Author Topic: Toxic's scenes! Suggestions very welcome!  (Read 2194 times)

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Offline ToxicKilla

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Toxic's scenes! Suggestions very welcome!
« on: March 20, 2011, 01:59:47 pm »
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Hey, I've recently got into mapping for Crpg (or scene editing, as they call it), and quite like it. I've mapped before in editors such as the hammer editor by valve, and this Warband editor is so simple!
So basically I want to make some balanced, fun maps that account for all playstyles.
I'd like you guys to give me feedback on the maps, so that they will be exactly how people want them.

Motte and Bailey siege map.
(click to show/hide)

My first map. (No name yet) Work in progress!
(click to show/hide)


Thanks for reading! Please post any suggestions to make the maps more fun, and more visually pleasing.
« Last Edit: April 07, 2011, 07:39:20 pm by ToxicKilla »

Offline gazda

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #1 on: March 20, 2011, 04:41:33 pm »
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looks nice, but crpg is full of village maps,  :|
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Offline ToxicKilla

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #2 on: March 20, 2011, 04:47:50 pm »
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looks nice, but crpg is full of village maps,  :|
Thanks, but it's not a full blown village map though. Neither teams spawn near the village, it's just off to the side of the map, and theres just 1 house and a wind mill in the center.

Offline Kung Fu Jesus

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #3 on: March 20, 2011, 07:46:03 pm »
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Looks ok if a little plain. If I understand correctly, the teams spawn on the same side of the river but on either side of the woods/village? If thats the case, expect 90% of the fighting to be in the woods. I have found that players do what the bots do, run straight ahead and meet in the middle. I made maps with little pockets of fighting could take place all over. But, no, everyone runs to the middle.

So, I'd concentrate on making that area appealing. The far hill and other side of the river will mostly be ignored, except by cav and ninjas. Maybe some oversize rocks for archers to get on and people to use as cover. If you can, maybe make a small wheat field somewhere in the middle for something different. You can make it overgrown so its chest high or more. I don't know if you've done it or not, but I'd make sure all roofs are either accessible permanently or blocked completely, including the windmill. Also, make sure one team cannot take the village first. Goal #1 for everyone will be to get out of the plains and run for cover. If one team can always take the village, the other team is pretty much screwed every round, until they figure out to go to the river or possibly second village.
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Offline ToxicKilla

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #4 on: March 23, 2011, 10:32:13 pm »
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Thanks Kung Fu Jesus for the advice :D

Update: Added new map, Motte and Bailey

Offline ToxicKilla

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #5 on: March 26, 2011, 08:27:24 pm »
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Update: Added more pictures of the Motte and Bailey castle.

Offline Hunter_the_Honourable

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #6 on: April 01, 2011, 09:26:33 pm »
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awesome maps :)
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Re: Toxic's scenes! Suggestions very welcome!
« Reply #7 on: April 01, 2011, 09:31:12 pm »
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That siege map just oozes sexiness.
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
The terror of my reign will live on in infamy, singing when they die like a dead man's symphony.

Offline ToxicKilla

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #8 on: April 01, 2011, 09:32:58 pm »
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Hehe, thanks mate. :D

Offline Wallace

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #9 on: April 01, 2011, 11:13:45 pm »
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 In regards to people just bullheading in the middle of the map, I think this could be remedied by spreading out spawns.

Only problem is there is a single entry point value for team 1 and team 2

Has anyone ever tried putting entry point clones in multiple positions to see the result? I wonder if it would create variable spawns in that it would rotate which of the clones a team spawns at

Of course there is the possibility that it will remain picking one and leave it there or even worse go  OMGWTFUDOINGBRO? and crash... either way if noone tries this between now and me getting home i intend to give it a go
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Offline ToxicKilla

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #10 on: April 26, 2011, 01:19:53 pm »
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Bump for epicness!

Offline Kafein

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Re: Toxic's scenes! Suggestions very welcome!
« Reply #11 on: April 26, 2011, 01:52:26 pm »
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So, I'd concentrate on making that area appealing. The far hill and other side of the river will mostly be ignored, except by cav and ninjas. Maybe some oversize rocks for archers to get on and people to use as cover. If you can, maybe make a small wheat field somewhere in the middle for something different. You can make it overgrown so its chest high or more. I don't know if you've done it or not, but I'd make sure all roofs are either accessible permanently or blocked completely, including the windmill. Also, make sure one team cannot take the village first. Goal #1 for everyone will be to get out of the plains and run for cover. If one team can always take the village, the other team is pretty much screwed every round, until they figure out to go to the river or possibly second village.

I'm sorry, but many things I read in this text is wrong in my opinion.

A village is appealing enough, it should be a choice to go there, with (by definition) tradeoffs. If the map only possible strategy consists in rushing a vantage point, then it's badly designed. However, it is important to protect roofs from ladder use as you said. Either block them completly (prolly the best solution) or make them reachable from at least two points, without cRPG ladders.