Poll

I can't get no Map-isfaction..!

I'm satisfied with the current selection of maps
I'm moderately satisfied with the current selection of maps
I 'm not satisfied with the current selection of maps and I wish to make my voice heard in this thread!
Maps are horrible, add more maps that cater to my class!
Maps are horrible, I hate you

Author Topic: [Feedback] Maps on official servers  (Read 49001 times)

0 Members and 4 Guests are viewing this topic.

Offline Elmuri

  • Marshall
  • ********
  • Renown: 817
  • Infamy: 91
  • cRPG Player Sir White Knight A Gentleman and a Scholar
    • View Profile
  • Game nicks: Elmuri and co
Re: [Feedback] Maps on official servers
« Reply #300 on: May 30, 2012, 12:37:49 pm »
+1
Current rotation is shit. Feels like there's 5 maps and most of them are pretty bad. I know theres more maps in the rotation, but I have to play some shit maps at least 2 times a day. For example Ruins by the river, the castle map with circle and the desert village with river in the middle are a bit crap.


E: Sorry for being rude, but I was angry cause of idiotic map
« Last Edit: May 30, 2012, 08:00:19 pm by elmuri »

Offline Bjarky

  • Earl
  • ******
  • Renown: 352
  • Infamy: 31
  • cRPG Player A Gentleman and a Scholar
  • U got gold? I bring tea, silk, hemp, camels +more!
    • View Profile
  • Faction: Caravan Guild (Leadership member)
  • Game nicks: Guard_BD_Bjarky, Guard_the_Lederhosen
  • IRC nick: bjarky
Re: [Feedback] Maps on official servers
« Reply #301 on: May 31, 2012, 12:08:20 am »
0
pls fix bot spawn for DTV map Tahlberl, they often get stuck in the spawn so u have to get them, wasting alot of time.
same thing for Peshmi
« Last Edit: May 31, 2012, 01:51:42 am by Bjarky »

Offline dodnet

  • Duke
  • *******
  • Renown: 595
  • Infamy: 149
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Wolpertinger
  • Game nicks: DoD, DoD_Wolper
Re: [Feedback] Maps on official servers
« Reply #302 on: May 31, 2012, 02:03:39 pm »
0
Current rotation is shit. Feels like there's 5 maps and most of them are pretty bad. I know theres more maps in the rotation, but I have to play some shit maps at least 2 times a day. For example Ruins by the river, the castle map with circle and the desert village with river in the middle are a bit crap.


E: Sorry for being rude, but I was angry cause of idiotic map

No sorry needed, I too have the feeling that map rotation gets worse on every change. Sorry, but its only random plains now, some classics and a lot of shitmaps. At least add some villages again to make a bit of a change.

Worst map is a random plains with a damn steep hill we played yesterday. Its only camping on that map, esp as one team has a huge advantage being closer to the damn mountain.
The logic of war seems to be that if a belligerent can fight he will fight.

(click to show/hide)

Offline Dezilagel

  • Marshall
  • ********
  • Renown: 722
  • Infamy: 209
  • cRPG Player
  • (X) probably goes well with Nutella
    • View Profile
  • Faction: Guards, Guards!
  • Game nicks: Dezi_the_Bagel
  • IRC nick: Dezilagel
Re: [Feedback] Maps on official servers
« Reply #303 on: June 01, 2012, 12:48:38 am »
0
Map "By the Rocks" features some underwater bridges, pitfalls and stuff which is all fine except that you can't see through water at all with low graphics settings.

Needs fixing imho.
visitors can't see pics , please register or login

Quote from: Rumblood
You fuck, or you get fucked.
Valour Multghulis - All Krems Must Die

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: [Feedback] Maps on official servers
« Reply #304 on: June 01, 2012, 12:56:37 am »
0
The last patch borked battle maps really badly, but fixed now and included on next patch (so you download maps with launcher).
Everything should be fine after server restarts.

