Author Topic: Teeth's maps  (Read 8052 times)

0 Members and 1 Guest are viewing this topic.

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Teeth's maps
« on: December 28, 2011, 11:12:07 pm »
+21
Siege

Vocht Castle
(click to show/hide)

Tzar Castle
(click to show/hide)


Battle

Lakeside Abbey
(click to show/hide)

Waning Cold
(click to show/hide)


Siege Beta

Isle of Cray
(click to show/hide)
« Last Edit: August 13, 2013, 10:12:42 pm by Teeth »

Offline Jacko

  • Moderator
  • *****
  • Renown: 839
  • Infamy: 99
  • cRPG Player Sir White Knight
  • Mappers Guild
    • View Profile
  • Faction: Fffnanguard!
  • Game nicks: Jacko
Re: Battle Map, Waning Cold
« Reply #1 on: December 29, 2011, 10:29:29 am »
0
Map looks good, always need more battle maps, especially more open ones that is not "random plains".

Only concern I have would be water levels (submarine archers), but that doesn't  really look like a problem judging from the pictures.
Monkeys!

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: Battle Map, Waning Cold
« Reply #2 on: December 29, 2011, 10:35:18 am »
+2
Map looks good, always need more battle maps, especially more open ones that is not "random plains".

Only concern I have would be water levels (submarine archers), but that doesn't  really look like a problem judging from the pictures.
No, its just a thin layer of water, there is a small river that is a little deeper, still no submarine archers.

Offline monsterbrum

  • Peasant
  • *
  • Renown: 2
  • Infamy: 0
  • cRPG Player
  • Zoink?
    • View Profile
  • Faction: Knights Templar.
  • Game nicks: Templar_Brum, Biggus_Dickus, and many more!
  • IRC nick: Monsterbrum
Re: Battle Map, Waning Cold
« Reply #3 on: December 29, 2011, 09:05:03 pm »
0
Cool idea, looks nice, and especialy good playable

Offline JPFaultless

  • Peasant
  • *
  • Renown: 1
  • Infamy: 1
  • cRPG Player
  • There goes your shield, mate
    • View Profile
  • Game nicks: Beleth
Re: Battle Map, Waning Cold
« Reply #4 on: December 30, 2011, 01:08:21 am »
0
looks awesome

Offline Darkwulf

  • Noble
  • **
  • Renown: 12
  • Infamy: 16
  • cRPG Player
  • Crusader
    • View Profile
Re: Battle Map, Waning Cold
« Reply #5 on: January 06, 2012, 06:25:01 pm »
0
Looks good, can't wait to play on it.

Offline Peasant_Woman

  • Earl
  • ******
  • Renown: 438
  • Infamy: 37
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Unofficial Moderator
    • View Profile
  • Faction: Ninja, Ming, Companions, Cavemen
  • Game nicks: Peasant_Woman, Ninja_Ninja, Ming_Ninja, Companion_Ninja.
Re: Battle Map, Waning Cold
« Reply #6 on: March 30, 2012, 04:13:56 am »
0
Just played this and noticed that if both teams decide to take the ruins on the far hill, Team 2 will find that they are just slightly closer to them than Team 1 so Team 2 can get there faster and have somewhere for their ranged to hide while team 1 is still out in the open.
Maybe you are not bad, but you are a boring person. Well, that's the end of the matter.
Guide to map making
My Maps

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: Teeth's maps
« Reply #7 on: January 22, 2013, 05:03:28 pm »
0
New map

Offline Zlisch_The_Butcher

  • King
  • **********
  • Renown: 1272
  • Infamy: 971
  • cRPG Player
    • View Profile
  • Faction: Faction: Frisian Church of Mork The Goat God
  • Game nicks: Zlisch
  • IRC nick: IRC nick: Tears
Re: Teeth's maps
« Reply #8 on: January 22, 2013, 05:54:55 pm »
0
Looks good, there is a slight chance those cliffs will be abusable like on that by the rocks map by mustikki and I feel the spawns would be easy to gk.
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

  • Earl
  • ******
  • Renown: 486
  • Infamy: 58
  • cRPG Player
    • View Profile
    • http://www.youtube.com/watch?v=SeAOv_H-hh0&hd=1
  • Faction: kings of kd
Re: Teeth's maps
« Reply #9 on: January 23, 2013, 11:51:12 am »
+1
just a warning...im not sure if that water texture can be used.

when i tried to use it it ended up making weird underwater areas above ground all over the place

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: Teeth's maps
« Reply #10 on: January 23, 2013, 12:49:56 pm »
0
just a warning...im not sure if that water texture can be used.

when i tried to use it it ended up making weird underwater areas above ground all over the place
Shame if that is the case, thought it was very nice to be able to place water besides the horizontal level water. If there are any problems I will just remove it, no biggie.

Oh I also had horrible texturing problems with the road to the right of the bridge on the overhead screen. I could either texture it hard path or hard pebbles even if I tried to use brown stone, it would just turn huge slabs of texture into pebbles. Later on I tried the village texture and it didn't screw up as much and in the end it looks okay with some stone props, but I'd rather have some more texture contours there. Anyone knows what causes such texture bugs?
« Last Edit: January 23, 2013, 12:55:10 pm by Teeth »

Offline Mlekce

  • Earl
  • ******
  • Renown: 454
  • Infamy: 367
  • cRPG Player
  • Remove kebab
    • View Profile
  • Faction: Vanguard, ex Byzantium
  • Game nicks: Mlekce, Sergius
  • IRC nick: Mlekce
Re: Teeth's maps
« Reply #11 on: January 23, 2013, 11:43:09 pm »
0
Lakeside Abbey is looking very nice. Why isn't it added yet?

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: Teeth's maps
« Reply #12 on: January 24, 2013, 12:23:06 am »
+3
Lakeside Abbey is looking very nice. Why isn't it added yet?
Probably because I uploaded it yesterday.

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: Teeth's maps
« Reply #13 on: January 26, 2013, 12:02:29 am »
0
Looking good in the pics!
Gotta take a look in-game when i get time for it.

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: Teeth's maps
« Reply #14 on: January 27, 2013, 12:48:15 am »
0
Fix entry point 1 to entry point 0.
Church is missing cross.
The water element placed y-axis sometimes produces bugs in the map like under water textures and slowed moving. So i would advise it to be removed.
Cavalry loves to run into map borders. If its not too much work, maybe add something that players will recognize the map borders before clashing to it (fence, ground changes upper/lower).
The field ground is too dark.
Road/turf edge could be smoothed.
And now that your on it: add some color to dirty road :)
mp_fence will let people walk through so you need to add invisible barrier_4m stopping people for both sides. Stretch it a bit.
When these are done, contact to Jacko - i'll be away untill next weekend.

Otherwise the map looks good. :)
« Last Edit: January 27, 2013, 12:53:24 am by Mustikki »