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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 49157 times)

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Offline Camaris

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Re: [Feedback] Maps on official servers
« Reply #570 on: March 25, 2014, 06:37:58 pm »
0
It's probably been mentioned to the right people, but since I haven't seen it...

DTV Grunwalder Castle

There is an invisible barrier placed here:
(click to show/hide)

Probably a 2m or 4m barrier. I put one in for context's sake.


***EDIT***

I've just seen a major exploitation. Dunno how yet, but I have an idea. I'm bound to get some hatin' for this report.

(click to show/hide)


I think that random barrier I first mentioned, and how the players got down there are related.


***EDIT***

The two problems are not related at all after looking at the scene file. The first is just an oversized barrier that is reaching too far out and down. As for the second, while I've seen the general place where the glitch is performed, I have no idea how it works. Frankly, it shouldn't, but just moving the barrier forward a little will probably fix it as there will be no place to glitch out there.

Speaking of glitching, same map, different barrier problem. Down the stairs and to the right of where you spawn, at the walls you can get stuck because, again, oversized barriers are placed for the top of the walls' walkways, and it reaches down to the bottom, trapping players who inadvertently back into the indentations in the walls. (Sorry, no pic.)

Haven´t seen this map for ages!!! why???

Also that one: Windsore Castle
« Last Edit: March 25, 2014, 06:41:45 pm by Camaris »

Offline Kalp

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Re: [Feedback] Maps on official servers
« Reply #571 on: April 16, 2014, 04:22:02 pm »
+2
Why unknown scene aka simply plain map (EU_2, no castle, walls etc) is in rotation ?
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The goal of Strategus battles shouldnt be to deprive your enemies of players, but to have full roster both sides and have the gear/tactics/strategy win the day rather than lack of merc support.

Offline Daunt_Flockula

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Re: [Feedback] Maps on official servers
« Reply #572 on: April 20, 2014, 11:17:45 pm »
+1
Why unknown scene aka simply plain map (EU_2, no castle, walls etc) is in rotation ?

Please get rid of this already. It is pure cav fest, which is not something one would like to have on siege (except for cavs themselves of course). And it also comes up way too often. Today, and I am really not exaggerating here, 1 out of every 3 maps was this one. Of course it didn't go on like that all day long but I myself played it at least 3 times in 10 maps. Not cool.

The last time it came up, spawn points were messed up like hell. Attackers kept respawning right next to flag and it was 3 wins for attackers in no time (took less than 1 minute each round). People lost their hard earned multis. And on the other hand, some people got easy multis and easy valor. After that last instance, 20 out of the 60 players had left out of pure rage.

TL;DR version: Remove this from the map cycle already.

Offline Knife

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Re: [Feedback] Maps on official servers
« Reply #573 on: April 27, 2014, 11:17:37 pm »
0
Yeah, good question is what's up with that capture the flag map, battle map with flag or whatever you want to call it in Siege servers? I hopped in and it was a forest with only stakes protecting the flag, that is if you can even call it a forest, it only had a couple of trees....that's...BLASPHEMY!

ULTIMATE THEORY: Since Faps was online just before it swapped to that map, he put it in! Blame fips aka faps for everything, he set it up! That evil bastard!
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Offline Chris_the_Animal

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Re: [Feedback] Maps on official servers
« Reply #574 on: April 29, 2014, 02:42:39 pm »
+1
The map San'di Boush NC is quite unfair. The way for one team to the top of the Temple is faster then the other. That causes a huge inbalance, because the team in advance is able to charge downstairs when the main way is being chosen. The spawn should just be moved backwards, as there is enough place to do so.
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Offline Fips

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Re: [Feedback] Maps on official servers
« Reply #575 on: April 29, 2014, 04:39:40 pm »
+1
The random plain is fixed and Chris, next time please make screenshots when you want to post feedback. The names that pop up when you push qmd/qmu are not the ones of the actual map and noone knows how to get this fixed =P

But since all of the new maps are from Thranduil, you might as well just describe it in his thread and post your feedback^^

Offline Chris_the_Animal

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Re: [Feedback] Maps on official servers
« Reply #576 on: April 29, 2014, 07:01:19 pm »
0
Ill do so when the map appears next time :)
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Offline Life

