never used them anyway, but I am bothered by the general trend that these changes represent.
Title: Re: Battle Map - Farm By Ruins
Post by: MURDERTRON on November 05, 2013, 06:24:36 pm
Who the hell builds their farm next to ruins?  No good reason for that.

I noticed they changed another map, nord village themed one.  They attempted to make the spawn points better, but one team still controls the top, so it's arguably worse now, since the new bottlenecks are narrower.
Title: Re: Battle Map - Farm By Ruins
Post by: Lennu on November 05, 2013, 06:27:38 pm
Who the hell builds their farm next to ruins?  No good reason for that.



Yeah, either remove the farm or the ruins.
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 05, 2013, 06:46:52 pm
The spot on the left was camped by ranged in EU continously and was much closer to one team then the other. As you can see, the ruin top where the staircase leads to allows multiple ranged to completely lock down that location as they can shoot even shielders from both the front and the back simultaneously. Believe me, I have tried to get up there as a shielder. Multiple ranged up there near the end of the round are extremely hard to beat and it happened often. Spot on the right was rarely part of gameplay but for the sake of consistency I'm not not gonna leave that one in as it won't add anything to gameplay apart from camping and drawing out rounds.

This might not happen as much in NA, but if there is a spot that is hard to reach, ranged is gonna camp on it everytime. EU ranged are complete cunts for who you have to lock down every map based advantage they can get. Ranged is balanced to compete on the floor. Camping spots like these remove both cav and infantry as counters which is bullshit. Seeing as you seem to find the removal of ladders bad though, I am probably talking to a wall. On EU ladders were the lamest and dumbest shit ever, completely detrimental to gameplay. If this spot wasn't a problem on NA, it probably wasn't used like it was in EU. Which also makes me fail to see the big deal of the removal for you.

As a mapmaker and now scene manager I try to create a good experience for everyone. Quick and balanced rounds are my priority. One-sided or one entry way camping spots are bad for the gameplay experience except the party that benefits from it, which is why they do not fit with my definition of a good experience. If you disagree with that, ehh you're not going to be happy with anything I do.

Who the hell builds their farm next to ruins?  No good reason for that.

I noticed they changed another map, nord village themed one.  They attempted to make the spawn points better, but one team still controls the top, so it's arguably worse now, since the new bottlenecks are narrower.
I am curious which team you say gets to control the top. Both teams should be able to at least get on top of both walkways before the other one manages to lock it down, which makes the top go to whichever team pushes hardest on it or manages to flank to one of the other two ways up. There are 3 ways up that top of which each team gets to one first, and the third way up should be fairly centered. Can't believe it's worse than spawning each team on top of great camping spots.
Title: Re: Battle Map - Farm By Ruins
Post by: Grumpy_Nic on November 05, 2013, 06:58:38 pm
maybe people who arent favouring certain classes should make maps
Title: Re: Battle Map - Farm By Ruins
Post by: JackieChan on November 05, 2013, 07:28:11 pm
The spot on the left was camped by ranged in EU continously and was much closer to one team then the other. As you can see, the ruin top where the staircase leads to allows multiple ranged to completely lock down that location as they can shoot even shielders from both the front and the back simultaneously. Believe me, I have tried to get up there as a shielder. Multiple ranged up there near the end of the round are extremely hard to beat and it happened often. Spot on the right was rarely part of gameplay but for the sake of consistency I'm not not gonna leave that one in as it won't add anything to gameplay apart from camping and drawing out rounds.
Teeth I never noticed massive campfest in those areas tbh. Its true that range used those points as they were the highest places on the map, but as an infantry i didnt see any problem with that. I see your point in trying to even maps for every one, but as others say its just ends up dumbing down the game with no tactics whatsoever. People are basically forced a certain path. Thats one reason why i started hating maps since people started editing native/old maps. What we need in maps is Diversity, current maps do not have it.


Bring native village map back! (the khergit style village with walls surrounding it for those who dont know it)
Title: Re: Battle Map - Farm By Ruins
Post by: CrazyCracka420 on November 05, 2013, 07:29:54 pm
Still plenty of hills and buildings for archers to camp on/behind.
Title: Re: Battle Map - Farm By Ruins
Post by: Akynos on November 05, 2013, 07:42:18 pm
I fully endorse the changes. We are at a point in the game where every single little thing can drastically change the results during the battles. When one team has easy access to a superior geographical position you can be 80% sure this team will win. You all whine for balance and so do I. Let's not restrict balance to builds and equipment.

Keep it going Teethy
Title: Re: Battle Map - Farm By Ruins
Post by: Brutal on November 05, 2013, 07:45:58 pm
Quick and balanced rounds are my priority.

Why should round be quick ?
that's a shitty priority if you ask me.

OFC map where you can never find the enemy should be edited or just trashed (mine for ex)

 but what your promoting is just mindless zerging and that's not balanced sorry.


also why don't we habe a blank map with just invisble walls ?
cuz it s boring
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 05, 2013, 08:08:14 pm
Teeth I never noticed massive campfest in those areas tbh. Its true that range used those points as they were the highest places on the map, but as an infantry i didnt see any problem with that. I see your point in trying to even maps for every one, but as others say its just ends up dumbing down the game with no tactics whatsoever. People are basically forced a certain path. Thats one reason why i started hating maps since people started editing native/old maps. What we need in maps is Diversity, current maps do not have it.


