Author Topic: Battle Map: Lookout  (Read 1368 times)

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Offline Salminen

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Battle Map: Lookout
« on: March 02, 2011, 06:17:51 pm »
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Realised i don't have a thread on the c-rpg forum even though i already posted this to the finished maps thread. No feedback allowed in it so here's a thread so you can tell what you think about it.

Here's a forest map i made for battle. Spawn locations are timed so that both teams can get to the focal point of the map at the same time. Slopes are gentle enough to allow for fast paced cavalry action around the area while buildings and trees lend enough cover for infantry to battle without being food for cavalry. Fences are just high enough to prevent shooting over them. In cRPG you can easily climb over with ladders.

Focal point is the small lookout post with twin towers overlooking the valley.

(click to show/hide)

There's a doorway on both sides of the fence, giving equal access to the towers by both teams. Towers are connected with a rope bridge.

(click to show/hide)

The line of fire for archers at the top of the towers is mostly limited to the inside area of the fence, that keeps the area more vulnerable to archers, while the outside is more dangerous because of cavalry.

(click to show/hide)

Team one side of the fence:

(click to show/hide)

Team two side:

(click to show/hide)

There are some ruins in the valley below.

I'd love to hear feedback on this, even if you hate it, just tell me why. I heard some people have cpu problems in forested maps, which i didn't realise while making this. I myself usually have fps problems in big castle/city maps, not forests.

edit: Just realised i didn't post a download link so here it is :lol: http://www.mbrepository.com/file.php?id=2638
« Last Edit: March 04, 2011, 12:45:35 am by Salminen »
You are all overpowered.

Offline Merten

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Re: Battle Map: Lookout
« Reply #1 on: March 02, 2011, 09:53:51 pm »
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Looks good, looks goddamn good!

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Offline gazda

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Re: Battle Map: Lookout
« Reply #2 on: March 02, 2011, 10:18:59 pm »
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it looks good but with that many trees it will couse lags to some older pcs and even some weaker newer ones
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Offline zagibu

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Re: Battle Map: Lookout
« Reply #3 on: March 02, 2011, 10:34:12 pm »
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Actually, you can place quite a lot of trees. The native map "battle on ice" also has a lot, and i've never heard ppl complain about it.
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Offline Tai Feng

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Re: Battle Map: Lookout
« Reply #4 on: March 02, 2011, 10:41:28 pm »
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I like it, we need more trees. Maps with trees look great and everyone can reduce tree graphics to minimum. If they are still a problem for some, oh well.

Ideally, we would have one server, say EU2 with tree maps.
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Offline Salminen

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Re: Battle Map: Lookout
« Reply #5 on: March 03, 2011, 01:11:37 pm »
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Thanks for the positive comments guys. The trees are actually autogenerated with the terrain creation tool. I figured i'll get better looking forest that way and can easily just position the buildings like i want. Im not sure if this affects the performance at all though, just something to note. Because of this im never going to be able to remove/move trees or foliage.
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Offline Quirian

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Re: Battle Map: Lookout
« Reply #6 on: March 03, 2011, 10:31:56 pm »
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Looks awesome :)

Offline Centurion

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Re: Battle Map: Lookout
« Reply #7 on: March 03, 2011, 10:43:22 pm »
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Ok a cool map would be a big ads maze. Lots of spawn points z
so teams spawn in small groups of 2s and 3s and 1s and then fight forwards the center in these small guerrila groups. People say what about archers? Archers can hold halls and stuff cavalry could even fight in long enough halls.

Offline Leiknir

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Re: Battle Map: Lookout
« Reply #8 on: March 03, 2011, 10:46:36 pm »
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Ok a cool map would be a big ads maze. Lots of spawn points z
so teams spawn in small groups of 2s and 3s and 1s and then fight forwards the center in these small guerrila groups. People say what about archers? Archers can hold halls and stuff cavalry could even fight in long enough halls.

Not possible, "Battle" has exactly 2 spawn points, 1 for each team.
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Offline Centurion

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Re: Battle Map: Lookout
« Reply #9 on: March 03, 2011, 10:50:17 pm »
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Alright divide spawn into 4 or 5 parts with walls.