Offline Svitjodvarg

  • Knight
  • ***
  • Renown: 43
  • Infamy: 55
  • cRPG Player
  • Strategus Coordinator!
    • View Profile
  • Faction: Wolves
  • Game nicks: Wolves_DeGothia
  • IRC nick: Wolves_DeGothia
Re: [Feedback] Maps on official servers
« Reply #305 on: June 01, 2012, 07:28:00 am »
0
Add lots of infantry maps to EU1. think atleast 50% should be inf maps.
visitors can't see pics , please register or login

Offline Chagan_Arslan

  • Earl
  • ******
  • Renown: 372
  • Infamy: 155
  • cRPG Player
    • View Profile
  • Faction: Great Khans
  • Game nicks: GK_Chagan_Arslan
Re: [Feedback] Maps on official servers
« Reply #306 on: June 05, 2012, 02:36:56 pm »
0
Add lots of infantry maps to EU1. think atleast 50% should be inf maps.

arent all maps infantry maps ?

Offline CrazyCracka420

  • Minute Valuable Contributor
  • Strategus Councillor
  • **
  • Renown: 1950
  • Infamy: 794
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Welp
    • View Profile
  • Faction: Vaegirs
  • Game nicks: Huseby
  • IRC nick: Steam name: crazycracka420
Re: [Feedback] Maps on official servers
« Reply #307 on: June 05, 2012, 05:07:22 pm »
0
Bandit Hideout is a terrible map.  I want to give some advice to the map maker:  stop making maps.

Seriously, the map borders are the most illogical you could come up with.  If it's not intuitive where the map edge is, then make a physical indicator (maybe a tiny little hill aka a bump going around the edge).  You cross over one side of the river and if you go more than 15 feet you crash into an invisible wall. 

Please remove from the rotation until this is fixed.  It's a terrible map, look at the up and down votes to confirm.
visitors can't see pics , please register or login
 - Stolen from Macropussy

Offline Turboflex

  • Duke
  • *******
  • Renown: 648
  • Infamy: 212
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Ravens of Valhalla
Re: [Feedback] Maps on official servers
« Reply #308 on: June 06, 2012, 04:03:38 am »
0
New Siege maps

Sorrows Anchorage

has potential but unbalanced, too hard for attackers.

Remove the initial 20 second spawn to 1st keep. Not necessary and tedious.

And/or

Move ladder to attacker side


Fort Rhuin

also seems like attacker spawn too far from flag...

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: [Feedback] Maps on official servers
« Reply #309 on: June 06, 2012, 10:05:57 am »
0
Thank you for your feedback Turboflex.

Sorrows Anchorage
I already changed the ladder for attackers side and removed 1 door from the 1st castle's main door.
Will see if that is enough or if more balancing is necessary. The reviewed map should take place at next server restart in NA (EU has already boot).
I like the atmosphere at the map.  :D

Offline Turboflex

  • Duke
  • *******
  • Renown: 648
  • Infamy: 212
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Ravens of Valhalla
Re: [Feedback] Maps on official servers
« Reply #310 on: June 06, 2012, 04:13:37 pm »
0
Yeah I like the layout also, can produce some really epic battles on that bridge. I've noticed on a bunch of newer maps tho that the attacker spawn is being set way back from castle walls producing 20-30 second runs just to get to the first ladder or door.

These maps get really tedious even if they are well balanced, its just very unfun to be running that much. Especially on some where its up hills. People should spawn no further than 5-10 seconds from first defencible obstacle (obviously longer run if you're trying side/backdoor), and siege ramps/towers shouldn't be more than 45-60 seconds to push.

Offline NejStark

  • Marshall
  • ********
  • Renown: 918
  • Infamy: 56
  • cRPG Player Sir Black Rook
    • View Profile
    • Personal wesbite
  • Game nicks: GK_NejStark, Anything with "Nej" in it.
  • IRC nick: itsnej
Re: [Feedback] Maps on official servers
« Reply #311 on: June 06, 2012, 05:25:53 pm »
0
Here are a few suggestions I'd like to make. One is map, is not. This is the first suggestion page I've come across though, so here we go.