Bring native village map back! (the khergit style village with walls surrounding it for those who dont know it)
I disagree with tactics and diversity consisting of one entrance buildings being more reachable by one team. There are still plenty of advantageous locations or positions, but they are not going to be an instawin for the team that gets there first. Camping spots should be reachable by both teams and should not create dead lock situations, preferably both these conditions at the same time, any spot that fulfills neither is gonna get removed by me if I notice it.

Native Village is a terrible map. One team spawns inside a walled area with access to much better positions, it's half a siege map. The entire map has billions of dead end camping spots or spots only reachable by extreme Warband parkour. The map is extremely unfocused with people not able to find eachother for minutes. Sorry, but Native Village is not going to see the light of the rotation as long as I am a scene manager. The only reason people like it because they already know it, if I would map such a map now it would be howled of the server.
Title: Re: Battle Map - Farm By Ruins
Post by: Grumpy_Nic on November 05, 2013, 08:10:46 pm
I disagree with tactics and diversity consisting of one entrance buildings being more reachable by one team. There are still plenty of advantageous locations or positions, but they are not going to be an instawin for the team that gets there first. Camping spots should be reachable by both teams and should not create dead lock situations, preferably both these conditions at the same time, any spot that fulfills neither is gonna get removed by me if I notice it.

Native Village is a terrible map. One team spawns inside a walled area with access to much better positions, it's half a siege map. The entire map has billions of dead end camping spots or spots only reachable by extreme Warband parkour. The map is extremely unfocused with people not able to find eachother for minutes. Sorry, but Native Village is not going to see the light of the rotation as long as I am a scene manager. The only reason people like it because they already know it, if I would map such a map now it would be howled of the server.

nice to force your opinion on everybody, appreciate it
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 05, 2013, 08:16:31 pm
I need to have some ideas on what I consider good maps to work with and I am sorry if aiming at smooth and balanced rounds is not valued by the community.
Title: Re: Battle Map - Farm By Ruins
Post by: Jeade on November 05, 2013, 08:24:29 pm
nice to force your opinion on everybody, appreciate it

While I'm not sure I agree with Teeth here, you're always going to have an opinion and someone is always going to disagree.

It just so happens, in this case, that we don't agree with the scene manager.

Like that one village map with the big tower in the center. Sometimes people ignored the tower and it was only occupied by a couple of archers and maybe a ninja. Sometimes a whole team piled in and threatened to kill hostages unless their demands were met. Sometimes half the team piled in and the rest of them died because they were outnumbered and it was a colossal failure. Etc. It made the map really interesting and dynamic... until someone said "fuck towers" and sealed the doors. Now every round on that map is the same since everyone just runs into the village and kills each other and it's totally lame.

On another note, I'd give a strong vote to open up the doors in that tower. That tower gave a huge advantage to whichever team captured it first and was something to actually fight for.
It may be a bitch for a two hander to climb the stairs against four archers at the top of the tower, but a two hander going against four archers in a tower isn't exactly a brilliant course of action.
There are some instances (if not most) where you've been outnumbered, not outclassed.

Anyway, Teeth, thanks for what you're doing. I'd be driven insane if I had to deal with it because such slight changes can greatly alter a map for players.
Title: Re: Battle Map - Farm By Ruins
Post by: Little Lord Lollipop on November 05, 2013, 08:59:32 pm
Glad to see battle maps keep getting dumbed down for the LEEEERRROOOOYYYYY crowd.  Strategic features are what make maps unique and fun to play.
Title: Re: Battle Map - Farm By Ruins
Post by: HarryCrumb on November 05, 2013, 09:01:58 pm
lets just make all maps random steppes or random plains
Title: Re: Battle Map - Farm By Ruins
Post by: CrazyCracka420 on November 05, 2013, 09:02:13 pm
I think the LEEEROY crowd (rambos/ninjas etc) are the worst detriment to the game.  But at the same time, there's still plenty of places archers can camp on the map.

Also agree on the random plains/steppes suggestion.  I'm guessing it was sarcastic, but that's honestly the only maps where people use teamwork (and have to) if they want to stay alive.  Rambo's and LEEEROY JENKINS' types die very quickly there.
Title: Re: Battle Map - Farm By Ruins
Post by: XyNox on November 05, 2013, 10:06:01 pm
Fucking ranged bitches ! How dare they using maplayout to their advantage !!?

Good work Teeth but I have an even better suggestion. You notice how most maps have flat surfaces somewhere around ? Everytime I see tons of Cav there and as Cav are complete cunts they always use this to their advantage to get up to max riding speed and couch people while doing so. I think you should totally add at least one wooden fence piece for every 2 m² where ground is flat in any map. That will teach them cunts not to crutch good riding spots !!!!!
Title: Re: Battle Map - Farm By Ruins
Post by: Zlisch_The_Butcher on November 05, 2013, 10:19:33 pm
Fucking ranged bitches ! How dare they using maplayout to their advantage !!?

Good work Teeth but I have an even better suggestion. You notice how most maps have flat surfaces somewhere around ? Everytime I see tons of Cav there and as Cav are complete cunts they always use this to their advantage to get up to max riding speed and couch people while doing so. I think you should totally add at least one wooden fence piece for every 2 m² where ground is flat in any map. That will teach them cunts not to crutch good riding spots !!!!!
Next time you GTX, give me your looms.
Title: Re: Battle Map - Farm By Ruins
Post by: XyNox on November 05, 2013, 10:24:23 pm
Next time you GTX, give me your looms.

