Author Topic: Stonehammer Keep - Siege Scene  (Read 6911 times)

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Offline Jacko

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Re: Stonehammer Keep - Siege Scene
« Reply #30 on: March 25, 2012, 02:23:00 pm »
0
Been playing the map a bit, and one big problem is people climbing the mountain, going behind the castle. You need to block off the entire mountain with barriers.  Another thing is the inconsistent FPS on the map. You should remove most of the items on the map (like all the shields, swords and other stuff lying around, they keep the FPS fluttering). It's a shame to remove it, but it's better to keep props as low as possible then people having FPS problems.
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Offline Draggon

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Re: Stonehammer Keep - Siege Scene
« Reply #31 on: March 25, 2012, 02:36:37 pm »
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Yeah I saw that too Jacko.  But does it do any good to go back there?  I don't think you can get to the flag that way.  Or am I wrong on that.

Offline Digglez

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Re: Stonehammer Keep - Siege Scene
« Reply #32 on: March 25, 2012, 06:58:24 pm »
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I have no problem with the map. Having a map that is easy for defenders is not a problem. That being said, I do think the map as a whole is too big, but there is nothing to do about that short of making a new map (some tweaks, as Mustikki pointed out, will improve it). It is actually one of the better siege maps we have.

I have no problems with a defensible map, if its FUN to play.  Camping the flag as defense is NOT fun, not strategic, requires no thought. 

Ever seen the 'places people get killed' on TF2 maps from Valve?  A good map will have red dots of kills evenly distributed throughout the entirety of the map with a few extra dense spots.  Currently your map has one uninteresting blob of deaths at the flag.

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Offline Jacko

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Re: Stonehammer Keep - Siege Scene
« Reply #33 on: March 26, 2012, 11:43:27 pm »
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Yeah I saw that too Jacko.  But does it do any good to go back there?  I don't think you can get to the flag that way.  Or am I wrong on that.

Yeah I think you can jump down far to the right (from attacker perspective) and get close to flag. Biggest problem is ranged sneaking around up there. Mountaineers are just bad.
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Offline Draggon

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Re: Stonehammer Keep - Siege Scene
« Reply #34 on: March 27, 2012, 12:19:51 am »
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Yeah good point - didn't think about the archers.

Offline Arn De Gothia

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Re: Stonehammer Keep - Siege Scene
« Reply #35 on: March 27, 2012, 12:46:40 am »
+1
I really like this map since it challenges attackers to attack in a concerted effort as opposed to trickling in. I would suggest two changes.

1. Move the flag inside the fort with two gates. This will give a thematic place for defender's last stand, but also will force defenders to fight three different entrances to protect flag.
2. Make a deployable ladder when attackers get through first set of gates, so attackers can siege second wall. This will also spread out fighting, since all attackers will not run straight through bottom gates of the second wall.

In conclusion, great map, and the world of Robert E. Howard is one of my favorite fantasy settings?

Aquilonian fortress next? Temple of Set battle location? City fight in Zamora?

Offline Seabhac

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Re: Stonehammer Keep - Siege Scene
« Reply #36 on: April 02, 2012, 01:38:58 am »
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In regards to the ladder, do you mean in addition to the one in the trade post?


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Offline Seabhac

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Re: Stonehammer Keep - Siege Scene
« Reply #37 on: April 05, 2012, 07:04:05 am »
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Ok! the 1.5 update for Stonehammer is finished.

Download ► https://docs.google.com/open?id=0B8Cx4uk8v0kBUWpMSGVCSzlRaFNENXg1SmpTc3c3QQ

Changes include but are not limited to:
•Flag moved to a more neutral position

•The Front gate has been destroyed

•Architect House and some Outer Walls have been damaged

•Inner gate has been re-installed

•Improved the Inner gatehouse archer walkway

•Players in the Trade post should no longer have major camera issues

•Added sign to the Trade post

•Alchemy Tower re-positioned to be more useful

•Re-arranged both offense and defense spawns

•Shortened Siege tower path

•Re-arranged pre-existing Barriers and added more

•Removed excess scene props, map is now less than 400k in size
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Offline Seabhac

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Re: Stonehammer Keep - Siege Scene
« Reply #38 on: April 06, 2012, 10:57:36 am »
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I really like this map since it challenges attackers to attack in a concerted effort as opposed to trickling in. I would suggest two changes.

1. Move the flag inside the fort with two gates. This will give a thematic place for defender's last stand, but also will force defenders to fight three different entrances to protect flag.
2. Make a deployable ladder when attackers get through first set of gates, so attackers can siege second wall. This will also spread out fighting, since all attackers will not run straight through bottom gates of the second wall.

In conclusion, great map, and the world of Robert E. Howard is one of my favorite fantasy settings?

Aquilonian fortress next? Temple of Set battle location? City fight in Zamora?
By the way Yeah Robert E Howard!! WOOO! :D

Next scene will be a port of the area called "Crom's Rock" in age of conan, that will be a battle map.
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Offline Elmetiacos

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Re: Stonehammer Keep - Siege Scene
« Reply #39 on: April 07, 2012, 05:40:45 pm »
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Okay, I've just played on Stonehammer and with the changes it seems a lot of the scene is just a waste of resources. Here's a screenshot looking at the flag:
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The house is pointless now because it's behind the flag and not on the attackers' route. The stairs are the same. Now there's the broken burning entrance, the siege tower also serves no purpose. I suggest eliminating the siege tower and also taking away or unlocking all doors from the house - that way defending archers could enter and leave quickly and the attackers could go through it as a sneaky route to the flag...
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Offline Gisbert_of_Thuringia

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Re: Stonehammer Keep - Siege Scene
« Reply #40 on: April 07, 2012, 09:36:18 pm »
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The new position of the gate is also crappy now....due to downjumping defenders the gate usually doesn't break before 1:00 ....

And son far as attackers understand that it's faster to go through the house on the left and then over the ladder ontop of the walls, noone will ever take that way again cause it's pointless.

The map was unblanced before but now it's even worse.

Offline Digglez

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Re: Stonehammer Keep - Siege Scene
« Reply #41 on: April 09, 2012, 07:33:24 pm »
-1
all of the combat happens at the 20x20 area at flag, very uninteresting, boring, mindless TK & lag fest