cRPG

cRPG => Scene Editing => Topic started by: Thranduil on November 25, 2013, 09:28:35 pm

Title: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on November 25, 2013, 09:28:35 pm
Hello all. I have been hearing that, while there is a relative joy that there are new DTV maps, not everyone is happy with some of them or the old ones. What I want to know is, what do you want in a DTV map? Try and be specific if you can. Make references to other maps if there is something you like there. Screenshots help too.


I'll be playing DTV as much as I can to try to grasp the issues people are having.

Give me some specific ideas, and I'll make a poll to see what people want.


*Edit* - Added poll. I think from the suggestions, the poll is probably moot, but I'm curious to see what people think.



*********************************************************************************************
I figured it was past time I should put links to the maps in this thread.

Celtic Ruins: http://www.nexusmods.com/mbwarband/mods/5865
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City Revolt: http://www.nexusmods.com/mountandblade/mods/5899
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Desert Ruins: http://www.nexusmods.com/mbwarband/mods/5863
(click to show/hide)

Grey Havens: http://www.nexusmods.com/mbwarband/mods/5877/?
(click to show/hide)

Lichens Island: http://www.nexusmods.com/mbwarband/mods/5869
(click to show/hide)

Mein Bridge: http://www.nexusmods.com/mountandblade/mods/5900
(click to show/hide)

Motte & Bailey: http://www.nexusmods.com/mountandblade/mods/5901
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Viking Village: http://www.nexusmods.com/mountandblade/mods/5895
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Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Uther Pendragon on November 26, 2013, 07:48:47 pm
http://forum.melee.org/scene-editing/(dtv)-sea-raid-new-update-15-06/
Many, many variations of this.
- Many spawnpoints for bots, from few directions
- Relatively few invisible walls and barriers, some open terrain for more than 1-2 shieldwalls or other tactics
- Maybe some ballistae here and there :D
Title: First DTV map
Post by: Thranduil on November 27, 2013, 05:44:00 am
Alright then, here is my first attempt. Really, this one is just an old map of mine that I've re-purposed for DTV. Barriers are minimal - they only exist where there is a line of trash in your way. There are none inside the village walls. There are 4 ballistas (2 of which can cover the Viscount), and 2 directions from which bots may come from. Shield walls will work in a few spots, but bots can get around, so there ought to be enough work to do even for those usually stuck waiting for the few runners to sneak through.


The red lines are barriers. My color coding the text got messed up there, so it's hard to read. There are barriers hopefully preventing bots from getting stuck under the larger bridge.
Pics:
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What do you think?


http://forum.melee.org/scene-editing/(dtv)-sea-raid-new-update-15-06/
Many, many variations of this.
- Many spawnpoints for bots, from few directions
- Relatively few invisible walls and barriers, some open terrain for more than 1-2 shieldwalls or other tactics
- Maybe some ballistae here and there :D

Thanks for the detailed input!
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Jeade on November 27, 2013, 11:01:39 am
Alright then, here is my first attempt.

I like it! However, I do feel this map in particular, due to the size and two bot spawns, would have the potential to easily kill NA7 if it were to have a population of less than 20.

I do like the idea of elevation for ranged and I do like the idea of more castle-like maps.
I think Fips mentioned he wanted to see more than just villages in a field. I'd agree!
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Fips on November 27, 2013, 12:15:07 pm
Remember that the AI is completely retarded and players will try to exploit every single spot they can find.

Any roof must be easily accessible for the AI. For example, the last Screenshot: This house prop has no entrance below the right ballista, so players get up there and lure the bots to the house and then melee and ranged can easily pick them off like it has been done on Rizi for example. A Ladder would solve this.

Anyway, i can't really judge it only on the screenshots, i need the sco. Just go over every tiny little spot where it could be possible that players lure the bots without taking any kind of risk/damage and make sure you edit it accordingly, because as sad as it is, the players will exploit your map as much as possible =/

I'm gonna start doing the guide for dtv-maps today, so you see what i, as a scene manager, need for dtv-maps.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: karasu on November 27, 2013, 04:57:18 pm
Some points I find important in current DTV:
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on November 27, 2013, 10:21:59 pm
Thanks for all the input and suggestions! Fips, I'm looking forward to your tutorial! I'll go back and tweak the map a bit more, then submit it.

*Edit*
I've narrowed one of the entryways to the village, so instead of 10 shields, it should only take 5 for a functional shield wall. This should help with lower population on NA7.
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Sacks and barrels are at a height where archers can shoot over them, added a ladder to reach the ballista. I'll upload the .sco and scenes.txt files today. I'd try testing things by hosting, but every time I try, the game crashes "RGL error: op code 16". Just started doing that yesterday, so I copied the updated cRPG folder, but it still does it.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on November 29, 2013, 04:48:46 am
Alright Fips, I just submitted it. Lemme know if I screwed anything up.  :P  Hopefully the AI mesh isn't too bad.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Patoson on November 30, 2013, 09:56:39 pm
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Oops! I'm sorry. I completely misunderstood the topic of the thread.   :(
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 01, 2013, 01:35:45 am
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Oops! I'm sorry. I completely misunderstood the topic of the thread.   :(

Don't place spawns too close to walls and stuff - check.  :)
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Gmnotutoo on December 01, 2013, 06:12:49 am
Ladders.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Sir_Hans on December 04, 2013, 03:28:22 am
Ballista's I like... Gates & Gatehouses not so much (lots of players misuse and open at the wrong time which screws over the entire team).

Ladders on levels like that one helms deep one w/ the walls was a good attempt, but It doesn't work well with cavalry spawn.. players generally have to go down at bottom of ladders and clean up which kind of defeats the purpose.

Narrow chokes for shield walls like in blank map 11 are fun, while also being frustrating when players won't tighten the shield wall to prevent leaks... or when someone leaves shieldwall midfight, or when people behind the shield wall try to overhead through gaps they don't have room for and hit players in the back... But I'd say keep the shield wall maps, its the most teamwork oriented dtv maps I've seen yet.

While I don't play archer, I feel that a lot of maps are in need of archer vantage points. When there is a lack of archer vantage points they tend to just mill around behind the shield wall, and are next to useless when a big rush comes and they don't get a lot of shots off before entering melee.

The dual spawns or multiple spawning areas are nice too, the only dislike I have is when there are few people playing dtv and it makes the rounds a little longer and harder (giggidy) than necessary. It would be nice to see a map that spawned the enemies one after the other instead of all at once... so they attack in like a steady of only a few at a time instead of one large clusterfuck.

An equipment chest for throwers to re-up once they've thrown all their weapons would be nice too. I only played a thrower for a little bit on DTV but even with +3 Javelins I felt throwers had limited efficiency compared to other classes.

And a map which spawned riderless (neutral) horses near the players at the same time as when enemy spawns could be fun/interesting as well. Give cav a little more usefulness in Dtv.

I feel like there is a lack of any good "bridge" type maps currently... A map where players attempt to hold a bridge from the enemy onslaught would be fun again...

Also when it comes to invisible walls... there really needs to be some kind of prop or visible reason that there is a wall there... I've heard a few mapmakers say they don't want to add fences or static terrain where they put invisible walls because it would make their maps look ugly. Well I think that is just retarded. Nobody plays DTV maps because they are pretty. Either add a fence or something where you put invisible walls so it makes sense, or don't add them at all. Invisible collision is reported as bugs by a QA team and then fixed by developers in pretty much all normal games... I see no reason to add this kind of lazy reach around to dtv. (I would have much rather just seen horse archers taken out of ai spawns... that way we could still have large/open DTV maps... as well as the small ones.)
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Yazid on December 04, 2013, 08:11:10 am
I find that DTV gets very repetitive and heavily relies on shield-walls, whatever we can do to keep this reliance at a minimum would be a step in the right direction...

My ideal DTV would be closer to the Arabian Village one, where most people had to fight in the open ground,

It would also be more interesting if mobs spawned from 10 directions, but in low numbers.

It's not very carebear, but the idea is to prevent AFKing and people from getting bored with shieldwalls.