As long as they dont nerf my stf's because my main is ranged, wont happen. Not implying you would get my looms even if I would GTX.
Title: Re: Battle Map - Farm By Ruins
Post by: Fips on November 05, 2013, 10:27:53 pm
And yet another great feedback thread! Oh man, what would the Scene Management do without all those rage-filled and/or cynical QQ-threads.

Try map-feedback in the scene editing forum (That is, like, 2 clicks away) and maybe try to do it in a way that won't upset anybody. It's really not that hard if you think about it. Now feed me your -1, i know you want to =D
Title: Re: Battle Map - Farm By Ruins
Post by: Jeade on November 05, 2013, 10:30:02 pm
Now feed me your -1

+1

Sorry :(
Title: Re: Battle Map - Farm By Ruins
Post by: Fips on November 05, 2013, 10:31:40 pm
+1

Sorry :(

With an avatar like that you don't have to apologize for anything!  :)
Title: Re: Battle Map - Farm By Ruins
Post by: Dermik on November 05, 2013, 11:13:50 pm
Maps Before
(click to show/hide)
. Maps today :
(click to show/hide)
Title: Re: Battle Map - Farm By Ruins
Post by: Bittersteel on November 05, 2013, 11:21:20 pm
Yeah why is there a car on the map? Nerf
Title: Re: Battle Map - Farm By Ruins
Post by: Jarlek on November 05, 2013, 11:31:48 pm
Yeah why is there a car on the map? Nerf
Cars OP, nerf plz.
Title: Re: Battle Map - Farm By Ruins
Post by: Zlisch_The_Butcher on November 05, 2013, 11:36:59 pm
Teeth, I don't get why you'd removed these staircases but not block off the uncavreachable upper floors on ruins in Native - Ruins, those places are far better camping spots, are camped far more, and provide cover from ranged.
Title: Re: Battle Map - Farm By Ruins
Post by: POOPHAMMER on November 05, 2013, 11:52:04 pm
i cant wait for the next big map updates where all objects are removed and everything is one flat plains map

seriously stop sucking the fun out of crpg
Title: Re: Battle Map - Farm By Ruins
Post by: WITCHCRAFT on November 05, 2013, 11:59:08 pm
Teeth, I don't get why you'd removed these staircases but not block off the uncavreachable upper floors on ruins in Native - Ruins, those places are far better camping spots, are camped far more, and provide cover from ranged.

Well in that map, the ruins are pretty much equal distances from either spawn. They're also not as tall, and don't offer a 360 degree view of EVERYTHING below for archers to (ab)use.

I loved the map with that wooden tower. I loved Native - Village. I'll miss these things but it's true that they offer one team an unfair advantage. Although I thought the wooden tower one was balanced but got removed because it led to camping/delaying whether that was intended by the players or not.

You don't need to make a map flat and empty to balance it for both teams. It's just harder to make it interesting AND balanced instead of one or the other.
Title: Re: Battle Map - Farm By Ruins
Post by: karasu on November 06, 2013, 12:17:04 am
As a melee player, this change should actually be something positive, but I can't stop to wonder and think how dull things might get eventually.

All the props dynamism, gameplay adjustments, etc, we need them.


Players here, qq or not, are showing their opinion regarding the subject, and criticism is something that needs to be accepted and evaluated, for a better result.

Keep having fun ingame guys. :)
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 06, 2013, 12:57:16 am
That tower was not my doing though. I don't mind towers as long as they are exactly centered in between the spawns, if an unfair advantage is gained, atleast people fought for it. I added Horseshoe Canyon with a tower in the center. I don't get how that adds variety though, exactly having such a spot pretty much forces people to play the same way each time, instead of having the freedom of going a completely different direction. I could re-open the tower here no problem, if I get convinced that people want it?

(click to show/hide)

Teeth, I don't get why you'd removed these staircases but not block off the uncavreachable upper floors on ruins in Native - Ruins, those places are far better camping spots, are camped far more, and provide cover from ranged.
Ruins is a bit unfair with the good positions one team's ranged gets, but there is no real way to really modify that position without changing up the entire map and people love Ruins dearly so I don't dare to touch it. It's that one ruined prop though which just provides a good camping spot in many maps by default because it is a one entrance room on the top floor. It's pretty easy to scale a 1 meter high staircase though compared to a 4 meter high one while ranged pours down on you or from the front and back for the last bit.

maybe people who arent favouring certain classes should make maps
Oh yeah, this comment. I am fairly sure that anyone is free and encouraged to make maps, so if you consider yourself such a person, please make maps. If people want more diverse or funny maps, there are still some cool unexplored ideas with siege towers in battle, cool things you can do with gates and I think you can doorpault by opening stretched doors. I myself think that gimmicky fun quickly wears off for people and that they prefer a 'boring' but solid regular battle experience. I do not favour certain classes, I just do not enjoy camping because it draws out rounds while keeping most players waiting to be able to play again. Whether its done on hard to reach high ground by ranged or small entrance buildings by melee. I prefer not to add maps without any cover because crossbows and melee get a rough time and I do not add dungeon maps because they are unplayable for cav and archers. My goal is that any class can play any kind of character and have a good time, preferably without having 6 minute rounds all the time because people have to wait for flags because of superior camping positions.
Title: Re: Battle Map - Farm By Ruins
Post by: Zlisch_The_Butcher on November 06, 2013, 01:52:08 am
Teeth, how about adding another (preferably cav accessible but not all that cav friendly) way up there? Like a dead tree leaning up against the ruin or something, that would imo make that spot a lot nicer. Jacko closed the villages central tower (and the door into the garden) up waaay back, fairly sure he had a poll going on whether it should stay open or be closed as well, if you do open the tower I suggest at least adding some raiseable ladders that leads up to the top so 3 maulers and 3 xbowies won't force MotF with 15+ people on the other team.

