cRPG

cRPG => General Discussion => Topic started by: Wesleysnipes on September 04, 2014, 10:42:48 pm

Title: Map Rotation
Post by: Wesleysnipes on September 04, 2014, 10:42:48 pm
The map rotation is complete garbage. Bring back more community maps instead of fucking open plains, ruins, villages. We could use more city maps. Its annoying dealing with cav and kiting archers everyday.

While you're at it, make it rain once a week.
Title: Re: Map Rotation
Post by: lombardsoup on September 04, 2014, 10:50:53 pm
Are you suggesting devs and or community members work on new maps that would increase the longevity of the game?  LUDICROUS

EXECUTE THAT MAN
Title: Re: Map Rotation
Post by: Rico on September 04, 2014, 11:06:45 pm
OP, if you want something to change, best do it yourself. It's not like you couldn't lobby for it on IRC, learn how to make maps and ask for their implementation on IRC, or suggest a new structure like the a map evaluating council. There are probably more people who would like to see the same changes as you. Ask them to PM you or join you on IRC and you can get some work done. If you have proven your engagement, the devs will give you fancy titles, server access and whatnot.

Some of the current item balancers, map editors and modelers used to be whiny bitches like you, but started to help out. The result is the mod we have as it is now, and it improved a lot since it came out.

Edit: @Sir_Alec, the prick who downvoted this post: It is meaningless to just point at problems and moan without doing anything yourself. Check out Suggestions Corner/item workshop: You will see that I have absolutely 0 skill in modeling, but even a talentless useless sucker like me can try to change cRPG for the better by looking for help, building up a team and just getting some work done. Hopefully, I will pick up the technical skill step for step while working together with experienced people.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 04, 2014, 11:19:50 pm
The maps are there. I'm more then willing to sort through all the maps to make a rotation work.
Title: Re: Map Rotation
Post by: Keshian on September 05, 2014, 01:24:00 am
Yeah, I'm still not sure why they removed most of the community maps and replaced them with generic native maps of villages and plains.  I know quite a few people that stopped playing this game solely because whoever did the map setup on NA side is beyond lazy and retarded.  Need a new administrator of map rotation as the current one doesn't even play this mod anymore and doesn't care that his laziness is killing off the community.

I personally nominate wesley.
Title: Re: Map Rotation
Post by: lombardsoup on September 05, 2014, 01:34:18 am
Everybody knows we need another two dozen iterations of random plains
Title: Re: Map Rotation
Post by: Protemus on September 05, 2014, 01:42:51 am
This mod deserves more open maps, amirite.
Can't even play decently on these maps nowday, I'm working my ass off to kill something in those damn Nord towns and shit.

POWAH TO THE HORSE ARCHERY *fist up*
Title: Re: Map Rotation
Post by: MURDERTRON on September 05, 2014, 02:10:32 am
Half of the current maps might as well be a fishbowl where one team starts in the middle and the other team starts on the rim, with all their archers shooting down.  Elevation plays a huge part in how a map is played, and the ones with large elevation differences need to be taken out.
Title: Re: Map Rotation
Post by: San on September 05, 2014, 02:18:07 am
Every time the old community maps get brought up they're shot down lol. Maybe we can have different maps for NA.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 05, 2014, 02:21:49 am
None the less, for the time being we should add them in and have more variety
Title: Re: Map Rotation
Post by: Artyem on September 05, 2014, 02:47:22 am
Calling on Daruvian to make some maps that don't suck ass.
Title: Re: Map Rotation
Post by: Jack1 on September 05, 2014, 03:02:05 am
Just about any of the old ATS maps would be awsome.
Title: Re: Map Rotation
Post by: Jona on September 05, 2014, 09:27:09 am
Every time the old community maps get brought up they're shot down lol. Maybe we can have different maps for NA.