I can also agree with a BRIDGE MAP, a bit like in RTW, how fun would it be to try and hold a bridge, while friendly cavalry charges in from behind and knocks some bots down, with bodies falling left and right.
Title: Second DTV Map... well, sorta... well, it is, but it isn't done...
Post by: Thranduil on December 06, 2013, 06:42:43 am
No name or anything yet. Just a single picture and an explanation of how I think the map would work.

(click to show/hide)

So, this map would be a shield wall clusterfuck at one end, just like many others, but from the opposite direction, it's open. For those who might not know, there are only 5 entry points that can be placed for bots in DTV (correct me if I am wrong. I would LOVE to have more.  :twisted: ), so I assume that just placing 1 in the field will give some bots to fight (though not too many) for those not participating in the usual shield wall. Could even get cav in on the action!  :wink: At the same time, when the server is low, you may still have enough for the shield wall, but you won't be overrun from behind for lack of players. Now since I can't have bots and players going EVERYWHERE on the map, there are a couple of barriers outside the city walls. Oh, and one equipment chest for when you run out of arrows, throwing weapons, or your shield breaks (hate it when that happens).

Right now, it's not TOO empty, but it's not full of random junk like a normal town map, but since you'll spend most of your time in one area, I'm not too keen to add extra stuff that'll reduce fps. I should probably add a few trees and bushes though... I'll take more screenshots later. I'm tired.  :P ...Aaaanndd ..... I'm starting to spam the smilies.  :lol:




***EDIT***

New Pics and a name:
City Revolt
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I also added a path to each bot spawn via two sally doors in case any bots get stuck, and you need to kill them, but don't want to get stuck out there and die for killing one rogue bot.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 06, 2013, 10:41:29 pm
A bridge map will be the next thing I try.  :)
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: MountedRhader on December 07, 2013, 10:55:30 am
The first and most glaring is more open space. For example I have personally died by backpedalling into an invisible barrier on New Istiniar many times, and have seen others die that way as well. While Nomad horse archers are an eternal pain, I have observed that more open space is needed to fight.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 13, 2013, 06:24:24 pm
Currently working on the bridge map. Actually, to be honest, I'm basing it off of the Bridge of Khazad-dum. Of course, I'm not going for an exact copy of the movie or book. I'm making this more practical. It has 2 bridges. One that only has enough room for one person to cross, and another that can hold 6 or more across. The small bridge is for those who want to get behind the bots on the bridge. Also, if you fall, you WILL die.  :twisted:  Basically I've wanted to make a somewhat functional indoor map, but that usually backfires because they are not open. This will be open. Oh it is VERY open. I will post screens once I get the initial design down. Then I'll ask for suggestions to make it more balanced. A warning beforehand, there will be many many barriers along the cliffsides, but relatively few to none on the bridges. I will mark them as best as I can, so after you see screenshots of them, let me know if you think the barriers need to be more obvious. I'll probably have something to show tonight or tomorrow hopefully.

*EDIT*

I must admit, this might be a better battle map the way it is turning out..... and I just realized how to make it more difficult.  :twisted: Right now, if you have 7 good shielders, you can hold both bridges indefinitely, but I just remembered the back door.  :mrgreen:
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 17, 2013, 04:48:14 am
Okay. Bridge map. This is what I have so far, and really, maybe I could add some more random junk lying around, but other than that, and a shadowy question that afonsoserro is looking into (though after hosting, it doesn't show up.... I think), other than that, it is done.

*EDIT* Oh yeah, and I'm calling it Mein Bridge. Get it? Mine, Mein?  :rolleyes: *END EDIT*

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What's hilarious is that, in the pictures, there is no depth perception. The last picture has a ramp of stone leading to a ballista and stairs that go outside, but it just looks like a wall of stone.  :lol:

There are not really many barriers. There are none along the cliff lines. It's a straight drop, and even should you be on a horse and survive the fall, you will drown. Uhm... bots can drown, right?  :shock:  Well, in the worst case, I'll modify it for battle.

Once I have this map done (or at least submission worthy), I will be dialing back a bit.... okay, a LOT. I have a job starting in January (after 6 months of searching) and I'll have not so much time for map making. So I'm kinda like :(, but mostly I'm :D.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 20, 2013, 01:06:46 am
And officially, after testing, I think it is finished (and by testing, I mean I put it in Native and attacked villagers, ... and I tested in cRPG hosting. No shadow problems!  :D).

Mein Bridge

http://www.nexusmods.com/mountandblade/mods/5900/?

(click to show/hide)

If it is too dark, I can always go back and add torches, but I think during daytime, it'll be light enough.



***EDIT*** Also, at this particular moment, EVERY bloody site I need to use to upload and submit this map is going down for maintenance! Sheesh!
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Ronin on December 20, 2013, 01:20:01 am
A castle defense-like map would be nice-ish. The ones where archers can actually shoot behind walls etc. Maybe a wooden motte and bailey kind of map would do the trick.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Thranduil on December 25, 2013, 01:42:51 am
So,.... remember that job in January? Well it got cancelled because of the company's budget. *Combine  :cry: :shock: :rolleyes: and  :lol:. If this causes an explosion, you've done it right!*

Anyway,
Quote
wooden motte and bailey
I likes this. I really likes this. I likes this so much, I'm gonna share.  :)

DTV Motte and Bailey (I KNOW! I'm so clever with names! 8-))

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Pardon me if some pictures seem....open and empty. I believe that less is more. As in, less shit = more fps.  :wink:

Files:
http://www.nexusmods.com/mountandblade/mods/5901/?

Description:
So, there is only one entrance, which is a little different than what I've tried doing, but I think it will work. If you shield wall the entrance, you'll need about 7 or 8 shielders. I also kinda wanted to make a map that was possibly able to defend with only half a full roster. I hate having 10 people and it just not be anywhere near enough to go more than the Weaboos. I tried putting walls for archers to shoot behind, but it just made it too easy to defend with smaller shield walls. I will try a more castle-like map with murder holes next. Probably after Christmas. =P
Speaking of which, MERRY CHRISTMAS!


What's funny is that I've had the general terrain for this set up for about a month now, but I wasn't really sure what to do with it. I was gonna have some kinda 3 bridge defense map, but the creek was too close to the borders of the map for that.... and after thinking about it, that idea (or at least the implementation in my head) sucked. So thanks Ronin! I was really wanting to do something with that map, but had no ideas. Have a renown on me! I hope the map is to your liking!


TL;DR

We've got a new DTV map.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Ronin on December 25, 2013, 11:27:12 am
Wow I luv you :shock:
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Elio on December 25, 2013, 02:11:47 pm
What I don't like is this part you devs missed:


From my old post before these new maps:
Highway facing Vivi : Make the map too hard to defend, at cavs wave ofc and against ranged : Amashke (http://cme.comoj.com/images/Amashke.jpg), Bulugur (http://cme.comoj.com/images/Bulugur.jpg)

And you did the same thing for mostly all these news maps.

How about making sort of streets with fences or low wall?

Your currently DTV map vision:
visitors can't see pics , please register or login

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We mostly get stuck, surrounded then catch...

And here is, a proposal DTV map vision:
visitors can't see pics , please register or login

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Make it the mostly round as possible, same for fences to avoid bots stuck.

Low fences or wall under 1.5m.

or fully open fences like this :
visitors can't see pics , please register or login


So it allow to route bots flow in multiple direction and give us a way to escape from a mass bots rush.


Think about Iyindah (http://cme.comoj.com/images/Iyindah.jpg), there is no way to make a shield wall or exploit, but this map is quite balanced imo.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Patoson on December 25, 2013, 02:45:09 pm
Maps more open or that just don't force a part of the team to leech are needed. Elio's idea is very good - having to cover more area means more people fighting.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: stante on December 25, 2013, 10:24:15 pm
Dark maps are always disadvantage to players, few more lighting would be good
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 01, 2014, 05:44:54 pm
Current DTV maps updated quite a bit, though no pics to show this. Mesa lazy ass.  :oops: You'll see come next hotfix/patch.

