cRPG

cRPG => General Discussion => Topic started by: Athelar on January 25, 2018, 03:42:09 am

Title: New map rotation [NA1]
Post by: Athelar on January 25, 2018, 03:42:09 am
After 5 years of playing the same map rotation, it's finally time for a fresh new start.
Therefore, I've decided to make a new map rotation with more than 80 maps to play.

This thread will pretty much work as an evaluation thread, so if you're dissatisfied with one specific map and want it removed (or replaced), you can make your complaint here, with a reason why. The more a request to remove or replace a map gets upvoted, the more I'll  take into consideration to remove it. Also, I'll be posting updates on this thread if a new map gets added, map removed or map updated.

New siege map rotation will be looked into, if Professor manages to get HH to work.

The map rotation is likely to be changed in less than a week when I get the code ready.

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Title: Re: New map rotation [NA1]
Post by: PoisonedTail on January 25, 2018, 04:19:42 am
You should bring back Chasm.
Title: Re: New map rotation [NA1]
Post by: Zeus_ on January 25, 2018, 04:20:37 am
80 maps, but its still going to feel like the same 5 over and over again.
Title: Re: New map rotation [NA1]
Post by: ArysOakheart on January 25, 2018, 04:34:04 am
I dont see Fisdnar in there....
Title: Re: New map rotation [NA1]
Post by: Asheram on January 25, 2018, 04:48:14 am
You should bring back Chasm.
Crop Rotation should be replaced with chasm. I like crop rotation map but the last time I got an admin to switch it to that map they didn't even let us finish the map, said it was too big even though no one was off hiding.
Title: Re: New map rotation [NA1]
Post by: RandomDude on January 25, 2018, 05:32:36 am
Nice work
Title: Re: New map rotation [NA1]
Post by: Drunken_sailor on January 25, 2018, 05:38:27 am
fuck yes silent sea, found my try hard map
Title: Re: New map rotation [NA1]
Post by: Dionysus on January 25, 2018, 07:57:27 am
This is a very solid list, and definitely brought back some memories. For the sake of variety, not every map should be conducive to every playstyle, but I recommend that most are. With that in mind, here are some of the maps I disapprove of (with comments, as requested).

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This map tends to cause a merry-go-round of the teams. Also frustrating that one team starts on higher ground, which puts the other team's ranged at a disadvantage.

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The focal point of the action on this map takes place on a hill, which can be frustrating to melee players trying to move around or cavalry trying to make a run though the melee.

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This map is very cluttered. In my personal experience, I keep finding myself bouncing off some scene object that doesn't need to be there. Ranged also tends to camp the tower, and there are additions to it that make it easy for them to defend.

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If I remember the interior correctly, it's easy to get a bit lost in there, and there's not enough room for most players to fight.

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Again, maps on hills needlessly slow down combat and are only advantageous to ranged players.

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This is another map that surprisingly splits the team. There is nothing in the way of decent cover in the middle of the map, so most players on one team will tend to stray towards the ruin on the stream, whereas the other team tends to stand on the hill by the bridge. Never found it to be a really entertaining map.

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I love the Lord of the Rings, but I hate this map. The team tends to fight by the bridge, but any player trying to use the top to flank will typically die due to the lack of cover and the tendency for ranged to stay high and away from the fight.

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Last I played this map, it had a similar glitch to the old "keep building" glitch that seems to ignore all your athletics. Not a very interesting map anyway.

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The layout is a bit convoluted. Players try to avoid fighting in water, and this map doesn't give much leeway in that regard.

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Beautiful map. That said, this is another merry-go-round, but twice the size. Also, I'm sure I'm not the only one tired of fighting around those pews.

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Never enjoyed the layout of this map. Tends to back your teammates into the swamp, at which point it becomes "Who has the longest weapon?" Also, flags are in a terrible location, forcing you to run through the water to try to stop them.

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This will probably get me crucified by most people, but I hate the design of this map. There are a hundred different entry points to this map, and if you take any of the sensible ones, half of your team is already dead from doing the stupid ones. Also, there's a hill in the middle of the town.

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Do you want silent cavalry? Because this is how you get silent cavalry.

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I feel like this map is a chokepoint, and that using the side paths doesn't give your team much of an advantage. I also don't know where the flags pop up on this map.


As for maps that have been left out, Heathland and Rhodias should probably be in the rotation. I also loved the map Chasm. Anyway, thanks for taking the time to share this, and I look forward to seeing some changes in the rotation.
Title: Re: New map rotation [NA1]
Post by: Sparvico on January 25, 2018, 09:14:27 am
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This will probably get me crucified by most people, but I hate the design of this map. There are a hundred different entry points to this map, and if you take any of the sensible ones, half of your team is already dead from doing the stupid ones. Also, there's a hill in the middle of the town.

Quite agree. Terrible map.
Title: Re: New map rotation [NA1]
Post by: Athelar on January 25, 2018, 01:33:23 pm
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That is a very big request. You descripted the maps well, but I expected people just to start off by just giving an opinion on one map at once, along the way. This way, I can easily see what map people dislike. To me though, it sounds a little like you want to remove these maps for your own personal gain because they aren't very suitable for your class. Don't know, they could be worse for NA than EU. This is a very big request, that I might not be able to do anything about just yet. Please give it a chance.
Title: Re: New map rotation [NA1]
Post by: Jona on January 25, 2018, 05:05:05 pm
To me though, it sounds a little like you want to remove these maps for your own personal gain because they aren't very suitable for your class.