Is there any actual reasoning behind why they are instantly shot down? Mostly all of us think they are fun, and the odds of us all being wrong and the 2 or 3 people reviewing them being right are pretty small.
Title: Re: Map Rotation
Post by: Fips on September 05, 2014, 12:47:16 pm
The map rotation is complete garbage. Bring back more community maps instead of fucking open plains, ruins, villages. We could use more city maps. Its annoying dealing with cav and kiting archers everyday.

While you're at it, make it rain once a week.

Oh wow, i feel so motivated now to do as you say and spend yet another couple dozen hours on making and editing maps just for you! For free, too!
Title: Re: Map Rotation
Post by: BlindGuy on September 05, 2014, 12:51:41 pm
Oh wow, i feel so motivated now to do as you say and spend yet another couple dozen hours on making and editing maps just for you! For free, too!

Good to know you feel that way, get on it :D
Title: Re: Map Rotation
Post by: imisshotmail on September 05, 2014, 01:56:03 pm
Oh wow, i feel so motivated now to do as you say and spend yet another couple dozen hours on making and editing maps just for you! For free, too!

The map rotation would be better if you didn't make maps at all.
Title: Re: Map Rotation
Post by: imisshotmail on September 05, 2014, 02:11:48 pm
Anyway I went over some of the map rotation a while ago, I think some of these maps are no longer in the rotation and obviously there is way more in it that I don't have down.  also i'm sure nobody would edit the maps themselves, so most of the ones i'd just remove.

(click to show/hide)

But there is an easy pattern to tell for what makes bad maps that most people I know agree with. Hills are awful. Elevated camping positions are awful. Flat ground with no cover is awful. Narrow pathways/corridors are awful.
Title: Re: Map Rotation
Post by: F i n on September 05, 2014, 02:20:20 pm
This mod deserves more open maps, amirite.
Can't even play decently on these maps nowday, I'm working my ass off to kill something in those damn Nord towns and shit.

POWAH TO THE HORSE ARCHERY *fist up*

I despise your class, your forum-avatar, your attitude, your looks, your valorwhoring at the end of each round, your posts and everything you like.

Title: Re: Map Rotation
Post by: Mr.K. on September 05, 2014, 02:32:26 pm
But there is an easy pattern to tell for what makes bad maps that most people I know agree with. Hills are awful. Elevated camping positions are awful. Flat ground with no cover is awful. Narrow pathways/corridors are awful.

^^This. The engine is horrible for hill fighting and archers/xbows shouldn't be allowed to gain a position where they aren't threatened by anything. The current map rotation on EU1 is just horrific. Even if someone really tried, I don't think they could make it any worse. It's filled with closed quarter fighting with no room for cavalry or any flanking. Archers are on top of buildings or on vertical hills camping, and melee runs in clockwise circles trying to lap each other. With the new conquest I spend most of my playtime on EU2 even though I used to play there maybe 5% of the time before.

I disagree with the desert map though. I think the dunes give enough cover for melee most of the time and even though they are a bit too high giving archers some protection from cavalry, they are still at least reachable. One of those maps that require teamwork to win. Keep your team's best archer alive and profit. As cavalry, kill the enemy archers when they aren't protected and backstab melee when they are engaged. Pretty balanced, but a bit boring maybe when the team that camps more usually wins.
Title: Re: Map Rotation
Post by: CrazyCracka420 on September 05, 2014, 04:11:33 pm
The map rotation is complete garbage. Bring back more community maps instead of fucking open plains, ruins, villages. We could use more city maps. Its annoying dealing with cav and kiting archers everyday.

While you're at it, make it rain once a week.

Lol...all the maps right now are basically village maps with houses and buildings everywhere.  I consider most of them to be siege maps since you're fighting over what is obviously villages and castles (not battles).  There are no open plains maps in the rotation any more (back when there were 50 maps in the battle rotation open plains were played 2 times out of 52'ish and people still bitched about it).

We need more open maps, most of the maps we play now are counter-strike-esque (i.e. hallways, alleys, and other tight choke points that are a hindrance to cavalry). 
Title: Re: Map Rotation
Post by: Wesleysnipes on September 05, 2014, 05:24:55 pm
Oh wow, i feel so motivated now to do as you say and spend yet another couple dozen hours on making and editing maps just for you! For free, too!

