Ok here's map #2 - siege again.
let me know what you think!
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DEVONSHIRE KEEP
==============From the Motte & Bailey designV1.4 7/12/2012
- removed some particle effect emitters for performance- fixed outer walls
- removed outer wall gate
- added additional door on each side of keep walls with mini courtyard between 1st and 2nd door
- revised flag courtyard slightly
- added entry point on backside of keep
FILES (up on google drive, access rights given to anyone with link)SCO :
https://docs.google.com/open?id=0B0bUrKT_N7X4WnJISkl4SVJvb2sSCENE TXT :
https://docs.google.com/open?id=0B0bUrKT_N7X4SFFfT1J0c3VlVjQ----------------
Link to my feedback/updates thread:
http://forum.c-rpg.net/index.php/topic,34222.msg514341.html#msg514341-----------------
Overview : Siege on a traditional motte & bailey settlement - a keep surrounded by a small walled village.
The outer defenses are weaker and have already been broken through by a previous attack - so the attackers just need to rush across the bridge and into the village below the keep. Once inside, the attackers can either choose to go right or left as they fight through the village - each route leads to a stair up to a breakable door into the keep's courtyard where the flag is (entry into the keep is NOT necessary for attackers, the flag is out in the courtyard).
Defenders spawn within the keep, on the walls surrounding the keep's courtyard, and scattered throughout the village buildings. Defense of the village below the keep will probably largely be a fighting retreat towards the keep - which is intended. Over time, defense will fall back to the walls around the keep and the courtyard itself.
Screenshots :-------
Possible Additions/Revisions:- After testing, redistribution of defender spawns could be necessary.
- After testing, additional defenses could be necessary.