Author Topic: obitus maps - NEW MAP IMMINENT FACE OFF 2013  (Read 18964 times)

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Offline Zlisch_The_Butcher

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #120 on: May 26, 2013, 11:26:37 am »
0
That gab is more than wide enough for anyone, regardless of build, to jump. Imo an improvement to the map could be a few large rock pillars on land serving as loose cover for ranged, Chasm really sucks if it's on a low pop server and the only ranged got the ath/riding to kite.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline obitus

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #121 on: May 27, 2013, 06:19:13 am »
+1
The update is already live??  WOw!

I actually avoided putting more cover specifically for low player counts...I wanted all action to converge at the bridge in the case of low server population since that's where the map's only superior cover is.  If I put more cover/obstacles I am worried it would just drag the rounds out super long which I am trying to avoid.

I could put more cover around the bridge area to keep the action concentrated there...but I want to encourage the use of other routes for big games.  Hmmm
« Last Edit: May 27, 2013, 06:27:15 am by obitus »

Offline obitus

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #122 on: May 29, 2013, 10:18:39 am »
+3
Okay here's an idea...encourage the use of the damaged bridge by making it a covered bridge.  I'll still leave the broken floor, naturally, but this route will be well shielded from ranged from the sides and top.

With this change I can add more rocky cover by that bridge without making it an even better archer camping area which would further discourage its use.

Thoughts?  I'm always worried about keeping round length low.  The ring around the rosey scenario is unfortunately going to happen on this map, but I am hoping the visibility is good enough to easily determine the enemy's location.

Offline BadooN

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #123 on: May 30, 2013, 05:17:18 pm »
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I don't know if this has been addressed yet, but players can get stuck in those spots between the 4 columns and the bridge with no way of getting out.  Happened to me once and I've seen others stuck there helplessly, I'll try to get some screens next time.

Offline obitus

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Re: obitus maps - CHASM V2 NEW UPDATE BEST UPDATE 2013
« Reply #124 on: July 21, 2013, 03:44:56 pm »
+1
With the promise of an updated map cycle I celebrated with the accidental creation of a map.

Face Off
Download:
https://www.dropbox.com/s/lp7ynd2ea7i9o15/Face_Off.zip

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Teams spawn facing each other on opposite sides of the gate.


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The winch, catwalk to it, and gate are visible in this shot.


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Newmap "Face Off"
« Last Edit: July 22, 2013, 08:45:03 pm by obitus »

Offline Viriathus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #125 on: July 21, 2013, 07:49:22 pm »
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Dam this is a nice map!

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #126 on: July 21, 2013, 08:42:27 pm »
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mount and blade nexus is broken for me, keeps giving me an error message for the upload page:


Error

The site has run in to a problem, please look at the error message below...

No ID was supplied for this action.

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #127 on: July 22, 2013, 08:47:01 pm »
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Mount & Blade Nexus is not working on any computer I try.  ALways throws the above error, the file doesn't have an ID created for it.

Download here:
https://www.dropbox.com/s/lp7ynd2ea7i9o15/Face_Off.zip

Offline Teeth

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #128 on: July 22, 2013, 10:23:26 pm »
+1
Checked out the updated Chasm and Face Off. Nothing wrong with Chasm, but I still doubt anyone but a handful of cav will use anything else than the main bridge. Will update.

About Face Off. The map is extremely barren. The map consists of solely textures, a little vegetation and buildings. All similar buildings, textures and vegetation at that. I know you value good performance, but this looks rather lazy and rather boring. As far as gameplay concept goes, the gate is nice, but the catwalk to it is just a one person deal, it's probably going to be a horrible ranged and maul camp spot up there by whichever side has the fastest character to go up there first. People might not even wanna go up there whatsoever. Apart from the gate the map is a lot of walking and perhaps even circling, until the gate is opened. I couldn't be arsed to time the spawns to winch routes, you've probably thought of doing that.

The map is fairly large with a lot of dead space. Doubt much more than this area is going to be used. Not a real problem or anything.
(click to show/hide)

(click to show/hide)
You put some extra doors at houses, they look more out of place then they make the house look like an house if you ask me, but more importantly it shows the open door option. Some of them are also hanging in front of the wall instead of actually in it.

You sunk a lot the houses to create smaller houses, but in lots of spots it left half visible windows and roofs and other weird looking stuff. Like so.
(click to show/hide)
(click to show/hide)

You have entry points 66 to 68 as MotF spots, they should be 67 to 69.

If you pretty the map up a little and remove the doors and fix MotF I'll put it on the server to see what happens.

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #129 on: July 22, 2013, 10:33:46 pm »
0
Those doors are unopenable in edit mode!  Le sigh.

I'll apply requested fixes.  Pretty happy with that map for such a short amount of time being spent on it.

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #130 on: July 22, 2013, 11:47:39 pm »
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v2 done!

https://www.dropbox.com/s/wu5jdj3r6xb1uhn/scn_face_offv2.zip

added plenty of props, removed all doors, fixed mof.

i put strategically placed turned-over tables on one side to encourage the use of that side.  that side also has two mof spawns instead of one.  this should help to keep the ring around the rosey scenario from being as bad.


Offline Fips

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #131 on: July 23, 2013, 06:00:05 pm »
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It still seems very lazy to me, the new props don't really add anything to it. Still looks like a ghost-town =/
I will add it in now, but i would really like to see you put some time and life into this city/castle if you want it to stay in permanently.

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #132 on: July 23, 2013, 08:29:29 pm »
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Sounds good!  Let's find out if it's worth keeping.  If it ends up being fun I'll give it some more fine tooth comb details love.

The gameplay is a shot in the dark, much like Pitfalls.  Here's hoping it is worthy!

Offline Jarold

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #133 on: July 23, 2013, 08:57:45 pm »
+1
You know you can use dungeon_doors instead of the sally doors. Dungeon_doors do not open and they are great for adding a little detail to your buildings.

Offline obitus

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Re: obitus maps - NEW MAP IMMINENT FACE OFF 2013
« Reply #134 on: August 01, 2013, 08:25:44 am »
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I'm a bit sad that Face Off v2 isn't in this patch -- I don't want to add tons of detail if it ends up not being worth a spot in rotation / not fun.


Chasm 2.0 opinions??  I think the gap in the bridge is a win.