We appreciate the responsibility, time, and effort you take. But one person is not enough to do this job. Let us help you please.
All I want is to help fix the map rotation that's all.

We need more open maps, most of the maps we play now are counter-strike-esque (i.e. hallways, alleys, and other tight choke points that are a hindrance to cavalry). 

Maybe we play on different servers but there are TONS of cavarly maps atm.
Title: Re: Map Rotation
Post by: Protemus on September 05, 2014, 11:13:44 pm
I despise your class, your forum-avatar, your attitude, your looks, your valorwhoring at the end of each round, your posts and everything you like.



I love your homing axes Fin and your clanmates who are absolute trolls on EU_1, you know that team who have them will lose for sure.

Krems are love, Krems are life, Krems are trolls

(click to show/hide)
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 05, 2014, 11:45:21 pm
Alright you entitled shits tell me the map that you want made and I will have it finished within the next two hours. I'm being totally serious.

3
2
1


Go.

disclaimer: 2 hours from the time I see your post, assuming I don't have like someone IRL text me and be like "hey come get a free blowjob daruvian", in which case I cannot be blamed
Title: Re: Map Rotation
Post by: Rico on September 05, 2014, 11:51:17 pm
Oh wow, i feel so motivated now to do as you say and spend yet another couple dozen hours on making and editing maps just for you! For free, too!

That's what you call constructive feedback nowadays -_-' I feel your pain Fips
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 05, 2014, 11:52:42 pm
Seriously I'm literally just sitting here waiting to make a map.

visitors can't see pics , please register or login
Title: Re: Map Rotation
Post by: WITCHCRAFT on September 05, 2014, 11:57:34 pm
someone IRL text me and be like "hey come get a free blowjob daruvian"

check your PMs  :oops:  :wink:

on a serious note: make a swamp map. Shallow pools, dead trees, a couple large unbroken pieces of land. Add docks and bridges and maybe some wooden shacks.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 06, 2014, 12:01:55 am
You're a drawer, if you want to take like 10 minutes in paint and sketch a swamp map you'd like to see, I would make it... getting a cRPG map to look like a swamp would be pretty difficult though.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 06, 2014, 12:04:47 am
The rotation first then new maps. Everyone I talk to loves the old ATS community server maps! Bring em back and take out 75 percent of the ones we use now.
Title: Re: Map Rotation
Post by: MURDERTRON on September 06, 2014, 12:09:47 am
Fips, is there a way I can see the pool of maps that exist and then personally make my recommendations?
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 06, 2014, 12:16:17 am
Fips, is there a way I can see the pool of maps that exist and then personally make my recommendations?

They can all be found client-side. Just use your cRPG Launcher but instead of "Play cRPG" hit "Play Warband". In the drop-down menu of modules select "cRPG" instead of "Native" or whatever it is set on for you. Launch the game. Then hit "Scene Editor". Voila, there's all the maps.

If you want an easier way to see all of them at once then go to Warband/Modules/cRPG and look in the SceneObj folder to see all the map files (this is less complicated looking), or Scenes.txt to see all the maps, their names, and their terrain codes.
Title: Re: Map Rotation
Post by: chesterotab on September 06, 2014, 12:31:27 am
create dust2 for crpg then get rid of every other map.
Title: Re: Map Rotation
Post by: Rico on September 06, 2014, 12:40:20 am
I have finished drawing a sketch. I make a clearer line-art now and add descriptions before I send it to Daruvian. He wants to implement it and we have another community-made map. Maybe it will be fun to play, maybe not. We will try and find out.