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Re: [Feedback] Maps on official servers
« Reply #577 on: April 29, 2014, 10:50:48 pm »
+1
im glad you guys have brought back a few of the old maps ( with small changes i've noticed.)
such as the forest map with 2 stairs and a bridge across the center.
the map of the arabic city / mountain tunnel passageway.

great maps back in rotation  :D
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Offline Chris_the_Animal

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Re: [Feedback] Maps on official servers
« Reply #578 on: April 30, 2014, 01:33:04 pm »
0
The map San'di Boush NC is quite unfair. The way for one team to the top of the Temple is faster then the other. That causes a huge inbalance, because the team in advance is able to charge downstairs when the main way is being chosen. The spawn should just be moved backwards, as there is enough place to do so.

I meant this map btw
(click to show/hide)
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Offline Thranduil

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Re: [Feedback] Maps on official servers
« Reply #579 on: April 30, 2014, 04:47:36 pm »
+1
I meant this map btw
(click to show/hide)

I thought it might be from your description. I can move the spawn back a little, but I have to leave a little room in case of a large server population (EU being the more likely to have this =P), but even then it doesn't even add a full second to that side's run time....however, I have just had a brilliant idea that I hope will work. Movable ladders. The down side is that if there are movable ladders only on one team's side, or that team has idiots standing on the ladders, there could be a lot of complaining..... I'll think of something though.
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Offline WITCHCRAFT

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Re: [Feedback] Maps on official servers
« Reply #580 on: May 01, 2014, 10:10:09 am »
0
I really like that map, it's a fun change of pace both strategy-wise and scenery-wise. Cav gets the shortest end of the stick ever though.

Never noticed the spawns favoring either team too heavily, but I am just remembering it from a while ago. Haven't played it recently since it was re-added.
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Offline Thranduil

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Re: [Feedback] Maps on official servers
« Reply #581 on: May 01, 2014, 03:49:30 pm »
0
I really like that map, it's a fun change of pace both strategy-wise and scenery-wise. Cav gets the shortest end of the stick ever though.

Never noticed the spawns favoring either team too heavily, but I am just remembering it from a while ago. Haven't played it recently since it was re-added.

Yeah, I thought I had the spawns pretty even before, and I don't remember changing anything about them, but Chris is right. I used a stop watch (app) and sure enough, one side had a 3-5 second advantage! They are pretty even now though.

I dropped the idea of movable ladders just because it would be unfair to have one side be forced to wait for ladders and the other not. That and it over compensated. Instead, I tried making it easier for the slower side to get up the roofs using ladders and raising existing roofs to have a more level starting path, so with the exception of one path still being 2-3 seconds slower, the rest are pretty even counting the time it takes to reach the top roof, not the time it takes to reach the center of the top roof. For center, I'd say they are all even. And don't forget there is that weird side path tunnel thing!

As for cav. ...  :oops:
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Offline San

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Re: [Feedback] Maps on official servers
« Reply #582 on: May 01, 2014, 07:11:33 pm »
0
Sometimes I wish the backing up hills bug for cav was put back in. Had to get off my horse on that map.

Offline Literally_Circler

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Re: [Feedback] Maps on official servers
« Reply #583 on: June 11, 2014, 01:36:41 pm »
+1
(click to show/hide)
(click to show/hide)


Gameplay on this map is terrible, rangers swarming the roofs & surrounding cliffs and it all ends up like the good ol' days of.....you know what.



Also: this map is somewhat pointless:
(click to show/hide)


I don't understand where all the good maps went missing.........so many villages that could be fixed in no time into very decent maps and we have this rubbish......

I like these maps

Offline Dekkers

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Re: [Feedback] Maps on official servers
« Reply #584 on: July 10, 2014, 11:50:33 pm »
0
I think some maps should be removed or edited.

Not that I have any specific names, but there's one map with a giant Kerghit wall, and if you get the gate open you get a tunnel system with the flag in it. That map is just boring to play and it looks way too empty.

Then there's this siege map with Rhodok walls and a river running through, with only one line of defence, which is extremely unbalanced. The attackers win every round within seconds.

I hope you guys can find out what maps I am talking about so that they can be fixed or removed.
There are more maps, but these two are ones I noticed today and they were frustrating.