Currently (and quite late) working on Elio's idea with a new map. Kinda needed a moment of inspiration, and I think I found it. Hopefully I'll have something to show this weekend.
Title: Re: What do you want in your DTV map? Taking suggestions/requests.
Post by: Jona on February 02, 2014, 10:50:52 am
Think about Iyindah (http://cme.comoj.com/images/Iyindah.jpg), there is no way to make a shield wall or exploit, but this map is quite balanced imo.

While your presented Idea is pretty good, I would like to chime in just to say I always felt that Iyindah was more of a "one way" street straight to the viscount. Now it is surely better than all these new "pass of thermopylae" styled maps, but personally when I have played on that map it was one of the worse older maps. Granted, you can lure bots to the left or right side, and open up new paths, but come later waves, when no one charges, the bots just simply flood the V. I will agree, it was a fun map, but only really for the lower waves.


Also, something that is constantly overlooked but quite necessary... more fighting room around the V, especially behind. Should a bot rush come at the V, it would be nice to have room to be able to lure some away. In one of the newer maps I had almost the entire bot mob following me. It was on that rocky one with the platform with a couple of ballistas and not much else. Almost a perfect straight line form the bot's spawn to the V... I s keyed as slowly as possible, and yet one man can only kill so many bots so quickly. Then I got to the V, and ran into the wall right behind him. The few bots that didn't mob me were mobbing the V. But out of the 15 or so bots left, maybe 3 left my little train and noticed the viscount. Had I more room behind me, and some damn good luck, I could have potentially killed the 12 guys on me, and gotten back to the viscount in time to save him... especially with the bot's new-found fear of knife-wielding men (how half the time the bots hold back, too intimidated by the viscount's little knife instead of actually charging in).
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 03, 2014, 10:09:27 pm
Alright. I'm making progress....sort of. Jona, you make a good point about having room behind the viscount. Almost didn't do that with this new map. Thanks for mentioning it. As for Elio's idea, I'm trying the bit where
Quote
it allow to route bots flow in multiple direction and give us a way to escape from a mass bots rush.

Not so much the low fences idea, cause it's really only good on early waves. Come xbows and sniper bows, it would be rape by bots.

Might work, might not. Bots from a spawn point all seem to generally follow one path and not separate, but we'll see. I'm hopeful.

I'm behind my schedule because
A. Superbowl (highly disappointing. My team won, so yay; but, it was a rather boring watch. First 30 seconds were hilarious though).
B. After Jona posted, his sig inspired me to work on a "Celtic Ruins"-themed map, so actually, I'm working on 2 maps right now....well, 3, but the third one isn't DTV.  :lol:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Lichen on February 03, 2014, 10:59:51 pm
Make a map called 'lake of pain'. Have a fishermans shack on a very tiny island in the center of a big lake. Viscount will spawn inside the shack for some better protection. Put a ballista on top of shack with a ladder to get up. Put a palm tree with a homemade treehouse on it. Bots will spawn on the shore from multiple directions and walk underwater.

Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 03, 2014, 11:39:33 pm
Make a map called 'lake of pain'. Have a fishermans shack on a very tiny island in the center of a big lake. Viscount will spawn inside the shack for some better protection. Put a ballista on top of shack with a ladder to get up. Put a palm tree with a homemade treehouse on it. Bots will spawn on the shore from multiple directions and walk underwater.

I see a few major problems with this.

1. Shack has to be large enough to hold at minimum 31 ppl (full server)
2. Shack sounds way too defensible with only one entrance
3. I've tried the whole treehouse thing..... An actual house in the tree.... it really doesn't work that well.
4. Bots walking underwater can drown, or at least they will in a patch or two. It's being looked into.
5. Based on your description, the image that comes to mind of the map is something that I'm very certain would not be accepted for official server rotation. So with other maps in the works, it isn't really that probable that I would do it.

Now, does that mean in all this BS I've just typed, I didn't have an idea to modify your suggestion immensely into something similar to what you want (I hope), but possibly acceptable to the public at large (i.e. the devs and admins and extreme DTV enthusiasts)? Nope. Not at all.  :P


I'll see what I can do.  8-)



*EDIT*

I've finished the first map (I think) based on Elio's suggestion about bot flow. I'll post better screens tomorrow. For now, I just wanted to let the rabbit out of the hat so to speak. And no, I did not plan for the map to look like a rabbit.....which honestly kinda scares me.

(click to show/hide)
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 04, 2014, 06:09:28 pm
Okay, so one new map, 2 to go.

DTV_Desert_Ruins

Description:
The Viscount is feeling exotic, so he's gone and gotten himself (and YOU) lost while pretending he's an Arabian Sheikh! Luckily you found a bandit's hideout and the bandits were away, so you've been eating all their food, but now they've come back, and they're none too happy. Protect your lord and (albeit, dimwitted) master from the scourge of the deserts!

Pics:
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Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 05, 2014, 12:38:31 am
Is that an actual functioning weapons rack? In DTV?
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 05, 2014, 12:46:55 am
Is that an actual functioning weapons rack? In DTV?

Yep. Should be functional.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Moncho on February 05, 2014, 12:54:53 am
Yeah the ones on the maps on the server are functional, but if some funny guy breaks it, they dont respawn in the entire map.

That one sounds interesting, the 3 entry points seem alright. Can't wait to see it on the servers
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 05, 2014, 01:00:31 am
Yeah the ones on the maps on the server are functional, but if some funny guy breaks it, they dont respawn in the entire map.

That one sounds interesting, the 3 entry points seem alright. Can't wait to see it on the servers

Awww... Not even after 3 waves at the start of a new round?  :(
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Patoson on February 05, 2014, 04:36:51 pm
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Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 05, 2014, 05:52:49 pm
 :shock:

Wow. Fips was right. Exploiters are damn clever. I thought it was physically impossible to go inside those props. Oh well.  Added barriers to the 2 buildings next to that platform, so it shouldn't happen again..... actually, I'll take a closer look at the buildings in general.

As for the rock problem, thanks for reminding me of that. I put a barrier there to keep that from happening, but I don't think that version is up yet. It won't go in effect until the servers restart; however, I took another look at it just in case, and I had leftover AI mesh under the rock that didn't need to be there, so I fixed that.

I'll upload the new versions and send 'em Fips way.

Thanks Patoson.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 05, 2014, 06:02:54 pm
On the new map: the 2 spawnpoints behind will barely make bots go to the v. People will just lure them to the wall and get them stuck there. Maybe even v will do that.
That's all i could see from the screens =P
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 05, 2014, 06:11:30 pm
On the new map: the 2 spawnpoints behind will barely make bots go to the v. People will just lure them to the wall and get them stuck there. Maybe even v will do that.
That's all i could see from the screens =P

Hmmm... yeah, that would be a problem. I can probably find some props to place in front of the walls to keep bots from hugging the walls and further route them to the entrances.


***EDIT***

I think it's safe for me to say, that any new map requests will be put on the back burner for a while. After I finish the 2 I'm working on (I haven't even started Lichen's) I'll have 6 DTV maps (7 with Lichen's).  :twisted: I think that's plenty for now. Plenty of editing and making changes as feedback comes in.  haha. After all, I do need to play the game some or my clan will disown me!   :oops:


*EDIT....again* v as in viscount, not v as in v-shaped wall. .... where's a facepalm smiley when you need one?  :oops: I thought you meant players on top of wall getting bots to get stuck on outside walls.  Well, different possible problem, so I'll try and prevent that like I said. As for the 2 spawns in the back (or the rabbit ears as it were), I don't think they will be a problem as long as the AI mesh isn't too close to the fences/walls. The spawns in City Revolt are as close, or possibly closer I think, to the viscount than they are in Desert Ruins, and the bots just go around the buildings....well, not in Patoson's case right now, but in a non-exploitable building world.... should be fine.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 08, 2014, 12:26:37 am
Okay, I've made some small changes to Desert Ruins to address the possible problems that Fips mentioned. Basically I just blocked off a few walls, but here's a pic showing what I did.

(click to show/hide)


I'll update this post later with my new DTV map. After that, good luck getting anything outta me. It's ESO beta weekend!
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 08, 2014, 10:00:59 am
Wow. Fips was right. Exploiters are damn clever.