1) Invisible Walls. While it's a lot of fun knowing exactly where the world ends, it isnt very ergonomic for the playable area to stop without any player feedback.
A small indicator which justifies the playable ares would be a massive help to new players, maybe even old players. The best way to implement this I can think of that wouldnt be too visually intrusive (like walls) or too advantageous/gamechanging (like perhaps hedges) would be a line of small stones, about 10-15m apart along the line of the playable area.

2) 200 player servers.. I love that we can play on 200 player servers - the player count for me is a big pull in this game - but, nearly doubling the player count isnt only pushing the internet connections of your players (mine was fine btw during the 200+ player test),  but it also possibly serves to make the game graphically unplayable for a big chunk of your players (myself included). During this gameplay, if I swung the cam towards a team of players (regardless of their distaance) the game became a slideshow. I know there is the whole 'Get a new PC argument' which is perfectly valid, but I imagine not everyone wants to, or can, do that.

Anyway, just a couple of throughts,
 
Goodbye from the North!!!
Nej Stark


"A man on the steppe with no friends is as narrow as a finger; a man with friends is as wide as the steppe"

visitors can't see pics , please register or login

Offline CrazyCracka420

  • Minute Valuable Contributor
  • Strategus Councillor
  • **
  • Renown: 1950
  • Infamy: 794
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Welp
    • View Profile
  • Faction: Vaegirs
  • Game nicks: Huseby
  • IRC nick: Steam name: crazycracka420
Re: [Feedback] Maps on official servers
« Reply #312 on: June 06, 2012, 06:22:26 pm »
0
Two things to note stark:

small stone rings would be okay, but just making a small rolling hill around map edges (that aren't obvious or intuitive) would be helpful, and it wouldn't look at all out of place.

the amount of people playing at any given time shouldn't affect your ping or network connection, you're still sending the same amount of packets to and from the server.  i think the only hit would be related to a computer's resources.  Going from 100 to 200 people in game at one time can add a lot of strain to a graphics card.

Warband is an older game and typically playable on older computers, bumping up to 200 players does alienate a lot of the people who are on outdated computers. 

I still think it's important for people to post their computer spec's if they are having issues playing on the server with 200 people.
visitors can't see pics , please register or login
 - Stolen from Macropussy

Offline NejStark

  • Marshall
  • ********
  • Renown: 918
  • Infamy: 56
  • cRPG Player Sir Black Rook
    • View Profile
    • Personal wesbite
  • Game nicks: GK_NejStark, Anything with "Nej" in it.
  • IRC nick: itsnej
Re: [Feedback] Maps on official servers
« Reply #313 on: June 06, 2012, 06:54:47 pm »
0
Yeah my ping was fin, but my FPS took a total hammering. I cant complain about that though as I play on a 4yo MacBook Pro which I shouldnt even be able to launch the game on, but with the game having to draw more players I doubt I was alone.
The playable area thing is a hot potato I think, its probably been discussed before I'd imagine. Any kind of rolling hill would have to be explicitly not navigable otherwise, also might be tricky to incorporate that in playable/unplayable boundaries on water.
"A man on the steppe with no friends is as narrow as a finger; a man with friends is as wide as the steppe"

visitors can't see pics , please register or login

Offline Smoothrich

  • King
  • **********
  • Renown: 1558
  • Infamy: 986
  • cRPG Player
  • #manup @bigplays
    • View Profile
Re: [Feedback] Maps on official servers
« Reply #314 on: June 07, 2012, 07:52:31 pm »
0
map on na_1 battle:  "Bay"

Recently appeared on the servers, absolutely awful design and really unfun to play.  Every hill has a random invisible wall that makes no sense and isn't defined, tons of little stairs that you can't even walk over without jumping creating unnatural and unfun chokepoints, gigantic unfocused space that has every round drag out with the teams running in circles instead of actually engaging.

Remove please.
My posting is like a katana folded 1000 times to perfection.. and the community is what keeps the edge sharp.. and bloody.  -  Me.

visitors can't see pics , please register or login