No offense Fips, but you really should be more open to criticism, even if it isn't insanely constructive.

Also I'm guessing you either missed it or never edited the current map cycle post, but I requested my map be removed due to a satisfying fix taking longer than I'm willing to spend making right now.
Title: Re: Battle Map - Farm By Ruins
Post by: Legs on November 06, 2013, 02:05:24 am
This is kind of unrelated but... out of curiosity, why didn't the upvote/downvote system end up panning out? Even if it needed a little tweaking it seemed like a good source of data that you could base changes off of.
Title: Re: Battle Map - Farm By Ruins
Post by: Fips on November 06, 2013, 02:44:20 am
Sorry, but if someone doesn't take the time to post some constructive feedback, i really can't be arsed to take him seriously. I'm all open for criticism, but the General Discussion rarely ended up in anything but threads like these here.

Best example was the latest discussion about the NA2 rotation: http://forum.melee.org/general-discussion/i-will-donate-to-crpg-if-devs-give-na_2-map-control-to-the-community/
All this big talk about grouping up, discussing the problems and posting a solution to scene management. Guess what, nothing happened. It ended with a talk between Elindor and me that brought some change to NA2, although the result was probably not even close to what the guys in that thread had in mind. I merely deleted 3 maps out of the rotation.

Anything that you post in Scene Editing will be taken seriously if you have the intention to make some actual feedback. Heck, the threads in General Discussion might not even be read by the people that can take care of the problem.

Also, your map is out of the rotation...at least get your facts straight.


@legs: I would take one reasonable post in the feedback thread over a thousand votes from ingame. I don't wanna know if a map is bad or good, i want to know what is wrong with it and how to fix it. Only if 2 or 3 updates didn't show any progress on the map it should be get rid off.
Title: Re: Battle Map - Farm By Ruins
Post by: Zlisch_The_Butcher on November 06, 2013, 03:03:15 am
Also, your map is out of the rotation...at least get your facts straight.
Am I correct in sensing a slight rude undertone? And if you read my post properly instead of just shittalking it you'd notice that I said "Also I'm guessing you either missed it or never edited the current map cycle post, but I requested my map be removed due to a satisfying fix taking longer than I'm willing to spend making right now.", which proves that I looked at the only source available to us and even though it hadn't been edited since September figured better safe than sorry. Ain't it a bit silly that one of the two guys who are supposed to be providing the server rotation information looks down on me for not knowing it when he hasn't provided it?

If you want feedback posted in the scene editing section bother Nessaj into renaming it "MAP FEEDBACK AND SUBMISSIONS" so people will know what the section is about.

It might not be particularly polite feedback, but saying that he feels that you're removing "any way to ascend anything on a map without glitching" is constructive.
Title: Re: Battle Map - Farm By Ruins
Post by: Fips on November 06, 2013, 03:33:16 am
No, you're not really correct. Didn't really think about that this thread is not updated anymore since the latest patch, sorry about that. I just assumed it was.

Doesn't really affect anything about the feedback arguments, though. The maps are still found there and the few new ones should be at some point, too. But then again, if you are serious about posting good feedback, you will probably be so good to take a screenshot ingame when you find out something is wrong about a particular map as well, or at least push qmd to know the map names (Although the names are messed up, we can still find out what map name belongs to what map).

Rename might make it more obvious for new guys, but usually the ones that complain here should know very well what the Scene Editing is about. Whenever i find a thread like that either myself, teeth or someone else usually points towards scene editing anyway, but yet barely anyone spares some time to go there.

Yeah, but if you start your post with "You seriously took both sets of stairs from the ruins. This game just gets worse and worse." and end it with a picture like that, what the hell do you expect from us? I'm not gonna dig in between all the rage, random and unnessecary accusations, insults and whatnot for some constructive criticism. We applied for this voluntarily and were the only ones that applied, so you should at least show some kind of gratitude when you want us to change something. We could be out of this at any time we seem fit and then your left with people that are busy with Melee if noone else is going to volunteer again.
I'm not asking you guys to bow down and kiss my ass to get something to change...so c'mon, give us a break.
Title: Re: Battle Map - Farm By Ruins
Post by: Taser on November 06, 2013, 07:51:39 am
These kinds of changes just dumb down the game and make interesting maps like this boring and generic.

Like that one village map with the big tower in the center. Sometimes people ignored the tower and it was only occupied by a couple of archers and maybe a ninja. Sometimes a whole team piled in and threatened to kill hostages unless their demands were met. Sometimes half the team piled in and the rest of them died because they were outnumbered and it was a colossal failure. Etc. It made the map really interesting and dynamic... until someone said "fuck towers" and sealed the doors. Now every round on that map is the same since everyone just runs into the village and kills each other and it's totally lame.

