Author Topic: Maps in Development  (Read 24516 times)

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Offline Peasant_Woman

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Re: Maps in Development
« Reply #165 on: April 08, 2011, 02:24:37 pm »
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Okay so I changed the fire to be only 2 village_fire_big props instead of 7, scaled large for the same effect. Anything else?
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Offline ToxicKilla

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Re: Maps in Development
« Reply #166 on: April 10, 2011, 12:17:46 am »
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Im making this map mainly for clan event, after that ill try to rebuild it a bit to fix the wall climbing problem. For now its there intentionally.

http://img707.imageshack.us/img707/795/mb38j.jpg
http://img577.imageshack.us/img577/4932/mb39.jpg
http://img41.imageshack.us/g/mb40j.jpg/

and i dont see anything messy here ;p

I wondered when someone would try this. This looks like it would be fun to play. Nice work :D

Offline Beauchamp

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Re: Maps in Development
« Reply #167 on: April 10, 2011, 12:19:40 pm »
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Recently I started to work on a new map for Fallen (or any other) Tournaments.

atm its like 50 percents done - there are 3 fighting grounds planned (2 pits and 1 main arena) - arena should only be for finals, nobody that won't prove himself worthy in the pit will be allowed to fight there :) pits are mostly done, arena still needs quite a lot of touches as well as the outside (some more decorations and main "square of champions" that i haven't even started yet).

(click to show/hide)
« Last Edit: April 10, 2011, 05:22:54 pm by Beauchamp »
OOODDIIINVALHALLAAAAAAA on the 20th of April 2011: What I know is that... heh, eh ja how can I explain? ...deh feeling to believe in Odin is right, dat is what I say, ja?!

Offline Mustikki

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Re: Maps in Development
« Reply #168 on: April 10, 2011, 06:01:17 pm »
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It's looking very good Beau  :D

Offline Beauchamp

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Re: Maps in Development
« Reply #169 on: April 10, 2011, 06:59:41 pm »
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It's looking very good Beau  :D
ty, unluckily i'm not able to find appropriate gear for lamhban as its probably only included in cRPG. so maybe i will have to replace him with some burning witch instead :o)
OOODDIIINVALHALLAAAAAAA on the 20th of April 2011: What I know is that... heh, eh ja how can I explain? ...deh feeling to believe in Odin is right, dat is what I say, ja?!

Offline Mustikki

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Re: Maps in Development
« Reply #170 on: April 10, 2011, 07:08:56 pm »
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Yea, there ain't great helmet with hat on props. So i had to replace Lamhban aswell, in my castle map with Wooki.

Offline Arked

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Re: Maps in Development
« Reply #171 on: April 10, 2011, 07:35:29 pm »
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ty, unluckily i'm not able to find appropriate gear for lamhban as its probably only included in cRPG. so maybe i will have to replace him with some burning witch instead :o)

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Offline Wallace

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Re: Maps in Development
« Reply #172 on: April 10, 2011, 08:06:46 pm »
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Woke up this morning decided today was MAKE A MAP DAY

So I thinks to myself... what haven't people seen yet... and came up with a port assault to a castle approach.. it's going to be like taking the outer wall of a real keep! So i tossed together a construct and wanted to know what everyone think of the idea

(click to show/hide)

the field area will be the outer courtyard of a keep and where the flag will go
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Offline zagibu

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Re: Maps in Development
« Reply #173 on: April 11, 2011, 04:10:01 pm »
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I see water, a cliff, two gatehouses and a wall segment. I guess it's nice?
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Offline Wallace

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Re: Maps in Development
« Reply #174 on: April 11, 2011, 05:07:59 pm »
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I finished it... it's called The Beach of Hadrian's Wall
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Offline Whalen207

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Re: Maps in Development
« Reply #175 on: April 12, 2011, 12:48:59 am »
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Working on a map for the cRPG Olympics.
http://forum.c-rpg.net/index.php/topic,3847.0.html

I'm thinking two separate stadiums with spectator seats, separated by a gated tunnel.
There's also going to be a nice shiny entrance hall.

Pics coming up.
Suggestions?
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Offline Ronan

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Re: Maps in Development
« Reply #176 on: April 12, 2011, 02:21:25 am »
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Working on a battle map with some tall grass and shrub... I decided to use the "grass" prop and just make it about 4-5x taller. When im in edit mode its tall, but when Im not and i test it with bots the grass is short (normal hight). I dont understand, why is it doing this? Is it just me or the prop? If someone can test it by placing some grass making it 5x or so, taller and then test it by exiting out of editor mode and play the game as you would normally and tell me what happens to u i would be grateful. I dont want to have to go through and delete it all because of this...errrr

In edit mode
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not in edit mode
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« Last Edit: April 12, 2011, 02:30:59 am by Ronan »

Offline Whalen207

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Re: Maps in Development
« Reply #177 on: April 12, 2011, 04:00:53 am »
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I've had that glitch too when placing some scenery objects / vegetation and editing the size. I believe you have to leave "add objects" mode and reselect it. Makes it a bitch.  :rolleyes:
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Offline Ronan

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Re: Maps in Development
« Reply #178 on: April 12, 2011, 04:14:26 am »
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So it may be fixable?

Offline Ozin

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Re: Maps in Development
« Reply #179 on: April 12, 2011, 04:55:20 am »
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Ok, been working on my first map for some days now. It is nearing completion, so it would be nice to test it some before I finish it. You'll find me on IRC, so give me a shout and I'll host a server with it.

Some screens:
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Blue: Sally doors, the endurable ones.
Yellow: Ladders when deployed

Atm I have placed most of the spawn points for defenders in the keep, and some on the inner walls/inside the wall towers. Only a very few are placed on the outer gate-house, since I don't want defenders to spawn on the outer wall when the fighting reaches the inner wall/keep. Is this the correct approach?