Meh, not really... people just tend to happen upon these things by mistake. Ballistas can send u anywhere, on any map, by the way, so there isn't all that much u can do about it from your map design. Ballistas just need some hardcore fixing.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 08, 2014, 11:01:21 am
Meh, not really... people just tend to happen upon these things by mistake. Ballistas can send u anywhere, on any map, by the way, so there isn't all that much u can do about it from your map design. Ballistas just need some hardcore fixing.

What, how?!
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 08, 2014, 11:21:29 am
Dark voodoo.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 08, 2014, 11:50:32 am
Okay, then don't help... ~_~
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Moncho on February 08, 2014, 11:53:46 am
I do not know how it happens, but if you are using a ballista at the end of the round, strange things sometimes happen.
This includes spawning at a ballista (instead of spawn point), having an unusable piece of equipment (like throwing spears or simple sword), teleporting into random places ( http://forum.melee.org/general-discussion/i-can-fly/msg939841/#msg939841 ), and maybe others.
When turning a ballista around, strange things happen when the platform is not big enough to support you for the entire rotation (falling down, stuttering, etc)
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 08, 2014, 01:08:49 pm
I do not know how it happens, but if you are using a ballista at the end of the round, strange things sometimes happen.
This includes spawning at a ballista (instead of spawn point), having an unusable piece of equipment (like throwing spears or simple sword), teleporting into random places ( http://forum.melee.org/general-discussion/i-can-fly/msg939841/#msg939841 ), and maybe others.
When turning a ballista around, strange things happen when the platform is not big enough to support you for the entire rotation (falling down, stuttering, etc)

I know of those problems, but they are no biggie because i feel like the advantages still overwhelm those. It sucks when they happen, but if you don't use it at the end and don't turn them around like crazy they are fine. But being able to shoot someone across the map is a whole other level of exploiting. And i did not see that happen yet.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 08, 2014, 04:50:00 pm
 :shock:
Meh, not really... people just tend to happen upon these things by mistake. Ballistas can send u anywhere, on any map, by the way, so there isn't all that much u can do about it from your map design. Ballistas just need some hardcore fixing.
C'mon people. Don't scare me with these tales of magic ballista carpet rides. Y-you're just saying this because I've been playing ESO instead of working on my maps, and I always place a few or more ballista in my maps.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 08, 2014, 04:53:56 pm
What, how?!

As I said, dark voodoo (http://forum.melee.org/general-discussion/dark-voodoo/new/#new).
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 08, 2014, 09:44:07 pm
Okay, back on topic.  :lol:  On topic. lol . New map.


DTV_Celtic_Ruins (yes, I might have a fetish for ruins. it's all I seem to do.)

What's Celtic about it? ... uhhhh.... The circle ruins at the entrance? I dunno. I was basing them off of pictures I saw on google.  :P

(click to show/hide)

Sorry. No weapon rack this time.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Uther Pendragon on February 09, 2014, 05:17:18 am
You're doing a great job, just wanted to mention this, except for that disaster with Khazad Dum bridge. :D
Really enjoyed Motte and Bailey, for example. One of the best maps currently imo.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 09, 2014, 06:34:40 am
You're doing a great job, just wanted to mention this, except for that disaster with Khazad Dum bridge. :D
Really enjoyed Motte and Bailey, for example. One of the best maps currently imo.

Thanks a lot!  :D
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Patoson on February 11, 2014, 04:03:33 pm
I don't know how he got there, but there he was on the wall:
(click to show/hide)
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 11, 2014, 07:16:01 pm
I don't know how he got there, but there he was on the wall:
(click to show/hide)

What the? How the?  :shock: Gone were the days where I had to place barriers on every house and every wall because of excessive ladder spam...... or so I thought. How are people finding ways out of the play pen?! It should not physically work!  Fips, I think I'm beginning to understand your pain.  :?

Anyways, as always, I'll look into it. Though I prefer minimal barriers to help keep the file size down (and keep a clean map when editing altogether), I may just have to place barriers along the walls. Don't like it much, but it's the simplest solution. ...... just .... how did he?!
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Patoson on February 11, 2014, 07:43:11 pm
I have no clue and the guy wouldn't want to tell me. I just saw him on top of the gate (where the flag is) and then where the screenshot shows.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 11, 2014, 07:55:16 pm
Unless he spawned there by some freak accident, it is not physically (er.... digitally) possible to get up there, even by conventional glitching. I think that even if I saw how he got there, I wouldn't believe it. I'll just place barriers along all the houses. It's overkill, but it might be the only way. Makes me sad really. The file will be uploaded in a short while, but we'll still have to wait until next patch to see if it works.

Actually, I'm tempted to do this to all my other maps now.  :? 
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Moncho on February 11, 2014, 08:15:54 pm
It may be the bug that sometimes teleports you, and invisible barriers would in that case not help
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 11, 2014, 09:28:22 pm
You can use the ballista to get on one of the roofs (aiming it up) and then he jumped along i guess?
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 11, 2014, 09:33:16 pm
It may be the bug that sometimes teleports you, and invisible barriers would in that case not help

And that is honestly what I hope it is, because if it isn't, there is not much hope for map makers to fix these glitches. I've seen one glitch on Grunwalder Castle where I've immediately gone to the file to see what was wrong, and I found a couple barriers that over-reached what they were supposed to block, causing players to get stuck in a couple different places, but nothing out of the ordinary where the glitch was performed. The barrier was in place and everything. Couldn't glitch it myself (not that I have the talent for it anyway), but that was where it was done. I think it had something to do with indented corners, but I could be wrong.

You can use the ballista to get on one of the roofs (aiming it up) and then he jumped along i guess?
Could be, in which case, the barriers I'm placing may not do much more than increasing the file size. 

From my experience, roughly half the glitches I've seen supersede barriers. I guess that's why it's called a glitch. It breaks the rules of the game engine.  :(


And I don't think I've said it, but I really do appreciate you guys keeping me informed of issues with my maps. I remember it used to be "Hey. There's something wrong with the map. Go figure it out and fix it." with no hints whatsoever. You guys have been much more detailed with screenshots and giving suggestions. Thanks again!




Oh yeah, and Fips, I have to ask, is this the normal progression of feelings when a map has a glitch you're trying to fix?
(click to show/hide)
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Fips on February 11, 2014, 09:56:18 pm
Nah, my state is always at the second one.  :cry:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 11, 2014, 11:18:21 pm
Well, I've added barriers everywhere. lol. So unless it's a teleport glitch, it shouldn't happen again. And while I was at it, I made another change or two.

(click to show/hide)


*****

And I just started working on Lichen's request today.....got all the terrain work down (probably) and popped on the thread to look at the details of what he wanted again..... only to realize I forgot the part about it being an island IN A LAKE....... well, it's an island! And it's a VERY BIG lake! :mrgreen: 
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 14, 2014, 12:40:28 am
(click to show/hide)

Okay. Thought I'd give a heads up as to the progress of the map and the direction it is currently going.

I think all I remembered was "shack", "ballista on top of shack", "palm tree" and "island" at first, so.... This might be a far cry from what you actually wanted... hehe... Far Cry.

Description:
The depth of the Viscount's purse knows no end. Now he's purchased a small island in the middle of the ocean! He didn't even check its history. As it turns out, the ruins on the island were a common hiding place for pirates and smugglers. Now you've found a locked treasure chest - not that you're telling the Viscount. You can only hope there is something good in the chest, like rum. Unfortunately, there's no time to find out. You are surrounded by pirates....is that Keira Knightley in a wedding dress?!

Here's a couple pics so far. Not everything has been placed yet. (And yeah, I'm trying out a texture pack.)
(click to show/hide)
Except for the center of the pool in the island, the water is shallow. The rock formations will be blocked off with barriers. The shack has large entrances on all sides.


At first I was going to leave it open without the ruined fort, but then I remembered the ranged bots and thought, "rape!" A tiny island would leave little room to maneuver around the viscount as well. So what of your checklist do I still even have?