Removing the stairs/ladder on "Farm By Ruins" doesn't really bother me since I never used them anyway, but I am bothered by the general trend that these changes represent.

Dude that was one of my favorite maps until someone plugged up the tower. As a guy who loved that map as it was when I was ranged and melee, it really should be reopened. Was awesome to have last stands in that tower or to surround it and rush it.

It really killed that map for me when it was closed off. Had that map come out with the tower already closed off it might still be ok but once you had the taste of it.. it just doesn't do it for you anymore once its gone.
Title: Re: Battle Map - Farm By Ruins
Post by: Grumbs on November 06, 2013, 08:32:49 am
I'd like to see a general change to the way 1 entrance elevated enclosures are designed. The walls should be lower so if you really want to defend there you need melee shielder support, otherwise other ranged should be able to shoot you in there

Towers should be similar, lower the walls at the top so shooters are more vulnerable. I quite like having some tactically advantagous areas on the map. You can either have your team try to beat the other team in there and then defend, with the other guys trying to take it over. Or teams should be able to fight elsewhere.
Title: Re: Battle Map - Farm By Ruins
Post by: WITCHCRAFT on November 06, 2013, 09:49:17 am
^ That would make it easier for ranged to attack from on top of it as well.

As far as that map with the wooden tower, if it gets reverted the gated garden area should still be closed off. There was no reason for that to be there. There's also a barn that used to have a closing door. The door there also served no purpose beyond "lol xp barn" jokes.
Title: Re: Battle Map - Farm By Ruins
Post by: FRANK_THE_TANK on November 06, 2013, 12:01:38 pm
Just make a flat map covered in small rocks that horses rear on when they hit them. That should fix the game!
Title: Re: Battle Map - Farm By Ruins
Post by: bagge on November 06, 2013, 12:47:04 pm
Can't crutch camping spots anymore? Poor you. Hope you enjoy the other changes I made to other maps.

It's great we don't have any biased scene managers... oh wait
Title: Re: Battle Map - Farm By Ruins
Post by: DaveUKR on November 06, 2013, 01:04:10 pm
I really didn't like changes in Native maps, especially changed spawns on Nordic Town, was it even necessary? Now it has parts of the map which are never used. Instead of making such changes I'd rather see maps being actually "fixed" like fixing spots where you can get stuck, fixing that retarded map with a zillion of useless scene props (like 20 objects on each damn table) that leads to drastic fps drop when you look at some certain parts of the map (actually the only map in the rotation where I have fps drop with my powerful PC)
Title: Re: Battle Map - Farm By Ruins
Post by: Carthan on November 06, 2013, 07:40:54 pm
Dude that was one of my favorite maps until someone plugged up the tower. As a guy who loved that map as it was when I was ranged and melee, it really should be reopened. Was awesome to have last stands in that tower or to surround it and rush it.

It really killed that map for me when it was closed off. Had that map come out with the tower already closed off it might still be ok but once you had the taste of it.. it just doesn't do it for you anymore once its gone.
I always played on regular battle maps, and seeing all those closed buildings and towers never really made me do anything other than walk around in circles hunting random players. Whenever I played on NA_Community however, it would mostly have the exact same maps, but they would have almost all of the buildings open and garrisonable.
The only thought seeing open building maps from those days, and for any day beyond will continue to be "Wow this is awesome, I wish they had these on the regular servers, this is really cool I can do so many things I was never able too."
Title: Re: Battle Map - Farm By Ruins
Post by: Brrrak on November 06, 2013, 09:05:32 pm
I'm tempted to make a scene called 'M.C. Escher'.

It will be nothing BUT staircases.

Have fun with that.
Title: Re: Battle Map - Farm By Ruins
Post by: Micah on November 06, 2013, 10:29:27 pm
Balance as a gaming term, doesnt mean "same chances"( it never really did), this is a broadly missunderstood fact - which is why its better to refer to "design" instead ... the balance act is between intended player experiance and the rest of the game .. which includes, the experiance of many other players in an MMO (obviiously), the game engine and other technical limitations among other things to consider.

I do actually appreciate Teeth's intent , to minimize map caused, extensive, boring, round delaying effects, if and only if those are glitches.
On the other hand i can fully understand and agree with voices, who demand their freedom of gameplay - especially in a case like this, where there are aparently, artificial restrictions applied to a map, despite the ability of the game engine to provide a certain instance/grade of freedom.
Imho .. this might be about the worst type of a design mistake i can come up with ... to make a player intentionally experiance an applied restriction in a game mechanic ... especially , when its clear, that the game engine would easily allow the intuitive correct behavior of an object.

My point is .. design-wise : if you want a tower to be not accessable - remove the tower! Rather than just locking up a door ... because  closed doors is not what players want to experiance ; its actually the opposit ... they want to experiance open doors .. accessible things .. explorable environment ... but what do we get most times right now ? Fucking Restrictions ! THATS what the current gaminig experiance is, what the current game design converges to...
Huge mistake , if you ask me ...

edit: Now teeth, eventhough i do really appreciate your work and Fips's for the game, you may want to reorder map balancing priorities .. anyhow .. i think you are the best guys we can have for the job .. and you did alot of good things for the game .. thanks for that =)
Title: Re: Battle Map - Farm By Ruins
Post by: Pollux on November 06, 2013, 11:05:40 pm
I don't care about stupid shit like this, but please add more props to maps for roleplaying serious businesses.
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 07, 2013, 11:11:16 am
Remove this spot, yes or no? One team gets here first, they can parkour up here and have an excellent position overlooking the popular fighting spots. It got used each round by some ranged last time I played the map.