Well seeing how he mostly plays infantry, even if that accusation were true, then at least 60% of the playerbase would likely agree with him. Regardless, I think he framed his suggestions well enough and nit-picked about different issues among the maps that we can safely say he isn't looking to buff infantry (or any class) in any way, but rather to remove boring, glitchy, or poorly balanced maps.

It appears that I'm in the minority here, but I never particularly cared for chasm. It often played out like any other "merry-go-round" map, the only difference being this one is huge, flat, and has minimal, if any, cover from ranged/cavalry. The concept behind the bridge is cool and all, but since there is a flanking route it kinda subtracts from the epic confrontation that could occur otherwise. Would like to see it pop up due to popular demand though, whenever an admin is on to change the map (to something other than arena). 
Title: Re: New map rotation [NA1]
Post by: Asheram on January 25, 2018, 05:10:21 pm
So why do map polls not work in cRPG? They work fine in native. I would say keep all the maps and make polls work again.
Title: Re: New map rotation [NA1]
Post by: saccizord on January 25, 2018, 06:40:43 pm
They dont work fine in native, in my experience of playing in low population servers in Native everyone always vote up for the same maps e.g. arena, nord town, port assault, ruins
Title: Re: New map rotation [NA1]
Post by: Asheram on January 25, 2018, 06:45:51 pm
They dont work fine in native, in my experience of playing in low population servers in Native everyone always vote up for the same maps e.g. arena, nord town, port assault, ruins
But they still physically work, cant make people vote what you want but the votes do work. I always hear they are broke here.
Title: Re: New map rotation [NA1]
Post by: Morris on January 25, 2018, 07:19:44 pm
dont feel like looking through the list to find it but get rid of that one with the bridge near one of the spawns with all the garbage on it
literally unplayable
Title: Re: New map rotation [NA1]
Post by: Tristan_of_Erzoth on January 25, 2018, 11:11:36 pm
But they still physically work, cant make people vote what you want but the votes do work. I always hear they are broke here.

I havent heard anything about this, I'll get on when I get home (around 9pm PST) and enable map polls if its an option and we can test it just to see if it is an option to give the playerbase (but not saying necessarily that it is one that will be given)
Title: Re: New map rotation [NA1]
Post by: Asheram on January 25, 2018, 11:28:20 pm
I havent heard anything about this, I'll get on when I get home (around 9pm PST) and enable map polls if its an option and we can test it just to see if it is an option to give the playerbase (but not saying necessarily that it is one that will be given)
Last I heard they were broken here in crpg along with the ingame map upvote downvote thing
Title: Re: New map rotation [NA1]
Post by: Jona on January 25, 2018, 11:55:01 pm
Maybe they aren't entirely broken, but just have the same issue the admin panel has where the map names don't correspond to the proper map.
Title: Re: New map rotation [NA1]
Post by: bensai on January 26, 2018, 02:03:44 am
ADD TO NA ROTATION IMO

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this map CAN often result in the merry-go-round occurrence you sometimes see it maps like this, but I think this was a very fun and diverse map that gave every class a chance to do some work without favoring anything particularly.

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this size, diversity, and cover in this map is just so fun and it's a classic cRPG map I remember loving. plz return to NA1

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also a classic crpg map I feel has a great balance of cover for infantry in the middle while having vantage points for ranged here and there. cavalry has to generally battle on the outside ring but can still be useful in the middle.

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i'm not sure if this is the map I remember (the top down images are somewhat deceiving), but if this is the map that has some partial forests on the outskirts, then I remember this map as being extremely fun and somewhat balanced for ranged/melee. plus if it does have some ranged favoritism, we do have the newly lowered shield difficulties that has encouraged more players (including myself) to carry shields.

REMOVE FROM NA ROTATION IMO

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this map feels like a genuine clusterfuck since the majority of the melee action takes place on a sloping hill that favors one teams melee and ranged while the cavalry has to try its best to battle it out on the outskirts where it's not really helping anyone.

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the huge slopes all over the town are so cancer for melee and cavalry and just let agi throwers kite like nothing else. generally a map i sit in spectate until it's passed



sorry if this is too many maps for one opinion request, but i think it's pretty manageable

ALSO ive been trying to access my mapmaking module to construct some new, fun maps but it always crashed upon loading when being launched with the warband launcher, and doesnt let me enter edit mode when I try to host an edit map on cRPG launcher



Title: Re: New map rotation [NA1]
Post by: Morris on January 26, 2018, 02:18:50 am

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the huge slopes all over the town are so cancer for melee and cavalry and just let agi throwers kite like nothing else. generally a map i sit in spectate until it's passed

thats the one, get this shit out of there
Title: Re: New map rotation [NA1]
Post by: chesterotab on January 26, 2018, 05:14:02 am
ADD TO NA ROTATION IMO