Map name - nope. I'm calling it Lichens Island.  :)
Shack - check
Tiny Island - nope
Big lake - the biggest
Viscount inside shack - check
Ballista on top of shack - check
Palm tree with treehouse - ehh..... probably not happening. Bots gotta reach up there. We'll see. Maybe a platform to shoot from.
Bots spawn on shore and walk from multiple directions - check
Under water - not so check

I don't think it'll make it in time for the next patch, though all my other maps have been updated.... just gotta make sure Fips has 'em. *hint hint*  :mrgreen:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Kamirane on February 14, 2014, 04:05:34 am
I dont know if its possible. But maybe an interessting Idea:

Per 10 Players, 1 random Player(maybe also a dead one?) gets switched to Bot side and fights with them. With his own original Equip he has choosen at start. (Even maybe he can change equipment before Wave starts again) So instead of the "Bosses Weren, Mylet @ Co. 1-3 Players will join the Bots.

Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 14, 2014, 08:31:11 am
Hmm... an interesting idea, Kamirane, but not something a map maker/scene editor can do. That would be up to the devs. Though, just thinking about it, if I were switched to bots' side, I'd go tking all the bots so everyone could move to the next round and get even more xp and gold.  :mrgreen:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Kamirane on February 14, 2014, 09:03:04 am
... Though, just thinking about it, if I were switched to bots' side, I'd go tking all the bots so everyone could move to the next round and get even more xp and gold.  :mrgreen:

i am sure there can be a solution. Something like 3 TK´s and round ends, like it does when V dies.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 14, 2014, 11:47:57 am
Haha, I always wished something like that could happen... back in the day whenever one of the devs did surprisingly well (gotta remember bots were really shitty back in the day) someone would always shout "omg weren/varric/shik/mylet/etc. is that really you?!?!" Unfortunately they never spoke back to tell us. :(

However, from my experience with DTV, some of the DTV heroes are just as great at PvP as they are at DTV while many players aren't. Should one of the guys who is good at PvP be swapped... it's gonna be shitty for everyone else (assuming he tries hard). Also, if he only spawns on wave 3... well, that kinda sucks he has to wait 2 rounds, just to (presumably) die pretty quickly since the odds are most likely against him. Also, how would you reward the loner? "Oh, congrats, you just shit on all others present in the server, and everyone hates you now... have a large lump of gold and xp you greedy nerd!" or "Good job, you just made your team lose to peasants, enjoy your meager winnings!"
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Patoson on February 14, 2014, 12:50:57 pm
I'd advise against the new gate. The old one was much better in my opinion. It's good to have an open map where bots easily reach the viscount and don't get stuck against an ezmode shieldwall for a change.  :)
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 14, 2014, 07:44:19 pm
I'd advise against the new gate. The old one was much better in my opinion. It's good to have an open map where bots easily reach the viscount and don't get stuck against an ezmode shieldwall for a change.  :)

Luckily for you, Fips hasn't downloaded the latest version after all the barrier bit, so opening the gate was a quick fix.  :)  Besides, there is only one bot spawn out there. Having an entrance as narrow as the other side is for 4 bot spawns is probably overkill.

*** And I stayed up way too late last night working on Lichens Island. It's fairly open. Borderline too open for the bots I think, but since they have a tendency to head for the Viscount if no player distracts them, I think it will be ok. I've moved the spawns around a little, and added barriers around the edges of the map. You will be able to tell a barrier is there either because of a line of walls, a line of large rocks, rocky terrain (though that's only something to watch out for in the fortress), or a wall of sea plants.....I'm working on the sea plants now. After that....well, ... it might just be ready for a quick host test, then a submission. Like I said before, I don't think it will make it this patch, but we will see. This is my last new DTV map for a while. I need to actually sit down and learn Java programming so I can find a job with my engineering degree.  :?
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: dynamike on February 14, 2014, 08:25:19 pm
I like the concept and look of your latest map, curious to see how it will play. And the nord town looking one is my favorite in the rotation.

Maybe I'll try my luck on a DTV map next as well... my idea (let's see if I can realize it) would be a hill where the bots assault from all four sides. Maybe even make it look like an anthill, with huge scene props around, so it would make the players and bots seem like a bunch of ants fighting each other. Would go in the direction of the "Rats" fun map they had in Counter Strike  :lol:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 14, 2014, 08:28:46 pm
I like the concept and look of your latest map, curious to see how it will play. And the nord town looking one is my favorite in the rotation.

Maybe I'll try my luck on a DTV map next as well... my idea (let's see if I can realize it) would be a hill where the bots assault from all four sides. Maybe even make it look like an anthill, with huge scene props around, so it would make the players and bots seem like a bunch of ants fighting each other. Would go in the direction of the "Rats" fun map they had in Counter Strike  :lol:

The hill idea I like, but give the huge scene props idea a quick run by Fips and/or Teeth. I remember something a long time ago about no "Counter Strike" maps. But that was a long time ago, and depending on how you present it, it might just fly.
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: dynamike on February 14, 2014, 09:28:10 pm
The hill idea I like, but give the huge scene props idea a quick run by Fips and/or Teeth. I remember something a long time ago about no "Counter Strike" maps. But that was a long time ago, and depending on how you present it, it might just fly.

Haha yes good point - forgot about the importance of immersion  :wink:

Do you have experience with siege towers? Check my thread if you do, I am having trouble with it not acting as a battering ram and sending parts of my castle flying  :lol:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 14, 2014, 11:47:07 pm
Okay. Here it is. Version 1.0. How the hell I finished in time, I'll never know.  :lol:

DTV_Lichens_Island

(click to show/hide)

Now I just have to upload it.

I think it's relatively obvious where barriers are. I do wonder what it looks like without a texture mod though.  :lol: I forgot to look!


****
Here's what it looks like without the textures mod.
(click to show/hide)

http://www.nexusmods.com/mbwarband/mods/5869/?
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 15, 2014, 12:04:30 am
I am having trouble with it not acting as a battering ram and sending parts of my castle flying  :lol:

Am I the only one who is perfectly okay with this? :mrgreen:

(click to show/hide)

Anyways, while I like your siege map design, and well, the fact that you are making siege maps... it is just too vertical imo. Looks awesome, 10/10 for style points, but unfortunately any really vertical map (helm's deep and that other infamously vertical one... don't know the name since all names are screwy) almost always kills (NA) siege or significantly reduces the population. The main problems with inclines is that:

A) Ranged. Nothing is better for ranged than a really long staircase or ladder, where their opponents all move like snails. Ranged is bad enough for most people on even terrain, but give the ranged a HUGE advantage, and well... GTXs are bound to happen.

B) Frankly, any kind of combat on an incline sucks in this game. The range of all attacks is always really screwy as well as your walking speed. While stairs generally make you really slow both ways, some kills/slopes will make you really slow moving up, but twice as fast moving down.


Sorry to turn this into a mini-smithy-feedback-post, but since he asked about it here... :P
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Thranduil on February 15, 2014, 12:28:58 am
Am I the only one who is perfectly okay with this? :mrgreen:

(click to show/hide)

(click to show/hide)

Sorry to turn this into a mini-smithy-feedback-post, but since he asked about it here... :P
haha. I've no problem with that at all. Also, I wish there was a video of that fight.  :lol:
Title: Re: Thranduil's DTV maps. Taking suggestions/requests.
Post by: Jona on February 15, 2014, 06:23:55 am
I know I have seen fights where the wall pieces just fly away... not sure where to find them though. Wasn't that particular fight, but if you have seen on, you can guess what the others looked like.

Edit: Couldn't find an actual strat battle, but this video shows off the glitch pretty well.



 ~7:30 shows off pretty well how crazy it can be when you are on a scene object and it is spinning.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on February 18, 2014, 07:16:08 pm
In the "fort" map (sorry, I don't know the name), the new ballista at the end of the slope leads to boring/nobrainer/sigh shieldwall and no other place of the map has a footstep but bots'.
(click to show/hide)
(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on February 18, 2014, 08:44:15 pm
In the "fort" map (sorry, I don't know the name), the new ballista at the end of the slope leads to boring/nobrainer/sigh shieldwall and no other place of the map has a footstep but bots'.
(click to show/hide)
(click to show/hide)


I was afraid that might be a possibility with that ballista platform. (The # of shielders in NA dtv has gone almost to 0, so shield walls haven't been on my mind lately. I was thinking of encouraging a low level to stay behind and watch for bots that got past, while still having a shot at hitting something with a ballista). Guess I'll remove it.

