Author Topic: Maps in Development  (Read 24548 times)

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Offline Vanguard Warden

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Re: Maps in Development
« Reply #135 on: February 26, 2011, 10:07:40 pm »
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Looks very cool. I've also wanted to do a siege map with a river and the turin castle props. Now I have to rethink my design.

Don't worry about defender spawn too much, the engine will usually select a spawn point that is free from attackers. You must distribute defender spawn a bit, so that at initial spawn, they have a chance to defend the walls, but at later times, they can also get back to the flag quickly. Note that at initial spawn, ALL attackers will spawn at spawnpoint 32, just like in battle mode, so put that somewhere with enough space around it. Defenders seem to use all of their spawnpoints at initial spawn.

About the siege engine and the bridge...have you made sure the entry points for the belfry have their z axis all the same direction?

I never even realized that the full_keep prop used in one of the player-made battle maps was the same as the one from Turin castle until I played around with the editor. It doesn't matter what props you use as long as you have a different basic layout. I've got a little bit more entry placement and decoration to do (and I need a name), and then my map should be ready for upload.

Regarding the siege engine problem, I'm pretty sure the entry points aren't the problem. I've noticed that the front wheels of the thing seem to follow the entry points, and the back of the thing sticks to the ground to make it look smooth going over a hill. A prop bridge is not 'ground', so the front wheels stay along the proper z-axis of the entry points, and the back end of the thing falls through, causing it to flip backwards.

Offline Ronan

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Re: Maps in Development
« Reply #136 on: February 27, 2011, 01:30:27 am »
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Ok, heres the most recent update to "Castle Phoenix". Tell me what you all think by what you see. Im hoping this will be an interesting map to Siege on.
(click to show/hide)
« Last Edit: March 08, 2011, 06:08:33 pm by Ronan »

Offline CtrlAltDe1337

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Re: Maps in Development
« Reply #137 on: February 27, 2011, 08:52:00 pm »
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Where do you attack from?  Is it just the main gate or are there ladder/siege tower points?
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Offline Airith

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Re: Maps in Development
« Reply #138 on: February 27, 2011, 09:45:57 pm »
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Current siege scene I'm working on, not going too well:

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3 ladders, 1 sally door, 1 gate house that has 2 destructible doors, 2 smaller gatehouses that are open, the tall tower in the middle has 1 destructible door to get in, flag by the keep.
And our time is flyin' see the candle burnin' low
Is the new world rising, from the shambles of the old
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Offline Ronan

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Re: Maps in Development
« Reply #139 on: February 27, 2011, 10:35:21 pm »
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Where do you attack from?  Is it just the main gate or are there ladder/siege tower points?
Ill put up ladders in frond and sides. Not exactly sure where quite yet. There is also an underground route. its a long ways, but will be easy access for attackers. I also thing the underground route drops the FPS down a lot. So we'll see how people like it. No siege towers though, i think. It depends on what people think really. So, you will have an avenue of attack from all angles...
Start points I havent decided yet. I think it will be off to the side from the front. Again not sure yet. Ill post more shots straight up and down once I figure out how to hide the last bit of the area thats underground.

Offline Ronan

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Re: Maps in Development
« Reply #140 on: March 02, 2011, 02:31:19 am »
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"Phoenix Castle" will be ready by Saturday! Just need to place entry points for attackers and defenders... Some tweaking and testing and itll be ready for the masses! My first map ever. Hopefully a well received Siege map.
(click to show/hide)
« Last Edit: March 08, 2011, 06:08:57 pm by Ronan »

Offline Mustikki

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Re: Maps in Development
« Reply #141 on: March 07, 2011, 12:39:09 pm »
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I has been making a village map inspired by the current maps.

Overview

Village view

Village view
« Last Edit: March 09, 2011, 07:15:48 pm by Mustikki »

Offline zagibu

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Re: Maps in Development
« Reply #142 on: March 07, 2011, 07:54:05 pm »
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Nice river...did you place it by hand, or was it generated this way?
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Offline Mustikki

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Re: Maps in Development
« Reply #143 on: March 08, 2011, 12:01:44 am »
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i generated it and tweaked afterward.

Offline Ronan

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Re: Maps in Development
« Reply #144 on: March 27, 2011, 04:54:38 am »
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Are people abandoning this topic ans just making a topic for their maps now? seems like it and if it keeps going that direction foresee a very clustered map-editing section. :P Just an opinion.

Offline zagibu

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Re: Maps in Development
« Reply #145 on: March 27, 2011, 11:44:13 am »
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I think finished maps deserve an own thread. This thread here can be used for work in progress and asking for tips etc.
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Offline Vanguard Warden

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Re: Maps in Development
« Reply #146 on: March 29, 2011, 01:54:11 am »
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My map had a problem with people spawning where they shouldn't, so after toying around with spawn points for two hours (making them lower to the ground, making them higher up, only placing them out in the open, only placing them with TONS of clearance, etc) I think I've found what the problem was. If you don't have a full 64 entry points (0-63) the game will sometimes spawn players at 'default' entry points instead of sticking to the ones that exist. I quit the map and reloaded as defender for a solid fifteen minutes and haven't seen any problems as of yet.

EDIT: Math is hard.
« Last Edit: March 29, 2011, 07:33:27 pm by Vanguard Warden »

Offline Leiknir

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Re: Maps in Development
« Reply #147 on: March 29, 2011, 11:00:11 am »
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If you don't have a full 62 entry points (0-61) the game will sometimes spawn players at 'default' entry points instead of sticking to the ones that exist.
If thats the problem, it's 64 enty points, up to 0-31 and 32-63
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Offline Radament

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Re: Maps in Development
« Reply #148 on: March 29, 2011, 01:58:35 pm »
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I has been making a village map inspired by the current maps.

Played the last map you linked and i found it awesome , even the little sacrifical skeleton of the bloody cow in the middle of the stonhenge thing was a pearl.
carry on and replace all the old and ugly maps plz :P
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Offline Vanguard Warden

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Re: Maps in Development
« Reply #149 on: March 29, 2011, 07:29:38 pm »
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If thats the problem, it's 64 enty points, up to 0-31 and 32-63

Err, yes, I meant 64. I don't know why I said 62. Apparently my subconscious is bad at math.