Author Topic: obitus maps - NEW MAP IMMINENT FACE OFF 2013  (Read 18073 times)

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Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #105 on: March 07, 2013, 07:51:08 am »
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Checked "chasm" in scene editor, its mine and everything works.  There's a mysterious invisible boulder but nothing game breaking.

Once we can see how it plays a few times I will fix it and do balance changes  8-)

Offline Teeth

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #106 on: March 13, 2013, 04:19:50 pm »
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The MoTF spot that is probably supposed to be on top of the bridge makes the flags float 10 meters below the bridge when playing.

(click to show/hide)

Apparently the MotF flag just gets lowered 10 m while it isn't active, kinda primitive.
« Last Edit: March 13, 2013, 04:23:17 pm by Teeth »

Offline Ronin

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #107 on: March 13, 2013, 04:37:19 pm »
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Haha very good maps. Lots of unlucky cav fell down today :P
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Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #108 on: March 13, 2013, 09:20:36 pm »
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haha wow i have so much bad luck with MOF flags.  i still never got them to stop randomly tilting 30 degrees on tropical.  their coding is so mysterious!

glad to hear many have already fallen to their demise.  still trying to catch it in rotation so i can see what other stuff to do like balance changes.

Offline Ronin

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #109 on: March 13, 2013, 09:54:14 pm »
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By the way don't get me wrong, map is not broken or anything. The cav was silly that's all. One of that bridges might be unpassable by the way (at least a horse goes it through to the ground). I managed to pull off jackie there :P
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Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Teeth

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #110 on: March 13, 2013, 10:00:54 pm »
+1
Here is my two cents, having played it once. The main bridge is so wide that it is very easy to just cross with the entire team. I did not quite get the scale of the map from the screenshots but everything is a bit bigger than I expected. Every round I played it, both teams just met on the bridge and fought it out there. Now I really liked this, just go and fight, quick and intense rounds. I doubt this is how you intended it though. The entire chasm basically gets neglected in main infantry gameplay, with only some cavalry jumping over it to attack infantry from the back. I didn't have to jump the chasm in any of the 4 rounds I played it and I don't expect to see myself falling to my death much. 

Again, I liked how it played, the bridge creates a very focused fight situation without everyone circling around eachother or camping, but it is nothing unique or interesting. To really give an incentive to flank by using the other bridges or jumps, you could create a small jumpable gap between the two sides of the large bridge, so that camping becomes viable, crossing becomes more risky and using other methods to cross actually get some use. I don't think that would actually be better gameplay, but you seem to love fall deaths and it is a shame of having only a small portion of such a map being used in actual gameplay.




Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #111 on: March 13, 2013, 10:19:55 pm »
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Right, so I will make the main bridge more narrow.  I'll do 50% or smaller width.  The main bridge should probably have a small gap to jump in the middle.  I think that's what you're suggesting, but even if its not...

I definitely want to encourage and reward the flanks for infantry even with lower playercounts.  It will take a while for people to figure out the cliff island too.

All bridges should be passable with cav, even the partially destroyed one.  It all works in scene editor with rouncey, at least.
« Last Edit: March 13, 2013, 10:35:03 pm by obitus »

Offline Ronin

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #112 on: March 14, 2013, 02:40:55 pm »
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partially destroyed one was the end of poor jackie.
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Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #113 on: March 19, 2013, 06:08:15 am »
+1
hmm, glad i didn't update the map.  it will play MUCH differently with the new cavalry spikes being spammed

Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #114 on: March 31, 2013, 03:10:29 am »
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I finally caught a game of Chasm today!

The MOF flags are functional.  I played one round where they spawned.  They are just "hidden" underground until they spawn, which is underneath the main bridge in my map.  This looks really dumb, so I suppose I'll have to put them on land.

My gameplay thoughts:
-Nobody ever used the cliff island.  I'll probably just delete the whole thing for more FPS.
-Jumpable gap on main bridge is definitely needed!  Cav spikes will probably make this even more hilarious.  I will narrow the bridge but not very much.
-I was the only cav brave enough to leap the cliff every time.  I think the rest of the cav are too damn scared.  One followed me until the cliff and then turned around like a pansy.  This amused me.
-Spawns should be moved a little bit closer and equally spaced from main bridge and the partially destroyed bridge.


Overall it was pretty fun, but I think it's going to be much more exciting with these proposed changes.  I want lots of fallkills and falldeaths.
« Last Edit: March 31, 2013, 05:10:21 am by obitus »

Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #115 on: May 20, 2013, 06:43:17 am »
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UPDATE!!!!!!!!


Trying to save Chasm from being shitty.

-Moved spawnpoints

-Moved two bridges

-Removed cliff island

-Walled off lame areas that trolls have discovered

-Main bridge is more narrow and now has gap to jump.

-Cliff side has much closer gaps, even infantry can jump it now.

-MOF flags moved, wont show up under bridge any longer



http://mountandblade.nexusmods.com/mods/3935/?
« Last Edit: May 20, 2013, 07:14:17 am by obitus »

Offline obitus

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Re: obitus maps - CHASM NEWMAP BESTMAP 2013
« Reply #116 on: May 22, 2013, 12:52:45 pm »
+1
Anyone have any opinions about these changes?

Bridge alterations are obvious.

The new spawns are hard to see, but notice how close they are to the relocated damaged bridge.

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« Last Edit: May 22, 2013, 12:59:58 pm by obitus »

Offline FrugFrug

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #117 on: May 23, 2013, 02:20:51 am »
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Is the main bridge jumpable by infantry? If not I could see that being a good place to put up stakes and shields to camp with ranged.

Offline obitus

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #118 on: May 23, 2013, 04:19:46 am »
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Yep.  Easily jumpable.  Maybe not 3 agi / 0 ath infantry with heavy armor, though, which will be funny to see!

I still expect lots of stakes, so perhaps pikemen will have a new role for this map as spike killers.

Offline CrazyCracka420

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #119 on: May 24, 2013, 08:57:49 pm »
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I like the changes (mainly the gap in the bridge)
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