Edit: The sketch is finished and I sent it to Daruvian. He gave me positive feedback. We will stay in contact while he is implementing it in the map editor.
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 01:49:02 am
There are literally about six conflicting opinions within two pages of this thread, everybody wants different shit. The OP's opinion must be the dumbest here though. There are many, many urban maps in the rotation, no open plains whatsoever and the number of villages is quite limited to ones that play well. 90% of the feedback I have received is exactly the opposite, too many urban and/or enclosed maps. Which I find good points and there are some changes pending.

http://forum.melee.org/scene-editing/battle-map-rotation-overhaul/

There, I started something a while ago, though I regret it already. If anyone can actually be bothered to write something constructive instead of the usual 'make it better' or 'add old maps' I might just pick up the slack. Not that it will matter, as map rotation will always be shit in the eyes of most.

The rotation first then new maps. Everyone I talk to loves the old ATS community server maps! Bring em back and take out 75 percent of the ones we use now.
I have looked through all of them twice now, a few are salvagable but not really anything special, most are absolutely terrible for reasons eloquently provided by imisshotmail. Find the ATS map pack, and directly specify which ones you want added after careful consideration how they would play. Good luck with finding anything.

on a serious note: make a swamp map. Shallow pools, dead trees, a couple large unbroken pieces of land. Add docks and bridges and maybe some wooden shacks.
Does it look anything like this?
(click to show/hide)
Title: Re: Map Rotation
Post by: Keshian on September 06, 2014, 05:21:33 am
There are literally about six conflicting opinions within two pages of this thread, everybody wants different shit. The OP's opinion must be the dumbest here though. There are many, many urban maps in the rotation, no open plains whatsoever and the number of villages is quite limited to ones that play well. 90% of the feedback I have received is exactly the opposite, too many urban and/or enclosed maps. Which I find good points and there are some changes pending.

http://forum.melee.org/scene-editing/battle-map-rotation-overhaul/

There, I started something a while ago, though I regret it already. If anyone can actually be bothered to write something constructive instead of the usual 'make it better' or 'add old maps' I might just pick up the slack. Not that it will matter, as map rotation will always be shit in the eyes of most.
I have looked through all of them twice now, a few are salvagable but not really anything special, most are absolutely terrible for reasons eloquently provided by imisshotmail. Find the ATS map pack, and directly specify which ones you want added after careful consideration how they would play. Good luck with finding anything.
Does it look anything like this?
(click to show/hide)

Yeah, that one was taken out of the NA map rotation along with many others.  You should play on na1 before saying anything.  EU1 has a much larger diversity of maps.


Can we please, please have an NA player administer map rotation in NA, not an EU player that never plays on NA1 so doesnt have to deal with the shitty choices.  EU1 has a much better map rotation than NA because of this.  I wouldn't even be adverse to changing NA1 map rotation to EU1's map rotation.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 06, 2014, 05:25:21 am
My first Drawing of a map lol. I'm no artist but here you go Daruvian.

visitors can't see pics , please register or login
Title: Re: Map Rotation
Post by: Jona on September 06, 2014, 07:02:43 am
(click to show/hide)

Someone took Drafting 101.  :lol:
Title: Re: Map Rotation
Post by: Dionysus on September 06, 2014, 08:52:55 am
My first Drawing of a map lol. I'm no artist but here you go Daruvian.
(click to show/hide)

Solid criticism made by Alec: keep flags on the same plane. If you make this map, don't put that middle flag spawn on the tower so that archers cannot camp it.
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 11:01:49 am
Yeah, that one was taken out of the NA map rotation along with many others.  You should play on na1 before saying anything.  EU1 has a much larger diversity of maps.


Can we please, please have an NA player administer map rotation in NA, not an EU player that never plays on NA1 so doesnt have to deal with the shitty choices.  EU1 has a much better map rotation than NA because of this.  I wouldn't even be adverse to changing NA1 map rotation to EU1's map rotation.
Yeah, no. EU 1 rotation = NA 1 rotation. It takes one map picture for you to jump the most outrageous conclusions.