As for the hovering corn, .... I have no idea why the small plant object isn't visible. I checked it with both DX9 and DX7 and it's there. Either you're missing the texture file for it, or.... well, honestly, I dunno.  :?

I guess while I'm playing archer and wouldn't be COMPLETELY useless on the EU server, I oughta play dtv there some since there's more players on it, and most of the glitches found on my maps have been found by EU (case in point, I just hopped on EU7, and someone found one on my first dtv map.... and as with all glitches, there's no way to actually do it  :rolleyes:)

***Shameless plug time***
While playing EU7,  we go to the final wave of the final round (chadz bots, tincans, Fips, Tydeus, and all the rest) on Celtic Ruins! ... We lost though.

*** Updated Desert Ruins, Mein Bridge, Motte and Bailey, and Viking Village.

(click to show/hide)



************ 2/23/2014
(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on March 06, 2014, 03:46:32 pm
In the beach map, there are the remains of a boat on the sand which some people use to exploit so they can hit bots with long weapons while bots can't hit them. If you could remove that boat, one type of exploiting less to worry about. :)
(click to show/hide)

And on Desert Ruins, bots get stuck at the back-left spawn sometimes (maybe because they have line of sight with the viscount or players and they keep shooting without moving).
(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 06, 2014, 05:22:33 pm
Lichens Island: Flipped the boat and added AI mesh over it.

Desert Ruins: Not sure if it's line of sight problem, or that glitch where 1 bot gets stuck at it's spawn point. It happens now and again. Does that happen a lot there on that map?
At any rate, I've lowered the terrain level there and edited the AI mesh accordingly.


EDIT*
And of all the.... I finally get to play Motte and Bailey for the first time in like a month, and I find hovering corn like you did, Patoson! Either the patch removed that scene object, or moved/renamed it. Good grief. Devs keep taking away my toys. Guess I'll probably end up removing the corn. =P

Corn and plant still there without WSE2. Weird. But I guess I might still take it out since it doesn't show.


EDIT** 3/9/2014
Updated Lichens Island. Basically made the gate thicker to prevent knifing and punching through (and no lucky pikes either, I hope). Seen too many players ignore their teammates and the viscount because they can sit at the gate and knife up a high kill count. I've even seen the map be lost because of this. It was funny when it was just punching, especially when it was peasants punching. With only one ballista (and really, nowhere to shoot the ballista) it gave the peasants a little something to pass the time, but now it's an exploit that is being exploited FAR beyond my intentions.
Anyways, gate is now 5x thicker to match the gate in Ozins Sea Raid map. Sorry guys.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 15, 2014, 06:33:51 pm
It's been long overdue, but I've updated the OP with links to all the maps.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Moncho on March 15, 2014, 06:39:26 pm
In city revolt, people are abusing the stairs to the keep, standing on them and the bots go for them but do not attempt to go up the stairs
Also, the doors (in the place where there are 4, from spawn to keep next to the main gate) dont seem to work fine sometimes, when they are left open at the end of the round I think, appearing open when closed, and the other way round.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 15, 2014, 06:48:10 pm
In city revolt, people are abusing the stairs to the keep, standing on them and the bots go for them but do not attempt to go up the stairs
Also, the doors (in the place where there are 4, from spawn to keep next to the main gate) dont seem to work fine sometimes, when they are left open at the end of the round I think, appearing open when closed, and the other way round.

The latest version of the map won't have the doors anymore. I must not have put an AI mesh on those stairs (not that I'm sure the bots could climb those particular ones). I'll take a look at it and either add barriers to it, or an AI mesh there.


****Updated City Revolt.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on March 20, 2014, 02:19:23 pm
On the map Celtic Ruins, there's a spot on the wall where people can camp and bots won't hit them. It's on the right side, near the ballista.

(click to show/hide)

It would be great if it were made inaccessible to get rid of another lame "tactic" (as they like to call it).
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 20, 2014, 03:10:15 pm
On the map Celtic Ruins, there's a spot on the wall where people can camp and bots won't hit them. It's on the right side, near the ballista.

(click to show/hide)

It would be great if it were made inaccessible to get rid of another lame "tactic" (as they like to call it).

Woohoo! Finally! I was afraid that map would never need updating.  :lol:  Now I can move the Dalek!  :twisted:  Actually, I already have, but now there's an update to go with it! Done and uploaded version 1.1. Thanks Patoson. Now I gotta decide where to move him next, assuming there will ever be another update to that map, but I'm sure someone will find something for me to do with it.  :wink:

EDIT
In that same map, sometimes bots get stuck at the spawn past the bridge and you have to go there and lure them
Too soon! lol I'll see if it's something I can fix. Are they stuck on terrain, or are they just not moving? I've seen the one bot that never moves on the left. Or is this on horses rounds? If it's horses, I don't think there's anything I can do about that. Horse AI is just that dumb.  :( .... Actually, you may not see this if I don't add another post.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Moncho on March 20, 2014, 03:11:06 pm
In that same map, sometimes bots get stuck at the spawn past the bridge and you have to go there and lure them
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 20, 2014, 03:14:40 pm
In that same map, sometimes bots get stuck at the spawn past the bridge and you have to go there and lure them
Too soon! lol I'll see if it's something I can fix. Are they stuck on terrain, or are they just not moving? I've seen the one bot that never moves on the left occasionally, though I think that's the AI being silly since the AI mesh looks fine. Or is this on horses rounds? If it's horses, I don't think there's anything I can do about that. Horse AI is just that dumb.  :(
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Moncho on March 20, 2014, 03:22:12 pm
It just stays there still, on foot. I saw it on the Fallen round (outcasts), one of the heavy armoured ones with a morningstar stood there and I had to go all the way there to kill it (or shoot it from afar).
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 20, 2014, 03:26:25 pm
Hmmm... I wish I could just say it's bad AI, but aside from this map, I can't remember another map where this is a problem. At least, I can not vividly remember. This would have to be the AI mesh that's at fault, but the AI mesh in those areas looks perfectly fine and I would imagine it would be more than a 1 bot problem, but I'll redo the AI meshes in those sections anyway.

EDIT
Done and uploaded version 1.11. Hopefully this will stop those troll bots. Didn't move the Dalek again for this one though.  :mrgreen:
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: nilloc93 on March 22, 2014, 08:10:16 pm
on city revolt you can use the northmost balista to glitch into the upper floor of a house along the path.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 23, 2014, 01:33:29 am
on city revolt you can use the northmost balista to glitch into the upper floor of a house along the path.

Yep. I'm awaiting the next patch to install the update to the map. The barrier will be moved center of that platform with space around it to prevent that glitching.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Elio on March 23, 2014, 03:49:31 pm
Thanks Thranduil for your good work.

Now DTV is alive again. :D

Just a suggestion: Is there a way to open the sky of DTV_Mein_Bridge map. Cave make me a bit claustrophobic.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 23, 2014, 06:05:35 pm
Thanks Thranduil for your good work.

Now DTV is alive again. :D

Just a suggestion: Is there a way to open the sky of DTV_Mein_Bridge map. Cave make me a bit claustrophobic.

Thank you Elio!

I'm not sure about opening up Mein Bridge. I don't think so. On top of the ceiling is a make-shift snow-topped mountain (in case anyone does manage to go outside through the back entrance, they won't just see a flat rock on top), so above the ceiling of 4 - 5 valley_rocks is another larger ceiling (or base of the mountain) made of just 1 valley_rock covering the same area. I can't show that one as a ceiling partly because it's stretched too wide and long (which makes it look too greenish depending on the lighting), and partly because I can't raise it or shrink it really without changing the look of the outside a lot (which I admit is not as important if people don't go out), but most importantly, if I have a hole in the ceiling, it will light the place up light a Christmas tree.  :P

Sorry about the claustrophobia, but, to an extent, that was part of the intent of this map - to feel closed and confined while still being quite open and spacious, to feel a shining glimmer of hope through the exit behind you only to have it turn to dread as bots come marching down through it. ..... Yes, I'm sadistic, I know.  :oops:
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on March 23, 2014, 06:14:05 pm
Another bug. Yay!  :mrgreen: On the LOTR cave map, if you jump to the water before the countdown ends, you survive the fall and then you can walk through the wall and reach a weird area where you are not drowning anymore but you can't get out.

Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 23, 2014, 07:12:15 pm
Another bug. Yay!  :mrgreen: On the LOTR cave map, if you jump to the water before the countdown ends, you survive the fall and then you can walk through the wall and reach a weird area where you are not drowning anymore but you can't get out.

(click to show/hide)

:lol: With that fog, it looks like another world entirely! With all that height distance between them and the bots, I don't know if the bots would try to follow them or not, but since I imagine this could be used to get outside of the mine, I suppose I should place barriers along the walls at the bottom there. I'm honestly more tempted to put an easter egg there instead.  :lol: Maybe both!


EDIT. ..... my visitors can't see pics , please register or login
 is showing as :lol: .... weird. Watch this autofix and make this EDIT senseless.



SUPER EDIT. I KNOW WHERE THAT IS NOW! HAHAHAHAHA! He warped to ABOVE the map! Oh wow! He's underneath the mountain peak. He can't hope to do anything there. Just...wow this game's glitches sometimes.... just... wow. I'll place barriers in the bottom of the map to prevent glitching to the top of the map. Makes perfect sense. visitors can't see pics , please register or login
 Oh if I could just put a balrog up there or something to scare the shit outta whoever does it.... oh that would be perfect!


************
Updated Mein Bridge with more rocks at the bottom to prevent magical glitching. lol
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on March 31, 2014, 04:18:36 pm
I have yet another exploit to report. I'm sorry I didn't take any pictures because I have figured out too late I should report it.

It's on the Viking Village. As you spawn and heads towards the rightmost spawn, if you stand on the middle of the left edge of the bridge (and nobody else is nearby), bots will go down underwater and get stuck under that player, eventually drowning.

Maybe it would be better without the river or something (just plain terrain).
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 31, 2014, 04:40:22 pm
I have yet another exploit to report. I'm sorry I didn't take any pictures because I have figured out too late I should report it.

It's on the Viking Village. As you spawn and heads towards the rightmost spawn, if you stand on the middle of the left edge of the bridge (and nobody else is nearby), bots will go down underwater and get stuck under that player, eventually drowning.

Maybe it would be better without the river or something (just plain terrain).

Hmm, that's a new one. That map needs a major update and possibly an overhaul anyway. Just not really sure what to do with it yet since I didn't make it for DTV so much as I made small modifications to it and slapped an AI mesh on it.  :P

I'll see what I can come up with, though chadz knows when the next server update will be.  :?
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on March 31, 2014, 11:40:22 pm
Okay. I tried making some changes to Viking Village.

Moved the siege barrier in the center more to the right. This should separate the two sections of bots and force the large bridge to be used.
(click to show/hide)

Added a platform with a couple ballistas behind Viscount so you have the option to camp the Viscount. Ballistas haven't been very useful on this map in the past. Hopefully this will help. 5 ballistas!  :D
(click to show/hide)

And I saw some people jumping on the giant bundle of sticks at the barrier here and bots couldn't get them.... though they did fall off frequently. :P
Also, I removed the bridge as you can see and I've smoothed the terrain around the water a lot so it shouldn't slow anything down in that area.
(click to show/hide)

I almost want to do something else to it, but I can't think of anything without having major changes or adding more stuff, and I'm afraid of putting TOO much stuff, so I'll leave off here for now.

Now the real question. Should I upload this one as an update?
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Jona on April 01, 2014, 12:07:54 am
Only one bridge now?
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on April 01, 2014, 12:14:52 am
Only one bridge now?

Yes, but the water is so shallow on that side now that the other one isn't really needed. It didn't slow me down at all running through it.

***EDIT*** Almost forgot. The V shouldn't float in the air anymore. :P



************Went ahead and uploaded the changes as version 1.5. Version 1.4 is still available if it is preferred.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on April 03, 2014, 12:30:13 am
Grey Havens

Maybe 50% done.
(click to show/hide)

Larger picture:
(click to show/hide)

More importantly, I need to go ahead and place more AI mesh than I have and try a bot test to see what they do. Guess I'll throw it in Native and attack a village.  :twisted:

Lot of possible IF factors right now. It may get severely modified to siege?...if dtv won't work?....or I may leave it as a picture on my mantle piece.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on April 03, 2014, 06:11:10 pm

:D
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on April 03, 2014, 06:37:45 pm

:D

visitors can't see pics , please register or login
   visitors can't see pics , please register or login
   visitors can't see pics , please register or login
   visitors can't see pics , please register or login
   

HAHAHAHA! That is the best thing I have seen all week! Daleks FTW! Well, joke's on them! I don't have to do anything because the Dalek has moved in the new version!  visitors can't see pics , please register or login
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on April 04, 2014, 07:37:53 am
Shoot me.

Grey Havens

(click to show/hide)

(click to show/hide)

Description:
The Viscount intends to board the last ship at the Grey Havens and leave the lands of Calradia forever!  But first, he must survive the wrath of all whom he has wronged over the years! From peasants to former knights, and even some pissed off virgi-......*ahem* women demanding child care. We're not paid enough to put up with this guy!

DL: http://www.nexusmods.com/mbwarband/mods/5877/?
Direct Download: http://www.nexusmods.com/mbwarband/download/1000003714  <--- new link. added torches for night.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on May 14, 2014, 01:23:38 pm
(click to show/hide)

They are behind the gate behind viscount, which doesn't seem to be operable.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: SyderOne on May 14, 2014, 02:44:52 pm
Patosón pitoduro
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 14, 2014, 04:59:20 pm
(click to show/hide)

They are behind the gate behind viscount, which doesn't seem to be operable.

Yeah, I noticed, though every time I played, the problem was exactly the opposite. The wench worked, but the portcullis never returned to it's correct position after a round ended. All you could do was make it go a little higher every round. :\

I made a couple changes a while back that I hope work, but I really have no clue why that gate is not working.

(click to show/hide)
(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on May 14, 2014, 05:11:48 pm
Oh, if there is a crank, then my bad. I thought the gate just couldn't be opened, because that last player wouldn't do anything even after I told him where they were. I just didn't see it and figured it was a bug that bots spawned there.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 14, 2014, 05:51:15 pm
Oh, if there is a crank, then my bad. I thought the gate just couldn't be opened, because that last player wouldn't do anything even after I told him where they were. I just didn't see it and figured it was a bug that bots spawned there.

Haha. No, but it is buggy in the version in rotation. The crank is at the top of the stairs on the side of the building.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on May 16, 2014, 07:33:52 pm
I think that the castle map you edited for the last patch, the one with an open area with trees to the left through the big gate and where, before, there was an exploitable house accessed with a ballista was better when it had the doors we could open to access their spawn. Cav still gets stuck and not being able to go through there makes it more tedious in my opinion.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 16, 2014, 08:08:13 pm
I think that the castle map you edited for the last patch, the one with an open area with trees to the left through the big gate and where, before, there was an exploitable house accessed with a ballista was better when it had the doors we could open to access their spawn. Cav still gets stuck and not being able to go through there makes it more tedious in my opinion.

Hmmm.... right now I'm not sure what I can do. The doors get glitchy as you've seen (and the portcullis in Grey Havens is doing the same thing.  :shock: ). I suppose I could place a couple of portcullis, though they might be a bit too exploitable, .... assuming they don't glitch out like in Grey Havens. I'll see if I can come up with something.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 16, 2014, 10:38:10 pm
So after a little fiddling, I think this could work, as long as the portcullis and winch props behave. Hopefully, even if ppl stand in front of the gates, the bots won't be lured to get stuck on the gates....or at least, not that many.

(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on May 19, 2014, 03:52:19 pm
Yet another cheap "tactic" in DTV - Desert Valley map:
(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 19, 2014, 05:59:07 pm
Yet another cheap "tactic" in DTV - Desert Valley map:
(click to show/hide)

Haha. Nice. Took them long enough to figure that out. Unfortunately, I don't know who made that map.  :?
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Rico on May 25, 2014, 09:31:35 pm
Stating my personal opinion about each of your maps. Please remember it is just opinions, not claiming that anything of it is objective or true, it is all my (biased) observations!

