Author Topic: Wallace's Siege  (Read 2086 times)

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Offline Wallace

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Wallace's Siege
« on: March 21, 2011, 01:42:53 am »
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Created this map with the several things in mind, but of course it isn't perfect and despite my goal of appeasement there will always be mumbles and grumbles. So here's your chance to voice those so I can work toward a properly balanced map. This doesn't mean you say "I THINK THERE SHOULD BE A WALKWAY WITH ONE WAY INVISIBLE WALLS FOR ATTACKERS TO FREERUN TO INNER KEEP!" and your wish is my command. It's more of a chance for the players that are going to have to play this map to have some input on my continued edit process.

For starters: When someone is alive they are actively attacking/defending from the moment they spawn. There are no spawn points there are a thousand miles from the flag or the front that results in mumbles and grumbles

Second: Linear map with objectives that mark progression. Overrunning and taking the gate is vital to a successful siege. While it is still possible to take it without doing this, ninjaing is incredibly difficult

Third: Still room for small squad sidebar attacks for distraction/surprise attacks. This is accomplished with the right side mountain pass only accessible by the attackers. This also serves as a counter-archery archery nest for the courtyard.

Fourth: A map that shows a proper siege has occurred. Pre-battle destruction from siege engines and an avalanche leaves several paths to the inner keep for extra flood power for attackers that have breached that far. I think this look better suits a realistic keep siege as opposed to one where there is man made architecture lending advantage to attackers, which makes no sense

Finally: A flag that is fought in man to man combat. While archers can still fire at it they are more likely to hit allies than enemies. This remedies the mumbles and grumbles about archers pointlessly sniping the flag instead of actually fighting on it and delaying flag drop.

Once this map has been played by the greater Crpg populace I would love some feedback so the map can be perfected

Screenshots:

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« Last Edit: March 21, 2011, 01:44:53 am by Wallace »
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Offline Keshian

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Re: Wallace's Siege
« Reply #1 on: March 21, 2011, 02:07:40 am »
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FRICKEN AWESOME, DO ANOTHER ONE, SIEGE NEEDS MORE GOOD MAPS.
http://keshoxford.com/  - Where middle-eastern meets red-hot and spicy!

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Offline Allers

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Re: Wallace's Siege
« Reply #2 on: March 21, 2011, 02:12:02 am »
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Nice Jawb
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Offline Earthdforce

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Re: Wallace's Siege
« Reply #3 on: March 21, 2011, 04:32:05 am »
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I like how my gay throwing will be super effective on the gate controls, but every where else I'll have to use my gay polearms :D
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Offline Duster

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Re: Wallace's Siege
« Reply #4 on: March 21, 2011, 06:15:10 am »
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Anything with burning BRD flags is cool with me :D looking forward to playing it!
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Offline Hirlok

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Re: Wallace's Siege
« Reply #5 on: March 22, 2011, 12:05:23 pm »
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Looks GOOD! Into the rotation with that one for testing :)

hope it is not too huuuuuugish and slow like some some of the other new ones...

(...and I am sure we will find a spot for flag-sniping and decorating the end-fight-heroes of both sides with some arrows... lol)
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Offline Tears of Destiny

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Re: Wallace's Siege
« Reply #6 on: March 22, 2011, 08:05:23 pm »
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More siege maps need flames and fire!

I can not wait to play in this one! I like how it looks properly pummeled and no odd unnatural "things."

I also like that the defenders have an actual camp with siege machines as they should, instead of starting with utterly random open fields.
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 Earthdforce

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Re: Wallace's Siege
« Reply #7 on: March 22, 2011, 09:18:58 pm »
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I can not wait to play in this one! I like how it looks properly pummeled and no odd unnatural "things."

Hahahaha, just wait until until you play on it before you say that ;)
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Offline Tears of Destiny

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Re: Wallace's Siege
« Reply #8 on: March 22, 2011, 10:41:02 pm »
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Hahahaha, just wait until until you play on it before you say that ;)


Well, I am an absolute sucker for maps even the rubbish ones, if they are new. I only get tired of them if I have to play rubbish maps multiple times, heh.

The way I see it, even an unbalanced map adds spice if you only have to play it a few times (Preferably from each direction). After those few times though, I do appreciate the map being "tweaked" or removed.

I am a weird player though . . . But I get your point!
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 Cyclopsided

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Re: Wallace's Siege
« Reply #9 on: March 24, 2011, 09:00:07 am »
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Aha, vouch for this map. A couple other versions Of this using completely different front walls/gates were really interesting too.
Also, I have declared myself #1 NA hybrid thrower
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Offline Wallace

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Re: Wallace's Siege
« Reply #10 on: March 26, 2011, 09:35:59 pm »
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K so we've found spawn points in the sky... gotta figure that one out

Any other complaints?
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Offline Spa_geh_tea

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Re: Wallace's Siege
« Reply #11 on: April 01, 2011, 06:19:25 pm »
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Remove the excessive particles....too many people with shitty pcs

Offline Cyclopsided

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Re: Wallace's Siege
« Reply #12 on: April 02, 2011, 11:18:12 pm »
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Wallace, you need to do some changes to this map :(. Everyone gets really mad at the map right now due to some really easy fixes.

The snow in the gate itself needs to be lessened on the side so that is less of a choke; and the pit in the ground needs to not be so deep. Terrain Really needs smoothing out around the gate.
Terrain needs smoothing all around the castle.
Floating trebuchets are obvious although alone wouldn't denote a fix.
Right side mountain pass attack for offense needs to be obvious. People do not know it is there -- or it needs to be removed. Either way, it HAS to be reworked. I'd say make it drop the people over on top of the gatehouse; not avoid it completely. It has bad balance issues with it.
Spawns. Rework and fix the broken ones such as spawning in the sky.
Also, I have declared myself #1 NA hybrid thrower
Formerly known as Marathon.
As an NA admin, I am the most laid back and concerned with the ~fun of the game~ above all other factors. I've also been super inactive since Summer 2012. University takes most of my time, but I still find some time to play when i can.

Offline Wallace

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Re: Wallace's Siege
« Reply #13 on: April 02, 2011, 11:41:05 pm »
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All of that is done.. .just waiting for version 1.1 to get uploaded

Update 1.1: Removed excessive particle effect throughout map... should help low end rigs to run the map a lot better
Fixed attacker spawns, shouldn't be spawning in the sky anymore
Added more defensive positions for archers and made various paths to the inner keep much more clear
Terrain is overall smoother
Attacker's spawn moved farther from mountain pass
« Last Edit: April 02, 2011, 11:45:19 pm by Wallace »
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Offline Cyclopsided

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Re: Wallace's Siege
« Reply #14 on: April 03, 2011, 12:41:58 am »
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Alright then, looking forward to playing on the improved map. If i find any issues I'll try to let you know quicker the specifics.
Also, I have declared myself #1 NA hybrid thrower
Formerly known as Marathon.
As an NA admin, I am the most laid back and concerned with the ~fun of the game~ above all other factors. I've also been super inactive since Summer 2012. University takes most of my time, but I still find some time to play when i can.