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
Alright then, here is my first attempt.
Oops! I'm sorry. I completely misunderstood the topic of the thread. :((click to show/hide)
wooden motte and baileyI likes this. I really likes this. I likes this so much, I'm gonna share. :)
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)
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.
it allow to route bots flow in multiple direction and give us a way to escape from a mass bots rush.
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.
Is that an actual functioning weapons rack? In DTV?
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
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
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.
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)
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.
What, how?!
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.
I don't know how he got there, but there he was on the wall:(click to show/hide)
It may be the bug that sometimes teleports you, and invisible barriers would in that case not help
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.
... 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'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. :)
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.
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:haha. I've no problem with that at all. Also, I wish there was a video of that fight. :lol:(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
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)
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.
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).
In that same map, sometimes bots get stuck at the spawn past the bridge and you have to go there and lure themToo 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.
In that same map, sometimes bots get stuck at the spawn past the bridge and you have to go there and lure themToo 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. :(
on city revolt you can use the northmost balista to glitch into the upper floor of a house along the path.
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.
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)
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).
Only one bridge now?
:D
(click to show/hide)
They are behind the gate behind viscount, which doesn't seem to be operable.
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.
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.
Yet another cheap "tactic" in DTV - Desert Valley map:(click to show/hide)
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.
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!
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!