The map I linked isn't in any rotation, I just linked it because it seemed to fit the description rather well. It has been removed like two years ago because after some patch random glitchy buildings appeared on the map. Never bothered to re-add because I don't recall it playing really well or anything, it did look nice though. If you disagree, put a request for it in here

http://forum.melee.org/scene-editing/battle-map-rotation-overhaul/

Title: Re: Map Rotation
Post by: Digglez on September 06, 2014, 11:18:42 am
I think you lost all creditability by having 'Rivendale' map in a rotation, utter piece of shit.
Title: Re: Map Rotation
Post by: Moncho on September 06, 2014, 11:19:35 am
Fips, is there a way I can see the pool of maps that exist and then personally make my recommendations?
In case you have not seen it, this post contains a bunch:
http://forum.melee.org/scene-editing/battle-map-rotation-overhaul/
woops didn't se Teeth's post
Title: Re: Map Rotation
Post by: Dionysus on September 06, 2014, 12:11:06 pm
Wes. Got bored and decided it's about time I learn this map editor.

Super Early Alpha PRE-ORDER FOR EARLY ACCESS AND GET THE RECON ARMOR PERMUTATION
(click to show/hide)
(click to show/hide)

First time. Please be gentle.  :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops:

(click to show/hide)
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 12:29:09 pm
I think you lost all creditability by having 'Rivendale' map in a rotation, utter piece of shit.
I think your feedback is useless and twatty. You do understand that fixing the map rotation is not my job and that I'd gladly save the time and walk away? I didn't add it, played it once, didn't seem particularly problematic then. So take your shit elsewhere and provide actual feedback. Though I can probably see the potential issue with the map from the overview screen.

Wes. Got bored and decided it's about time I learn this map editor.

Super Early Alpha PRE-ORDER FOR EARLY ACCESS AND GET THE RECON ARMOR PERMUTATION
(click to show/hide)
(click to show/hide)

First time. Please be gentle.  :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops:

(click to show/hide)
What module are you using for mapping that you spawn with that gear? It's best to use a copied cRPG module because there are a bunch of additional props you can use. Mapping guide is your friend.

http://forum.melee.org/scene-editing/peasant_woman%27s-simple-and-easy-guide-to-making-a-playable-map-for-crpg/
Title: Re: Map Rotation
Post by: imisshotmail on September 06, 2014, 01:33:34 pm
http://forum.melee.org/scene-editing/battle-map-rotation-overhaul/

There, I started something a while ago, though I regret it already. If anyone can actually be bothered to write something constructive instead of the usual 'make it better' or 'add old maps' I might just pick up the slack.

I'll go over every map in the rotation and give reasons for why they should be removed/kept and post some old maps I remember as playing good.
Title: Re: Map Rotation
Post by: Jacko on September 06, 2014, 01:46:44 pm
And when you do imisshotmail, keep in mind that they are other aspects of gameplay than making maps only be beneficial for cav  :lol:

In general, height adds more to game play than it deters.

Everyone has gone over the ATS maps, from Punisher to Teeth, and we all have come to the same conclusion:

They are bad. Everything from gameplay to quality. Show me one ATS map that  you think is good and I'll tell you why it isn't. It's nostalgia, nothing more.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 06, 2014, 02:31:02 pm
What about Street Revolt? I enjoy that map and I have no reason to be nostalgic about it. Sure its bad for cav but its great fun for inf and ranged. And its immersive. Its also very hard to leech or delay on, for any class.
Title: Re: Map Rotation
Post by: imisshotmail on September 06, 2014, 02:44:31 pm
And when you do imisshotmail, keep in mind that they are other aspects of gameplay than making maps only be beneficial for cav  :lol:

In general, height adds more to game play than it deters.

This is completely wrong. When I consider maps it's about what is fun for every class and height is only fun for ranged, hills are completely awful for melee to fight around and bad for cavalry too. Stairs and such are just wrong to have in a map because they remove a counter to a class completely and is part of why a lot of balance in cRPG is bad. Too many maps have places where ranged are completely safe from cavalry and that in turn makes melee the only target for them which then makes the melee unable to go after the ranged and they are 100% safe. It happens all the time and the only people who like that sort of gameplay are ranged players.

