Author Topic: obitus maps - NEW MAP IMMINENT FACE OFF 2013  (Read 19649 times)

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Offline bravesquirrel

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Re: New battle map - Glacier Valley
« Reply #45 on: January 14, 2012, 03:26:24 am »
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Offline papageorgio

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Re: New battle map - Glacier Valley
« Reply #46 on: January 17, 2012, 06:47:14 am »
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On NA where is this?
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Offline papageorgio

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Re: New battle map - Glacier Valley
« Reply #47 on: January 17, 2012, 06:59:28 am »
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Just played it so nvm.
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Offline obitus

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Re: New battle map - Glacier Valley
« Reply #48 on: January 17, 2012, 04:27:32 pm »
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I'm not overly happy with it, I'll have to make a v2.0 and move the spawns closer together.

The epicly huge feeling should still be there but with less playable area and more obvious flanks.  I'll free up some kilobytes for more detail by deleting boulders up by the glaciers.

Offline Gisbert_of_Thuringia

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Re: New battle map - Glacier Valley
« Reply #49 on: January 28, 2012, 01:44:29 am »
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Just played this map, looks really good :)

But sad that everyone is only fighting in the ruins^^  There are lots of other beautiful parts to spill blood on

Offline Zerran

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Re: New battle map - Glacier Valley
« Reply #50 on: January 28, 2012, 01:51:54 am »
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^ played it late last night. Have to say, really enjoyed it. It got a number of compliments from other people too. The only issue (very minor) is people tend to just rush the ruins without trying to flank.
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Offline Mustikki

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Re: New battle map - Glacier Valley
« Reply #51 on: January 28, 2012, 11:52:10 am »
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Yea, the infantry keeps fighting at the ruins due to it has the only cover against cavalry.
Really great looking surrounding area!  :mrgreen:

Tip for map making. Use the terrain generator from native, to make the terrain look more what you expect in the end. So you will save a lot of time and file size. And bit more roughness and small hills gives nice atmosphere on the maps.

Offline obitus

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Re: New battle map - Glacier Valley
« Reply #52 on: February 01, 2012, 03:20:00 pm »
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Update released: http://www.mbrepository.com/file.php?id=3476

Too many changes to list them all...changed spawn location, drastic terrain modification, more ruins, more z-axis, more gameplay relevant stuff all over, less rocks in the background.

Will play much better, maybe as fun as Tropical  8-)

Offline obitus

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Re: obitus maps
« Reply #53 on: February 04, 2012, 02:30:34 pm »
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My thanks to whomever merged the threads!  I've modified the original post as needed.

Has anyone played Glacier v2 yet?  I appreciate all feedback, especially negative.  Helps me make better maps in the future.

Offline Chagan_Arslan

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Re: obitus maps
« Reply #54 on: February 04, 2012, 03:09:52 pm »
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I appreciate all feedback, especially negative.

it sucks, like so bad

your welcome

Offline Zerran

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Re: obitus maps
« Reply #55 on: February 05, 2012, 12:59:20 am »
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WHERE IS TROPICAL?!

I haven't gotten to play it in weeks.  :cry:
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Offline bravesquirrel

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Re: obitus maps
« Reply #56 on: February 07, 2012, 06:29:51 am »
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WHERE IS TROPICAL?!

I haven't gotten to play it in weeks.  :cry:

Yea, needs more Tropical

Offline BADPLAYERold

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Re: obitus maps
« Reply #57 on: March 06, 2012, 06:10:31 am »
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bump for awesome maps

Offline obitus

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Re: obitus maps
« Reply #58 on: March 06, 2012, 09:10:34 am »
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If I can make sure everything will work, the next map will feature winch-driven trap doors to deep spike-filled pits.

This will require some extensive testing - in Native it won't work as a cavalry player can survive the fall, sacrificing their horse.  cRPG has different fall damages, so there is still hope.

Offline obitus

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Re: obitus maps
« Reply #59 on: March 06, 2012, 09:59:41 am »
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It's really random!  I took a trip to the cRPG Siege servers (as all siege maps seem to have 1000m high drops) and about half of the time I jump my steed to its death I live.

Too random to use as a mechanic I suppose.  We need a player_damage_box prop, heh.


Oh well, fuck it, plan B.  I'll make custom props instead and go for a less gimmicky map.