What's Para's rotation, for reference? Is there a thread or anything with map titles and/or screenshots?
Keep in mind the rotation I suggested kept all of the maps from the old rotation, minus hrafninn castle (the ultimate server killing map) while adding a few of the old classics. I didn't have much to work with in terms of adding additional maps because even though the physical files were available, there weren't entries in the scenes.txt I had (without an entry the server just goes to random plains). I didn't want to make too much work for the person implementing the rotation so I just added ones that were in the scenes.txt but weren't in the rotation.
My main objective was to get a "fresher" rotation in play without adding maps that weren't balanced or too confusing to a new player. If the rotation I suggested were to gain some popularity, I was hoping that would gain me some more clout with the community and developers to allow me to create an even better, balanced, and interesting rotation.
I haven't had the chance to play on the newly added maps yet. I had the opportunity to spectate other player playing them, and some of them looked incredibly confusing. I'm really not a fan of labyrinthy maps.
set_map native_hailes_castle
add_map winewic_castle
add_map native_rudkhan_castle
add_map himmelsberg_monastery
add_map khirin_castle
add_map castle_21_exterior_c
add_map native_brunwud_castle
add_map native_turin_castle
add_map quick_battle_scene_5
add_map castle_34_exterior_c
add_map native_jameyyed_castle
add_map quick_battle_scene_4
add_map quick_battle_7
add_map holmet_castle
add_map greipenfurt_castle
add_map castle_27_exterior_c
add_map sea_raid
add_map rochester_castle
add_map quick_battle_2
add_map citadel
add_map ridoma_castle
add_map Heisenberg
add_map forest_attack
add_map foothold
add_map winter_castle
add_map warkworth_castle
add_map kurosch_city
add_map inch_tuth
add_map castle_16_exterior_c
add_map castle_30_exterior_c
add_map devonshire_keep
The map I removed:
This map causes a major drop in server population at least half the time it comes up. It boils down to the attackers having to run upward for over a minute and thirty seconds to even get to the flag just to arrive at the choice of getting choked with a chance of falling to your death, or getting choked. The only real way that attackers ever win is if the defenders either get lost trying to find the flag, or get impatient waiting for the attackers to get to the flag and running out and dying needlessly somewhere else.
I'll use Zino's image of this map because I was too lazy to grab my own
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loginMaps I added:
quick_battle_scene_4:
One of the best classic maps that I never understood why it was removed from the rotation. A small map, but offers a ton of non-stop action. Defenders have to focus on blocking the siege tower and side ladder in the beginning, once the tower landing is overtaken by the attackers and the gate is opened, the defenders can fall back and defend the flag area. The flag area is big enough to allow a good deal of group combat while still keeping things interesting for both teams.
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This one is more geared toward archers, both on the front wall defending the oncoming siege tower and the flag area being on the ground below the castle walls. Use of the chokepoints on the front of the walls is necessary to hold off the quick reinforcements of the attackers. Once the attackers take over the front landing, the fighting becomes more centric in the flag area, which allows for large group fights.
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Another small map with a use for every class. Infantry secure the tower landing and open the side gate, allowing for cav to come in and support the flag area. Archers also have a clear shot on the flag area from the walls. The flag area offers for more chaotic group fights.
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loginkurosch_city
The "Underground" map as I call it. The map seems fairly labyrinthy, but It's pretty straightforward. Not much action occurs on the surface. From my experience, the underground battles are always intense if the defenders known the right places to hold up.
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This map caters more to cav than any other siege map out there. Once the attackers overcome the wall defenders, giant open field battles can occur in the massive inner courtyard.
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loginnative_brunwud_castle
A solid native map, not sure why this one was removed. Once attackers infiltrate the walls, they have a choice of attack the flag building from the front, while securing the large outer doors. They can also attack from the back doors of the flag building and catch the defenders by surprise.
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loginThere were a few other maps that I wanted to add but was told they had some kind of exploit on them that was never fixed.