Maps should force ranged players to stay closer to their melee if they don't want to get wrecked by cav. That solves a lot of unfun gameplay in this mod, when ranged are closer to their teams melee it lets the enemy team melee have a chance to actually kill them instead of them always being able to kite and run away.


Honestly if you consider hills and stairways to be a good thing for gameplay in cRPG then the root of the map rotation problem has been found.
Title: Re: Map Rotation
Post by: imisshotmail on September 06, 2014, 02:57:45 pm
Almost all the maps in the rotation should be very flat, but with lots of cover to protect from cavalry and ranged, that is how all the good maps are that the majority of people like.
Title: Re: Map Rotation
Post by: Andswaru on September 06, 2014, 03:03:15 pm
Almost all the maps in the rotation should be very flat, but with lots of cover to protect from cavalry and ranged, that is how all the good maps are that the majority of people like.

Yes because cover works when people are abusing graphics to remove most of it.... its because of scenery removing idiots we need hills and stairs to act as cover for ranged and infantry.
Title: Re: Map Rotation
Post by: imisshotmail on September 06, 2014, 03:15:03 pm
Yes because cover works when people are abusing graphics to remove most of it.... its because of scenery removing idiots we need hills and stairs to act as cover for ranged and infantry.

The fuck are you even talking about? Cover is things like rocks and wooden tables turned over that act as a barrier so projectiles can't hit you, and cavalry can't just charge and bump you because they get reared. To a lesser extent masses of trees work too. If people use plants that don't have a hitbox for cover, that is stupid.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 06, 2014, 04:27:15 pm
I agree with BADPOSTER in general.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 06, 2014, 06:54:23 pm
Why is it that all of the EU guys shoot down us NA? Is it possible to give a North American player the power to edit only NA map scenes/rotations? That way you don't have to deal with us and you can spread the resources to the other half of the community.
Title: Re: Map Rotation
Post by: San on September 06, 2014, 07:04:39 pm
Is there any actual reasoning behind why they are instantly shot down? Mostly all of us think they are fun, and the odds of us all being wrong and the 2 or 3 people reviewing them being right are pretty small.

Difference in preferences, nothing wrong with that. It may also be true that some of them aren't very balanced but we find them fun. All the more reason that people in NA may prefer to have some unique maps like the community ones and Arena.
Title: Re: Map Rotation
Post by: MURDERTRON on September 06, 2014, 08:00:39 pm
ADD ARENA TO NA MAP ROTATION 2014 OH AND FUCK YOU EU
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 08:22:17 pm
Why is it that all of the EU guys shoot down us NA? Is it possible to give a North American player the power to edit only NA map scenes/rotations? That way you don't have to deal with us and you can spread the resources to the other half of the community.
Find me the guy, I don't have the power to provide him with access to anything but I can and I am willing to directly implement the changes he comes up with to the NA 1 rotation. I am talking about zero interference or effort from my side and this person assuming responsibility for a one time overhaul. I guess he can try to reach out to the devs to get direct access, but this will be quicker for now.

Below are instructions and some basic explanation as to what this person needs to do. Said person needs to read this carefully and provide me with a new map rotation and the required files for the map rotation. I will write the files in there and copy pasta the rotation and then you'll have your own rotation.

Here is the NA 1 map rotation, warning, big list

(click to show/hide)

What you see here are all the maps that are in the current rotation. Any line that has an # in front of it gets ignored and is thus effectively removed. Any map that gets removed gets an # added, and it gets moved to the 'maps took off' section, then usually a short reason is provided as to why the map was removed for future reference. Any map that is currently in the cRPG module, which means any .sco file that is in the cRPG/SceneObj folder, can be instantly added by simply adding an add_map [.sco_file_name] in the rotation. Ordering is irrelevant, as the server picks a map randomly. NA map guy needs to provide me with a rotation list in the same format as the above one. Providing reasons for removal is appreciated, but if you are going for a very intensive overhaul I'll understand if you don't. I mostly added some of the 'maps taken off' list so you can see some of the more recent map removals in case you want any of them back.