(click to show/hide)
Title: Re: Battle Map - Farm By Ruins
Post by: Grumbs on November 07, 2013, 12:15:34 pm
Balance as a gaming term, doesnt mean "same chances"( it never really did), this is a broadly missunderstood fact - which is why its better to refer to "design" instead ... the balance act is between intended player experiance and the rest of the game .. which includes, the experiance of many other players in an MMO (obviiously), the game engine and other technical limitations among other things to consider.

I do actually appreciate Teeth's intent , to minimize map caused, extensive, boring, round delaying effects, if and only if those are glitches.
On the other hand i can fully understand and agree with voices, who demand their freedom of gameplay - especially in a case like this, where there are aparently, artificial restrictions applied to a map, despite the ability of the game engine to provide a certain instance/grade of freedom.
Imho .. this might be about the worst type of a design mistake i can come up with ... to make a player intentionally experiance an applied restriction in a game mechanic ... especially , when its clear, that the game engine would easily allow the intuitive correct behavior of an object.

My point is .. design-wise : if you want a tower to be not accessable - remove the tower! Rather than just locking up a door ... because  closed doors is not what players want to experiance ; its actually the opposit ... they want to experiance open doors .. accessible things .. explorable environment ... but what do we get most times right now ? Fucking Restrictions ! THATS what the current gaminig experiance is, what the current game design converges to...
Huge mistake , if you ask me ...

edit: Now teeth, eventhough i do really appreciate your work and Fips's for the game, you may want to reorder map balancing priorities .. anyhow .. i think you are the best guys we can have for the job .. and you did alot of good things for the game .. thanks for that =)

The map is still better for having an inaccessible tower than having no tower at all imo. It provides players with a choice of how to move through the map, a way to flank quickly and provides cover for players at a choke point. Without it people would take cover away from the action, with it we get a more flowing style to the map with more action. It doesn't need to be a tower now but its nice to have some visual variety too even if you can't go in. As long as theres a reason why you can't go in then its fine (boarded up or locked or something)

Map balance is a thing as well. Its not just about fixing glitches or whatever. That doesn't mean the map needs to be symmetrical, just need to allow each side a decent chance of winning without forcing either side to delay or camp excessively. If one side has access to a really good vantage point then you might find the other side counters by ignoring a whole portion of the map for example. Or opening up the tower might result in boring stand offish gameplay. The doors are exploitable too. If one side wins you can close the door nearest to the enemy and it stays closed for next round. You might say the map is still balanced but it doesn't encourage fun or dynamic gameplay. I'd much rather have inaccessible areas and have my immersion broken (pretty much impossible in cRPG) and have more fun gameplay. Better to talk about how things impact your sense of "fun", map variety, tactical options for teams etc than how realistic or immersion breaking it is
Title: Re: Battle Map - Farm By Ruins
Post by: Dermik on November 07, 2013, 01:24:45 pm
Remove this spot, yes or no? One team gets here first, they can parkour up here and have an excellent position overlooking the popular fighting spots. It got used each round by some ranged last time I played the map.

(click to show/hide)
Thanks for the tip. Maybe you saw 1 archer here. Now there'll be 10 on that spot ...
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 07, 2013, 01:32:33 pm
Thanks for the tip. Maybe you saw 1 archer here. Now there'll be 10 on that spot ...
EU already figured this one out a while a go. I get the impression that the search for and abuse of these kind of spots is stronger in EU.
Title: Re: Battle Map - Farm By Ruins
Post by: Butan on November 07, 2013, 02:17:00 pm
I too think that maps should have MORE EXPLOITABLE PLACES.
In the sense that exploitable places means => places where people would go, because advantages


Otherwise like many people said, its just "go toward enemy spawn and kill enemies on your way there" rinse and repeat.



Its partly why Siege gamemode is a more "enjoyable" gamemode to many players (this + the respawns). Its because you have a PURPOSE. Mapping should give people purposes, even in battle gamemode.

Teeth I understand you went for the "less tears shedability" mapping path, but as you can see it has a bad effect on people. Those same people that had & will cry rivers everytime a smart player/team exploit those places at 100% efficiency.
Let the people cry, even give them ways to cry... It means the game is alive.
Title: Re: Battle Map - Farm By Ruins
Post by: Grumbs on November 07, 2013, 02:25:42 pm
It depends on the type of tactical advantage the area gives for whether it improves gameplay or not, and if the advantage is too strong you will find the map tends to play out the same way each round anyway.
Title: Re: Battle Map - Farm By Ruins
Post by: Butan on November 07, 2013, 02:27:49 pm
I prefer a balanced "quantity/quality" numbers of exploitable places per map, than a balanced flat as my butt map.
Title: Re: Battle Map - Farm By Ruins
Post by: karasu on November 07, 2013, 02:31:19 pm
visitors can't see pics , please register or login
Title: Re: Battle Map - Farm By Ruins
Post by: Bronto on November 07, 2013, 03:17:03 pm
I think that what is happening in this thread is good. We all needed somewhere to give suggestions, Teeth, you needed to hear what people thought about the maps since you're editing them and this has turned in to the place to do it. Thank you all for posting, you're doing a great job.
Title: Re: Battle Map - Farm By Ruins
Post by: Corsair831 on November 07, 2013, 03:31:11 pm
IMO we should remove teeth's position as mapguy and ban him from crpg permanently

as well as charge him €50 for being naughty and smelling homeless
Title: Re: Battle Map - Farm By Ruins
Post by: PsychoTwins on November 07, 2013, 03:34:41 pm
Remove this spot, yes or no? One team gets here first, they can parkour up here and have an excellent position overlooking the popular fighting spots. It got used each round by some ranged last time I played the map.

