Poll

Do you have a problem with at least one of the maps mentioned?

Yes, please address the rotation
9 (52.9%)
Ignorance is bliss
8 (47.1%)

Total Members Voted: 17

Voting closed: October 14, 2011, 01:06:43 am

Author Topic: NA 2 rotation  (Read 2326 times)

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Offline Digglez

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NA 2 rotation
« on: October 07, 2011, 01:05:32 am »
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While its nice the NA cRPG players have finally adopted this server, its got some seriously BAD maps.  Here is the list that everytime they come up my entire clan cringes.


Blank 20 - some goonies looking cave underground.  Flames at the attacker spawn lag EVERYONE.  I was lagged so badly I routinely run my horse into walls.  Map is poorly constructed and thought out.  I wouldnt even qualify it as a siege map.


Warkworth Castle - walls are so short on this map defenders have no real chokepoint at all to defend.  Practically impossible to retake the gate once its opened, or to even get there to defend it in the first place.  Flag is also too close to attacker spawn.  And to make a bad map worse, defenders spawn on the flag...which is very bad form for a siege map.


Dragon Castle - another poorly planned/constructed map.  1 medium ladder takes attackers directly to the flag once they've walked up the first ladder onto the walls.  Half the map isnt even used.  ALso multiple reports of very bad framerates around the flag (which is where 90% of the map plays out).  Defenders spawns are seriously bad, you either spawn 15 sec walk to flag, which is longer than it takes attackers to get there, or right next to attackers on their way to flag.


Inch Truth - not even a siege map.  Some big dumb dirt hill with no chokepoints for defenders at all.


Ridoma Castle - poor siege map.  Half the map isnt even used and defenders just sit around flag.  Very low on the fun factor.


Jayemed(sp) - while a 'fun' map to play, way too unbalanced favoring attackers.  Defenders rarely win (prob less than 25%...which indicates map is BAD).  Problem made much worse when attackers use ladder bridges along the sides of the map that defenders cannot realistically reach.


If you have similar feedback for these maps, please share your view.
« Last Edit: October 07, 2011, 01:07:53 am by Digglez »

Offline zagibu

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Re: NA 2 rotation
« Reply #1 on: October 07, 2011, 07:15:32 pm »
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What version of Ridoma Castle are you talking about? I tried to remedy the situation you describe in the second version.
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Offline Digglez

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Re: NA 2 rotation
« Reply #2 on: October 08, 2011, 03:19:37 am »
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What version of Ridoma Castle are you talking about? I tried to remedy the situation you describe in the second version.

I dunno Zag

Offline BranStark

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Re: NA 2 rotation
« Reply #3 on: October 08, 2011, 11:14:47 am »
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Yeah it would be nice if there was more of a variation in the maps.....

Things get pretty repetitive on NA 2. Basically all Siege servers.

Offline zagibu

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Re: NA 2 rotation
« Reply #4 on: October 08, 2011, 11:30:03 am »
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I dunno Zag

The second version has a small fishing village in the distance right of attacker spawn.
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Offline Anwyl

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Re: NA 2 rotation
« Reply #5 on: October 08, 2011, 09:43:05 pm »
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I agree with everything but "Inch Truth" love that map.

Offline awesomeasaurus

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Re: NA 2 rotation
« Reply #6 on: October 10, 2011, 12:01:40 am »
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Shit sucks. We need a map task force.

Offline Penitent

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Re: NA 2 rotation
« Reply #7 on: October 11, 2011, 06:01:12 pm »
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I like the undergound goonie cave.

Anyways, I think MOST of the maps are fine...but we need more in rotation.

Offline Malaclypse

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Re: NA 2 rotation
« Reply #8 on: October 11, 2011, 08:27:52 pm »
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I like the undergound goonie cave.

Anyways, I think MOST of the maps are fine...but we need more in rotation.

Fuck yeah on the goonie cavie
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Offline Digglez

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Re: NA 2 rotation
« Reply #9 on: October 11, 2011, 11:16:56 pm »
+1
If a maps most thought out strategy is 'everyone camp and fight at flag' its not a worthwhile map.  The only chokepoints on the map are a bunch of narrow stairways, which dont work well in M&B.

Its a stupid map, there is no siege to speak of at all.

Offline Turboflex

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Re: NA 2 rotation
« Reply #10 on: October 12, 2011, 04:47:24 am »
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I find the best maps are medium sized ones that have a gate (one with a timer to open, not just a wooden doorway) at a choke location halfway (or a bit more) between spawn and flag that is the difference between attackers trickling in at a somewhat manageable pace and one where if it gets opened the situation becomes a lot tougher for defenders.

This sets up an interesting dynamic where the defenders don't just sit on flag, it's well worth it to hold the gate so there is an ongoing battle there and it's fine even if the attackers original ladder routes up there. To capture it requires some organization and effort cuz it's hard to ninja those timer open gates unless the D screws up, a serious attack usually needs to  clear defenders out, even of the covering perches.

This can take a few minutes and sets up a dramatic finish where the defenders hold the flag against the faster pace of attacks over the last minute or three. a new choke (the gate entry) is created for defenders to hold, probably slowly giving ground back to flag, trying to beat the clock, but also leaves the opportunity for some heroics to fight back to gate control.

Creative ladders usually don;t help attackers (except for a ninja attempt) get to flag faster on these maps because it's no faster than going over walls without this critical gate open.

« Last Edit: October 12, 2011, 04:50:16 am by Turboflex »

Offline Camaris

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Re: NA 2 rotation
« Reply #11 on: October 13, 2011, 01:54:16 am »
+1
If a maps most thought out strategy is 'everyone camp and fight at flag' its not a worthwhile map.  The only chokepoints on the map are a bunch of narrow stairways, which dont work well in M&B.

Its a stupid map, there is no siege to speak of at all.

I made this map and it´s true there is no real siege going on there with fights on the wall etc.
The reason i wanted to do it just like this is because there are lots of "real" siege maps and this one should be different.
It also should allow horseman to be useful.
It´s ok if you dont like a different approach on siege but hopefully some people enjoy playing it.

PS: My next map will actually be a "reverse-siege-map" ;) Defenders of the castle will actually make
a fall out (hope thats the right word) and try to take the attackers siege camp down.
It also is no "true" siege map but its a possibility that can be done with it to break the monotonie.

Offline Seabhac

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Re: NA 2 rotation
« Reply #12 on: October 22, 2011, 12:08:01 am »
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I agree with the op NA deserves regular rotation updates the same as EU servers do.
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Offline Digglez

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Re: NA 2 rotation
« Reply #13 on: October 22, 2011, 01:26:45 am »
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server is on its way out just like the community one, do to negligence/neglect of server operator

Offline Tears of Destiny

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Re: NA 2 rotation
« Reply #14 on: October 22, 2011, 07:20:21 am »
+1
We are looking into heavily revamping it.

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