You can view, edit and walk around in all the SceneObj files by launching cRPG without WSE2 and going into the Scene Editor.



If you want a map in the rotation that is not in the SceneObj folder it has to be added in the same vein to the rotation, but you also need to provide me with an .sco file of the map and the terrain code of the map. Terrain codes are found in the scenes.txt file of a Warband module while editing your map, but any map that has been uploaded by the mapper contains both the .sco file and a terrain code. Here's an example.

http://www.mediafire.com/download/y4832v2dbydjkid/Lakeside+Abbey.rar

Which means that if you want to add 40 new maps, you need to upload 40 .sco filesand terrain codes using Dropbox or whatever and provide me with the link. Make sure it is very clear which terrain code belongs to which .sco file. Also make sure that the .sco files are properly named. I will capitalize the names of the .sco file when I implement it, so scn_lakeside_abbey.sco will be named Lakeside Abbey. Don't provide me with scn_blank_116 or scn_mpmap4.



Lastly if you want to edit a map that is already in the module, you need to provide me with an updated .sco file with same name as the one that is already in the module.



So in short. If some NA guy provides me with a proper rotation list and the .sco files and terrain codes that are required for making that rotation, I will implement it. Additions, removals and edits of already implemented maps will take effect on the next server restart, adding maps that arent in the module obviously requires a patch. I don't care who does it, how you decide what gets in and where you find it, but I need what I need.
Title: Re: Map Rotation
Post by: Fips on September 06, 2014, 08:25:11 pm
Hey! If they want to add 40 maps that would mean i have to add 40 maps to the code.

You monster. Tell em to add 4 maps. =/
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 08:29:33 pm
Hey! If they want to add 40 maps that would mean i have to add 40 maps to the code.

You monster. Tell em to add 4 maps. =/
If you get me up to date .py files I'll do it, don't worry.
Title: Re: Map Rotation
Post by: Jacko on September 06, 2014, 08:35:00 pm
Assumptions

Noted.

No one is shooting down NA. But fact is we have this discussion every couple of months and no one from NA is willing to do the actual work. If you're interested, poke any one of us in IRC.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 06, 2014, 08:37:03 pm
I volunteer as tribute. I have all the necessary skills.

edit: and if anyone is curious, I didn't finish the 2-hour map challenge last night because i got drunk
Title: Re: Map Rotation
Post by: Fips on September 06, 2014, 09:27:11 pm
If you get me up to date .py files I'll do it, don't worry.

Atta boy =D

Yeah, i'll do that then.
Title: Re: Map Rotation
Post by: MURDERTRON on September 06, 2014, 09:31:43 pm
Bariyye and Pueblo Village are horrible.  Please take them out.  Unless you think ranged standing on the highest parts of the map, with only two narrow entrances which are generally climbing up ladders or stairs is a good representation of balanced gameplay.

Ice Age is bad for multiple reasons.  #1, its all blue.  What the hell is that?  #2 there is that fallen house that people can get stuck in the window and can't get out.  #3 there is a hill on the area surrounding the lake or river, and archers just sit there shooting into the center of the map, most infantry charging that hill got shot to shreds.  And worst of all, only one team gets that hill.
Title: Re: Map Rotation
Post by: Moncho on September 06, 2014, 09:55:44 pm
Bariyye and Pueblo Village are already in the "To remove" list in that other thread.
Any idea when those changes will happen to the servers?
Title: Re: Map Rotation
Post by: Wesleysnipes on September 06, 2014, 09:58:01 pm
I'll help daruvian since we are best friends !!!
Title: Re: Map Rotation
Post by: Teeth on September 06, 2014, 10:46:24 pm
Bariyye and Pueblo Village are already in the "To remove" list in that other thread.
Any idea when those changes will happen to the servers?
Removed them now from the rotation, still takes a server restart though. I intended to do the entire thing much quicker, but then I had some places to be and university was starting, so it's mostly pending except for simple removals and additions. Those are easy. Removed Burning of the Ships, Pueblo Village, Prison Riot, Barriye and Rivendell. Added Domremy, Citadel Ruins and Covered Crossing.