I wanna say I want that spot removed, but its not THAT bad, and I usually can sneak up there without the ranged guy seeing me. Its also really open so the ranged up there usually get shot down right away.
Title: Re: Battle Map - Farm By Ruins
Post by: dynamike on November 07, 2013, 06:07:07 pm
Teeth, I have tried to explain my opinion before and I am interested if the community feels the same way.

To make it simple:

Overall balance in interesting and diversified maps with advantages for different classes

over

Individual balance inside each and every map, which makes them dull and boring


I appreciate the job you and Fips are doing, but removing every possible aspect of a map that favors one class over another is the wrong way of achieving balance. If anything, the old rotation with more imbalances might have been frustrating for some classes in some maps, but more (and more overall) fun in others.
Title: Re: Battle Map - Farm By Ruins
Post by: Legs on November 08, 2013, 01:59:34 am
I'd really love to give feedback on maps, but for some reason whenever I up/downvote it gives the wrong name.

So... everything sux kill urselv seen editorz
Title: Re: Battle Map - Farm By Ruins
Post by: Kajia on November 08, 2013, 02:14:11 am
(click to show/hide)

It's this map. I removed that staircase on the left and the ladder that is in the square ruined area on the right.
ಠ_ಠ

tell me, what sense does a map make without spots that are of strategic importance? why not make all maps flat and remove every scene prop? that would be something for a change. it's so fair, that everyone will be happy. wait, did someone say cav-map?
hey, aren't you playing cav too?


Teeth, I have tried to explain my opinion before and I am interested if the community feels the same way.

To make it simple:

Overall balance in interesting and diversified maps with advantages for different classes

over

Individual balance inside each and every map, which makes them dull and boring


I appreciate the job you and Fips are doing, but removing every possible aspect of a map that favors one class over another is the wrong way of achieving balance. If anything, the old rotation with more imbalances might have been frustrating for some classes in some maps, but more (and more overall) fun in others.
this.
Title: Re: Battle Map - Farm By Ruins
Post by: Zlisch_The_Butcher on November 08, 2013, 02:19:06 am
ಠ_ಠ

tell me, what sense does a map make without spots that are of strategic importance? why not make all maps flat and remove every scene prop? that would be something for a change. it's so fair, that everyone will be happy. wait, did someone say cav-map?
hey, aren't you playing cav too?

this.

Teeth is one of EUs most dedicated longspearmy old friends...
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 08, 2013, 01:47:03 pm
ಠ_ಠ

tell me, what sense does a map make without spots that are of strategic importance? why not make all maps flat and remove every scene prop? that would be something for a change. it's so fair, that everyone will be happy. wait, did someone say cav-map?
hey, aren't you playing cav too?

this.
This spot is not of strategic importance as one team spawns much closer than the other, which means that the clashing point of both teams is about 30 meters down the road. It gives one team a good vantage point to shoot from though without giving any equivalent to the other team. Usually the round gets decided along that lengthy ruin prop down the road and then if the one team wins they get to clear out this tower. This spot only becomes of strategic importance when the other team won the main fight and they get to clear out this ruin tower if ranged are up there, which proves difficult so rounds get delayed. Two ranged up there makes it difficult for a low volume of any type of classes to clear it out.

An accusations of cav bias is just unnecessary and hostile.


Title: Re: Battle Map - Farm By Ruins
Post by: Butan on November 08, 2013, 02:25:18 pm
(click to show/hide)


I agree with your last post but my take on this "particular" map is that this spot was unbalanced but not powerful enough to dictate the round, except if people heavily exploited it.
For me it was just a possible position where people went or not.

This is the source of the problem I think. When does a tactically "suitable position" becomes too powerful that it needs to be toned down or removed?

(click to show/hide)



Also, the "fun" factor heavily outweight the "unbalanced" factor in most cases. Positions on the maps are like chains of events that can lead to a different result in each battles. If you decrease the number of position events in maps, you send people to kill each other in a narrower tunnel, where fewer scenarios leads to fewer results and increased boredom.

And boredom in a game is never good  :P


A more detailed take on "fun" in cRPG :

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Title: Re: Battle Map - Farm By Ruins
Post by: dynamike on November 08, 2013, 02:46:01 pm
Also, the "fun" factor heavily outweight the "unbalanced" factor in most cases. Positions on the maps are like chains of events that can lead to a different result in each battles. If you decrease the number of position events in maps, you send people to kill each other in a narrower tunnel, where fewer scenarios leads to fewer results and increased boredom.

And boredom in a game is never good  :P

Change your name to Butane and light a match cuz' you are on fire, my friend. I agree completely.
Title: Re: Battle Map - Farm By Ruins
Post by: Ronin on November 08, 2013, 03:19:38 pm
Although I think I disagree a bit about teeth's approach to maps, I also like the way that someone is putting effort into it and designing maps based on some form of principles. That kind of approach is what makes a game better.