+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+

Celtic Ruins
(click to show/hide)

It's a great map, since there are enough entrances to make it challenging. It's good for team players who like shieldwalls, and also lone wolfs get there share since they can charge out to the two meadows, flank at the left or right tower passage, or use the corridor with the one idle ballista. The spawns are close enough and no bots get stuck, so you rarely end up waiting for the last kill and getting bored.

City Revolt
(click to show/hide)
I feel like the meadow spawn behind the river could be closer to the town, but otherwise, the map is perfect for similar reasons as the previous map.

Desert Ruins
(click to show/hide)
Playable with 25+ players. If there are less, you keep chasing stray cavalry bots for several minutes and it is impossible to send players close to all spawns. Since the map is large and the spawns are all far from the center in different directions, it's a lot of running around risking that one line is undefended at the next wave, or idle waiting. I appreciate the artistic value of this map, but the layout make the gameplay with few players a pain. This is not one of my favorites.

Grey Havens
(click to show/hide)
Given the rapidly dwindling server population when this map pops up, I think the majority of players does not like it. I consider myself one of them, because the landing stage is too long and bots get stuck there, the left spawn is too far away and too hard to reach to kill the bots quickly, and the gate makes finishing this map in short and intense fights even harder, because the nature of the other spawns makes them top priority, so that the gate spawn is the last being dealt with, whenever less than 25 players are online. Playing this map feels like a train trip on blocked railroads.

Please make it easier to reach the landing bridge without taking damage from falling, move the left spawn closer to V, and find a solution that the gate does not become an annoying bottleneck when few players are online. Maybe remove the gate spawn completely and make the other spawns closer/easier to reach.

Lichens Island
(click to show/hide)
This map has an amazing layout, and I love that ranged players have the chance to cover all entrances from the roof above V. It is a lot of fun to pew pew there. Lone wolf melee players enjoy the beach and the gate, teamplayers get the side door. However, it would not hurt to move all the spawns closer, too. The beach spawn just a bit, the spawns around the gatehouse and next to the side door should be significantly closer. The side door is easy to block within some seconds after the map starts, and the gate is closed anyways, so the bots should not have to run all the way to reach it. The only spawn that could make this map unbalanced if you moved it closer to V is the beach spawn, because beach cannot be handled by just a few guys. This is why I suggest to move it closer as well, but not as much as the other spawns. After doing this, the map will be more intense and interesting to play, and waiting time will be reduced once more. Despite these minor (but imho necessary) improvements, the map is really nice and fun. Good job :mrgreen:

Mein Bridge
(click to show/hide)
Not everyone likes it, but I do. Good mix of teamwork, lonewolfing and ranged fighting opportunities, again. Just peasants getting stuck half-way down on the cliff are sometimes annoying, but it rarely happens.

Motte & Bailey
(click to show/hide)
Great map, I love it very much. It is challenging because you never reach the gate at the bridge before the bots of the first wave do, so there is fights that feels a bit like the street skirmishes in Vengard, the capital city in Gothic III (really great game in case you did not play it). All these bots hit your wide-spread teammates trying to reach the gate and blocking it, and they usually hit like a truck :mrgreen: It is so much fun, and the reward is wonderful and well-deserved, because getting good exp/gold once the gate is blocked is pretty much set.

Viking Village
(click to show/hide)
Please make the meadows smaller and the spawns closer. The bots which get stuck very often in the houses on the ladders piss me off, but it wouldn't be that much trouble if they spawned closer and the rounds were faster overall. What kills the fun of DTV is usually that one bot or bot group that has to be taken care of after 99.9% of the hard fight is over. If you can minimize this on all the maps I observed it on, your on average good maps become very good maps.

Sankyu for all your efforts, you did a great job overall!
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 25, 2014, 10:14:46 pm
Thanks for the comments and detailed feedback. I definitely agree with some of your points. Hopefully my updates will fix some of the problems you mentioned. Namely with Grey Havens and maybe Viking Village.

Desert Ruins needs some work. Maybe even a near-complete revision.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on May 28, 2014, 04:05:22 pm
Made more changes to Grey Havens and Viking Village and some changes to Desert Ruins, blocking off one of the entrances. I haven't uploaded any of them for public download yet, and they didn't make the patch this time. Sorry.

I'll get around to uploading them sometime today hopefully.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Rico on May 30, 2014, 04:21:51 pm
Sankyu, looking forward to see them implemented in the next patch :mrgreen:
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on June 10, 2014, 06:26:58 pm
I like the changes, Thranduil. Good work!

But I have a suggestion for the "LOTR-cave-map" (sorry, I don't remember the name): in order to fix bots getting stuck in the middle of the fall down the hole, on the wall, maybe change the wall to something straight (with no relief), so, if bots fall down, they fall all the way down?

There's also another place where they get stuck: underneath the furthest right edge of the wide bridge on the left. Maybe the same idea of a single straight vertical wall would fix that, and also removing that rocky elevation above that spot, so there would be nothing but straight wall (our side), bridge, straight wall (other side).

If this could really work, it would be great, because the map is fun otherwise.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on June 10, 2014, 11:16:24 pm
I like the changes, Thranduil. Good work!

But I have a suggestion for the "LOTR-cave-map" (sorry, I don't remember the name): in order to fix bots getting stuck in the middle of the fall down the hole, on the wall, maybe change the wall to something straight (with no relief), so, if bots fall down, they fall all the way down?

There's also another place where they get stuck: underneath the furthest right edge of the wide bridge on the left. Maybe the same idea of a single straight vertical wall would fix that, and also removing that rocky elevation above that spot, so there would be nothing but straight wall (our side), bridge, straight wall (other side).

If this could really work, it would be great, because the map is fun otherwise.

I'll see about getting to work on that as soon as I can. Just started a part time retail job yesterday so hours are a bit shaky.... and it will probably stay that way until I can find a job where I can use my brain a bit (Engineering degree doth not a job guarantee) with more steady hours.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on June 11, 2014, 12:20:24 am
Alright then. I'll keep the spam to a minimum.  :D      Best of luck with that, Thranduil!
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on July 14, 2014, 05:22:41 pm
After the changes in Desert Ruins, now bots spawn and get stuck behind the border fence on the back-right sometimes.

(click to show/hide)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on July 15, 2014, 12:55:55 am
Oh .... fubar!  Okay, adjust spawn on desert map, ..... and I think I heard bots getting stuck on barrels at spawn in Grey Havens. I'll look at that too.
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Patoson on July 23, 2014, 04:27:42 pm
Bug in Grey Havens (outside map limit) (http://youtu.be/bDy115G0z3U).
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Thranduil on July 26, 2014, 09:39:06 pm
Desert Ruins and Grey Havens updated and sent to Fips.

This is my last update I'm afraid. After 5 years of playing this mod (sole reason I bought M&B:W) I have reached the point where I feel that I must move on. Actually, that was a  year ago and these crazy drunken elves kidnapped me!  :lol:  Fare thee well!
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Uther Pendragon on July 26, 2014, 10:33:28 pm
Desert Ruins and Grey Havens updated and sent to Fips.

This is my last update I'm afraid. After 5 years of playing this mod (sole reason I bought M&B:W) I have reached the point where I feel that I must move on. Actually, that was a  year ago and these crazy drunken elves kidnapped me!  :lol:  Fare thee well!

Oh no you're not, last not-fips person making stuff for DTV.


:(

Sad to see you go, I hope DTV won't suffer without new maps being made. Good luck in the future, hope you change your crazy mind and come back eventually :)
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Fips on July 26, 2014, 10:43:55 pm
Desert Ruins and Grey Havens updated and sent to Fips.

This is my last update I'm afraid. After 5 years of playing this mod (sole reason I bought M&B:W) I have reached the point where I feel that I must move on. Actually, that was a  year ago and these crazy drunken elves kidnapped me!  :lol:  Fare thee well!

=/
Title: Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
Post by: Batuhan_of on August 22, 2014, 07:21:03 pm
Grey Havens Very God