I'll help daruvian since we are best friends !!!
In that case you should read this thread for some other NA's input, because I doubt your desire for even more city maps will be much appreciated.
Title: Re: Map Rotation
Post by: Dionysus on September 06, 2014, 11:03:18 pm
What module are you using for mapping that you spawn with that gear? It's best to use a copied cRPG module because there are a bunch of additional props you can use. Mapping guide is your friend.

http://forum.melee.org/scene-editing/peasant_woman%27s-simple-and-easy-guide-to-making-a-playable-map-for-crpg/

I was messing around in Native, and I cannot even find the file for Native ruins, so this map essentially doesn't exist, but I'll follow that guide when I'm home. I was following a guide I found on YouTube a year or two ago.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 07, 2014, 12:44:26 am
Removed them now from the rotation, still takes a server restart though. I intended to do the entire thing much quicker, but then I had some places to be and university was starting, so it's mostly pending except for simple removals and additions. Those are easy. Removed Burning of the Ships, Pueblo Village, Prison Riot, Barriye and Rivendell. Added Domremy, Citadel Ruins and Covered Crossing.
In that case you should read this thread for some other NA's input, because I doubt your desire for even more city maps will be much appreciated.

Indeed I disagree with him. I think city maps are for NA 2.
Title: Re: Map Rotation
Post by: Wesleysnipes on September 07, 2014, 12:47:40 am
I see where you are coming from with a cavalry build ;)
But to be fair half city maps half open plains/village would be nice.
Title: Re: Map Rotation
Post by: GOBBLINKINGREATLEADER on September 07, 2014, 04:24:27 am
Personally I feel that city maps should only be included in the NA_1 rotation (with exceptions of course for maps that are "fun"/community desired, and for the sake of variety) if they don't have a lot of stairs, ladders, and inclines/declines that are impossible for cavalry players to work with.

I think if you want a majority of the maps to be cities/towns then you should simply go to NA_2 and use the game mode created with that in mind instead of insisting the only place cavalry can play in should be a. 50% or less often thing. That's not to say that we shouldn't have "bad cav maps" on NA_1, it's just that I feel it's disingenuous to have cavalry as a class but then have the "Battle" server filled with maps that are cities. If I only have 15 minutes to play before I have to shower for work and I get on NA_1 hyped to play cavalry and get two maps in a row that are absolutely impossible to play cavalry on, that's just a big middle finger to the player. That's not to say that I feel cavalry are currently being treated unfairly. The following picture is an example of a map I requested Teeth remove and it looks like he's following up on my advice.

(click to show/hide)

It's an NA_1 map that doesn't even pretend to allow cavalry to play. Within 10s of running from spawn on either team you hit stairs that horses cannot climb. Then another set of stairs like that... and another. It's ridiculous. AS A COUNTERPOINT TO THIS, I feel that there are town/city maps that are poor for cavalry and better for other classes, but at least they aren't a big middle finger to the horsecock like that map.

I'm not saying we need to make it all open villages surrounded by boring fields and hills, or just random plains maps, while outlawing cities... we need variety.

I guess this really just goes to show how much bias has to be considered when appointing someone in charge of maps.

edit: and now im going to the bar and getting drunk again
Title: Re: Map Rotation
Post by: lombardsoup on September 07, 2014, 04:30:34 am
Most of your builds are cav, therefore, more claustrophobic city maps are needed.  Mount and Blade more like foot and pike
Title: Re: Map Rotation
Post by: Wesleysnipes on September 07, 2014, 05:32:52 am
We can make a city type of map that doesnt include stairs. Ill draw one up tomorrow