Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27514 times)

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Offline Jarlek

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #135 on: July 18, 2012, 10:33:32 pm »
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here are screens of the new ladders on Rochester...
(click to show/hide)
Much better.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #136 on: July 18, 2012, 10:48:26 pm »
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Thanks for feedback Zapper - have you been able to play on this new version?  What were your thoughts?

Trying to decide if it needs anymore tweaks or if I should let it sit for a while...
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Offline Jarlek

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #137 on: July 18, 2012, 11:11:22 pm »
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Thanks for feedback Zapper - have you been able to play on this new version?  What were your thoughts?

Trying to decide if it needs anymore tweaks or if I should let it sit for a while...
Haven't tried it, but it opens up some much needed secondary routes for attackers. I'm guessing the top is just as easily held, but now it should be both faster to get there and more ways to circumvent some defenders.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #138 on: July 23, 2012, 07:10:42 pm »
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Ok, small update to the monastery...

HIMMELSBERG MONASTERY (1.1)  7/23/2012
All pretty minor changes overall since I think this one was mostly balanced, but should overall give offense a slightly better chance.

- made main door opening into sanctuary (where flag is) slightly WIDER
- increased visibility and access from the main courtyard to the SIDE STAIRS (leads to roof of sanctuary)
- widened overhang platforms on second story of sanctuary to allow for easy descent from roof
- revised and slightly minimized the pews in the sanctuary to allow for better combat flow
- removed a number of candles and other particle creating objects to help reduce any FPS lag that may have been present
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #139 on: August 02, 2012, 09:06:43 am »
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Updating Rochester soon :

- lowering keep structure ** A LOT **
- adding more stone stair access routes to flag area
- keep should be more of a combat zone now than a "climbing zone"

Updating Himmelsberg soon :

- widening doorway into sanctuary more
- adding a second access route to roof on front side of sanctuary
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #140 on: August 03, 2012, 03:19:57 am »
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==============
UPDATE TO : ROCHESTER CASTLE
==============


V1.5 - ON 8/02/2012   

Some pretty major changes to gameplay
- Lowered keep structure A LOT!
- Made back access to flag area same as front
- Made flag area MUCH bigger for better fighting area
- Moved many defense spawn points to flag platform for balancing with new changes
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Offline Elindor

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Siege Map Update - ROCHESTER CASTLE
« Reply #141 on: August 03, 2012, 03:22:48 am »
+2
==============
UPDATE TO : ROCHESTER CASTLE
==============


V1.5 - ON 8/02/2012
THIS WILL TAKE A BIT OF TIME TO GET ONTO SERVER and then server has to be restarted before changes are in game...

Some pretty major changes to gameplay
- Lowered keep structure A LOT!
- Made back access to flag area same as front
- Made flag area MUCH bigger for better fighting area
- Moved many defense spawn points to flag platform for balancing with new changes

Hopefully the gameplay will be more fun now :)

Here are some screens of new keep area...
(click to show/hide)


----

cmp feel free to move this after a while  :wink:
« Last Edit: August 06, 2012, 08:21:34 pm by Elindor »
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Offline snipercapt

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #142 on: August 03, 2012, 05:51:48 am »
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Looks pretty good but I have never seen the original map so I don't know anything  :mrgreen:
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Offline Xeen

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #143 on: August 03, 2012, 08:09:32 am »
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It looks awesome Elindor!  Can't wait to try it out.

Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #144 on: August 03, 2012, 05:55:08 pm »
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Thanks Xeen.

To everyone - let me know if this is now too easy for offense.  Many defense spawn points have been moved to flag area to help try to compensate for new structure (defense spawns are not an exact science though - as Ive posted about before)
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Offline Anal Bleeding

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #145 on: August 03, 2012, 06:10:46 pm »
-1
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Offline _Tak_

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #146 on: August 04, 2012, 10:00:27 pm »
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This Rochester castle is just awlful, alot of Eu players complain its a shit map on server. The defenders get a MASSIVE advantage over attackers, everytime when we are playing that map defenders ALWAYS win. It takes too long for attackers to reach the flag, and it's a map where it is completely unplayable for Cav. 50% of maps are at least playable for cav on siege. While attackers have to reach the flag, defenders will try to stop them, when the attackers killed them all, when the attackers reach the flag they respawn next to them. It's just a lame map, design for defenders to win. So lame

Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #147 on: August 06, 2012, 03:48:41 pm »
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Thanks for your input.  You may have missed this is a thread about its upcoming changes which should make it better...not it's previous state - which i admit was too much vertical for fun gameplay.  Did you even look at the new screens?

Also, most siege maps are not *meant* for cav (which makes sense)....but this one will be less unfriendly to them now because since the tower is so much lower...the courtyard will be more important.

Changes should be on servers soon.  once servers are restarted.
« Last Edit: August 06, 2012, 08:20:48 pm by Elindor »
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Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #148 on: August 07, 2012, 03:56:46 pm »
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This change is live on NA2 now at least....saw it last night.

Any initial thoughts are welcome FROM PEOPLE WHO HAVE PLAYED ON NEW VERSION (screenshots in original post)  :mrgreen:
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Offline Delson

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #149 on: August 07, 2012, 04:44:17 pm »
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I played on it the other day and i think it is a lot more balanced than before.  :D
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