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That map is an absolute master piece. It's my favorite crpg map by far. Insanely fun to play on for every class which is almost unheard of. Outer rim circuit for cav / anti cav, middle open area for the main battle of infantry and brave ranged as well as cav with different terrains and cav traps (surrounded by vision blocking trees / fence around the courtyard), stairways and scaffolding for less brave ranged and ranged protectors to camp on the side of the cav circuit. It's such a masterful map that really needs to be seen and played on.
Title: Re: New map rotation [NA1]
Post by: Dionysus on January 26, 2018, 05:28:31 am
That is a very big request. You descripted the maps well, but I expected people just to start off by just giving an opinion on one map at once, along the way. This way, I can easily see what map people dislike. To me though, it sounds a little like you want to remove these maps for your own personal gain because they aren't very suitable for your class. Don't know, they could be worse for NA than EU. This is a very big request, that I might not be able to do anything about just yet. Please give it a chance.

Yeah, I saw that you wanted only one map at a time after I wrote everything out, so apologies for that.

But as for the accusation that I want to remove maps because they would help my class, that's an insulting assumption. I have 16 characters of almost every build save for thrower and horse archer, and I play them in a rotation. I figure most players hate playing on giant hills, in cluttered tunnels, and in knee-deep swamps.
Title: Re: New map rotation [NA1]
Post by: Asheram on January 26, 2018, 07:11:47 am
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That map is an absolute master piece. It's my favorite crpg map by far. Insanely fun to play on for every class which is almost unheard of. Outer rim circuit for cav / anti cav, middle open area for the main battle of infantry and brave ranged as well as cav with different terrains and cav traps (surrounded by vision blocking trees / fence around the courtyard), stairways and scaffolding for less brave ranged and ranged protectors to camp on the side of the cav circuit. It's such a masterful map that really needs to be seen and played on.
I agree, it has been a long time since that map has been seen wish it would come back too.
Title: Re: New map rotation [NA1]
Post by: ArysOakheart on January 26, 2018, 07:32:37 am
Where is Fisdnar?
Title: Re: New map rotation [NA1]
Post by: Athelar on January 26, 2018, 04:36:31 pm
ADD TO NA ROTATION IMO

(click to show/hide)

this map CAN often result in the merry-go-round occurrence you sometimes see it maps like this, but I think this was a very fun and diverse map that gave every class a chance to do some work without favoring anything particularly.

(click to show/hide)

this size, diversity, and cover in this map is just so fun and it's a classic cRPG map I remember loving. plz return to NA1

(click to show/hide)

also a classic crpg map I feel has a great balance of cover for infantry in the middle while having vantage points for ranged here and there. cavalry has to generally battle on the outside ring but can still be useful in the middle.

(click to show/hide)

i'm not sure if this is the map I remember (the top down images are somewhat deceiving), but if this is the map that has some partial forests on the outskirts, then I remember this map as being extremely fun and somewhat balanced for ranged/melee. plus if it does have some ranged favoritism, we do have the newly lowered shield difficulties that has encouraged more players (including myself) to carry shields.

REMOVE FROM NA ROTATION IMO

(click to show/hide)

this map feels like a genuine clusterfuck since the majority of the melee action takes place on a sloping hill that favors one teams melee and ranged while the cavalry has to try its best to battle it out on the outskirts where it's not really helping anyone.

(click to show/hide)

the huge slopes all over the town are so cancer for melee and cavalry and just let agi throwers kite like nothing else. generally a map i sit in spectate until it's passed



sorry if this is too many maps for one opinion request, but i think it's pretty manageable

ALSO ive been trying to access my mapmaking module to construct some new, fun maps but it always crashed upon loading when being launched with the warband launcher, and doesnt let me enter edit mode when I try to host an edit map on cRPG launcher


Thank you for making such a manageable request.  Daruvians Cage Map is not on the list by default. Give me some time to think about removing Citadel Ruins. Got a lot of stuff to think about right now.

Yeah, I saw that you wanted only one map at a time after I wrote everything out, so apologies for that.

But as for the accusation that I want to remove maps because they would help my class, that's an insulting assumption. I have 16 characters of almost every build save for thrower and horse archer, and I play them in a rotation. I figure most players hate playing on giant hills, in cluttered tunnels, and in knee-deep swamps.

Apology accepted. And sorry for making an insulting assumption, it wasn't my intention. I don't play on NA, so I don't know which classes you play. I will make a vote poll about your requested maps to get removed later, don't have so much time right now.
Title: Re: New map rotation [NA1]
Post by: Davic on February 09, 2018, 03:30:59 am
Played a bit on Bay today, I don't think that NA has the population right now to support such a large circular map. Rounds were either quick, if both teams went to the broken bridge, although that section is a nightmare for infantry and a wet dream for ranged, or 1 or 2 players went towards the port/city area and the round dragged out until the flags were capped.
Title: Re: New map rotation [NA1]
Post by: Asheram on September 02, 2018, 06:32:25 pm
Bump
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Title: Re: New map rotation [NA1]
Post by: Jack1 on September 02, 2018, 09:27:57 pm
IMO bring in ruined fort and heathland