Author Topic: Maps in Development  (Read 22883 times)

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Offline Thranduil

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Re: Maps in Development
« Reply #45 on: January 17, 2011, 06:37:34 am »
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Side passage?  Okay.
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Offline Nasturtium

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Re: Maps in Development
« Reply #46 on: January 17, 2011, 07:51:07 pm »
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Neat, Your propensity to grind out work in the editor amazes me  :D Keep up the good work!

Offline Nasturtium

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Re: Maps in Development
« Reply #47 on: January 17, 2011, 07:52:45 pm »
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This is what I've been working on. 


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As you can see, its Helm's Deep from LOTR, based heavily on the movie version, with a few tweaks to make it more playable and more accurate to the book.  I've only been working on it for 2 days and its very early WIP still.  Most all the walls are up but that's about it :P  I also did a little bit of terrain modding and painting of course, but it still needs a long way to go.

THis map looks great! I can't wait to play it on the server soon.

Offline Thranduil

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Re: Maps in Development
« Reply #48 on: January 19, 2011, 02:18:40 am »
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Alright, I finished putting barriers in the side passage and I finally uploaded pics to show changes I made to Sky Castle like right after it came out.  I just wanted to give both a time for people to test out.  All I did was move the gate house to face the other spawn so maybe some people will go downstairs and look around.  I also did a little beautification (caught two ramps sticking out of a wall.   :oops:  And I enlarged the other spawn so people won't spawn outside the barrier.


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Links to download are the same as they were before.  :wink:
« Last Edit: January 19, 2011, 02:26:02 am by Thranduil »
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Offline Warcat

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Re: Maps in Development
« Reply #49 on: January 19, 2011, 04:27:11 am »
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Played that map earlier, was a neat map, but wow, that file is HUGE.
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Offline CtrlAltDe1337

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Re: Maps in Development
« Reply #50 on: January 19, 2011, 04:59:50 am »
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Finished Helm's Deep, check the finished maps thread :)
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Offline Thranduil

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Re: Maps in Development
« Reply #51 on: January 19, 2011, 05:54:37 am »
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Played that map earlier, was a neat map, but wow, that file is HUGE.

lol, I KNOW!  I probably said it before, but there's some kind of bug in my game that if I don't carefully watch the file size, it might spike ultra high!

Take Pueblo Village for example.  I've done a lot of terrain modification, put a lot of objects and a TON of barriers, yet the current file size is less than 100 kB.  Of course, after Sky Castle, I watched the file for Pueblo Village like a hawk!


Finished Helm's Deep, check the finished maps thread :)

Hope to see it on the server soon.  What I've seen of it, it looks fun....though I might have to make an archer character specifically for that map! :P
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Offline Whalen207

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Re: Maps in Development
« Reply #52 on: January 20, 2011, 07:35:05 am »
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Well I've just started development on a snowy map with two tent-filled encampments with a mostly open field between them and a small forest to the side, along with a shallow stream cutting across the center. Any recommendations? Ideas?
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Offline Kong Ming

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Re: Maps in Development
« Reply #53 on: January 20, 2011, 08:19:08 am »
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Screens PLZ!!!!   :)
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Offline Whalen207

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Re: Maps in Development
« Reply #54 on: January 20, 2011, 11:42:30 pm »
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Had to unfortunately ditch the snowy theme due to Village_hut_a (The tents) seeming out of place... it's going to be Vaegirs vs. Nords. The initial terrain layout is done, here it is.

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Offline Nasturtium

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Re: Maps in Development
« Reply #55 on: January 21, 2011, 10:35:24 pm »
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Thran, thought I would pop in and give you some feedback after playing several of your maps

 Played your sky castle map earlier, I had fun, but most players thought it was way too large, after 5 rounds the score was 1-1, my entire clan commited mass suicide by jumping off the side of the castle to speed up the round. I would suggest you revert the map back to a smaller version to speed things up. 

 Your canyon village map is a hit after adding the side passage, great job! The only complaint I heard from folks was the surreal nature of the canyon walls.

Offline Thranduil

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Re: Maps in Development
« Reply #56 on: January 21, 2011, 11:15:57 pm »
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Thran, thought I would pop in and give you some feedback after playing several of your maps

 Played your sky castle map earlier, I had fun, but most players thought it was way too large, after 5 rounds the score was 1-1, my entire clan commited mass suicide by jumping off the side of the castle to speed up the round. I would suggest you revert the map back to a smaller version to speed things up. 

 Your canyon village map is a hit after adding the side passage, great job! The only complaint I heard from folks was the surreal nature of the canyon walls.

Thanks for the feedback!  I'll try and make updates as I find time.   :wink:
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Offline Nasturtium

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Re: Maps in Development
« Reply #57 on: January 22, 2011, 01:01:42 am »
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Naval engagement. This is tricky to do sice players who fall in the water with ahorse will live when they hit the sea floor. I am adding a AI barrier half way down the 200 meter drop, so when horses hit it they die and the rider still has to fall 100 meters.

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Offline Whalen207

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Re: Maps in Development
« Reply #58 on: January 22, 2011, 01:10:46 am »
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<< Finished Product: Entrenched Encampments >>
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Finished. Spawns are good, I might add some AI mesh for bot battles.
NOTE: It looks better on foot. Trust me.

South = Ruins
West = Spawn (Sarranid?)
East = Spawn (Vaegir?)
North = Forest
Center = River/Farm

It's a mostly open map with a bit of vegetation. I personally love it so far, and hope the players wont' just charge down the middle like headless chickens.

For example, the Vaegir's home base is a fairly fortified point. The river is hard to cross (Spikes in the shallows) and there's a small fortification nearby. They also have instant access to the forest.

On the other hand, the Sultanate has access to a large ruins site and is given cover by some scattered debris and the farmhouse.
« Last Edit: January 22, 2011, 01:12:13 am by Whalen207 »
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Offline Whalen207

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Re: Maps in Development
« Reply #59 on: January 22, 2011, 01:17:55 am »
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Nastur, think you could add some fires around the sinking boats?
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