I also fully agree with butan and dynamike, there is no other thing left for me to say about my opinions as they pretty summed it.
Title: Re: Battle Map - Farm By Ruins
Post by: pingpong on November 08, 2013, 05:38:12 pm
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My problem with this map is the location of tower, the team who starts from the green line spawn is ALWAYS first to climb up the tower & camp it with ranged and win, while the other team coming from red spawn loses most of the time, so i suggest you delete that stupid looking house on a hill with no stairs to it marked with red X and move the tower there and return the stairs marked in blue to both sides of that hill. MAP FIXED.
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 08, 2013, 05:50:25 pm
Interesting, when I played it last night the other team reached the stairs first everytime, think you gotta be careful with the term always. Maybe they just had a few guys with more athlethics running a better path. Really, you want it up there? So you have to first climb the stairs, then climb a tower whose top is a 30 meters above the playing field. Doing that will remove the tower's central position on the map and most likely remove any player interest towards it. Such a height actually makes it hard for ranged to hit targets on ground level. Alternatively I could just check the spawn distances to the staircase and move spawns accordingly, if there is in fact a notable difference.

Oh and for those claiming that I am biased towards a certain class, I readded ^ that map with a central tower, as I do not mind camping spots as long as they are not one sided and/or cause deadlock situations. The OP's map camping spot was both one sided and created deadlock situations.
Title: Re: Battle Map - Farm By Ruins
Post by: dynamike on November 08, 2013, 06:19:26 pm
My problem with this map is the location of tower, the team who starts from the green line spawn is ALWAYS first to climb up the tower & camp it with ranged and win, while the other team coming from red spawn loses most of the time, so i suggest you delete that stupid looking house on a hill with no stairs to it marked with red X and move the tower there and return the stairs marked in blue to both sides of that hill. MAP FIXED.

Really, you want it up there? So you have to first climb the stairs, then climb a tower whose top is a 30 meters above the playing field. Doing that will remove the tower's central position on the map and most likely remove any player interest towards it. Such a height actually makes it hard for ranged to hit targets on ground level. Alternatively I could just check the spawn distances to the staircase and move spawns accordingly, if there is in fact a notable difference.

Or...

or...

or....

(click to show/hide)
Title: Re: Battle Map - Farm By Ruins
Post by: Teeth on November 08, 2013, 06:37:03 pm
With that general poll being done on the forum which is exactly the place where 'the people that yell the loudest' are located, also containing an unrepresentative ratio of people that do not actually play and just vote based on nostalgia instead of actual experience, also more NA.

Horseshoe Canyon got re-added to the rotation last patch by me, it has been removed for ages and I dug up some old version from your ATS map pack and it might be flawed. You don't even want me to put the tower exactly the same walk time away from the spawns?
Title: Re: Battle Map - Farm By Ruins
Post by: Adamar on November 08, 2013, 07:00:30 pm
With that general poll being done on the forum which is exactly the place where 'the people that yell the loudest' are located, also containing an unrepresentative ratio of people that do not actually play and just vote based on nostalgia instead of actual experience, also more NA.

Horseshoe Canyon got re-added to the rotation last patch by me, it has been removed for ages and I dug up some old version from your ATS map pack and it might be flawed. You don't even want me to put the tower exactly the same walk time away from the spawns?

What's odd though is that these forums are dominated by the anti-ranged croud. So you have to ask yourself why these changes are recieving so much negative attention.

As far as that map is concerned, that high spot was not unballanced, because its very exposed to enemy ranged and thus quite risky to use. But you can't know that if you don't have enought experience as ranged, and tactical knowledge is essential in map making.

Either that or you're just biased against ranged, because what you did was remove tactical variety from the game, and people don't like that. Nostalgia is just a useful escape goat, and quite a cheap way to ignore community feedback.
Title: Re: Battle Map - Farm By Ruins
Post by: dynamike on November 08, 2013, 07:33:59 pm
With that general poll being done on the forum which is exactly the place where 'the people that yell the loudest' are located, also containing an unrepresentative ratio of people that do not actually play and just vote based on nostalgia instead of actual experience, also more NA.

I don't think there is a fairer option than a poll on the forums - every person gets exactly one vote and the vocal people count just as much as the quiet ones. If it is public knowledge that map changes can be voted on then every player has the option to do so on the forums.

That's exactly the same as public elections in a democracy. People choosing not to go and vote forfeit their opportunity for change.

Horseshoe Canyon got re-added to the rotation last patch by me, it has been removed for ages and I dug up some old version from your ATS map pack and it might be flawed. You don't even want me to put the tower exactly the same walk time away from the spawns?

Thanks for going to the ATS files, there are a lot more maps in there that were just fun to play - if not balanced for every class. One of my personal (nostalgic) favs: Forest Bridge

Honestly, from my experience I have seen either team be able to get to the tower first, simply based on their determination and quick reaction at round start. Horses are also an option to use. Not sure if a change is needed - if it ain't broken, don't touch it.
Title: Re: Battle Map - Farm By Ruins
Post by: Son Of Odin on November 10, 2013, 02:26:42 am
Teeth & Fips keep on working. Don't listen to these meanies :mad:
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