Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27511 times)

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Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #150 on: August 08, 2012, 06:03:08 am »
0
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Offline Zerran

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #151 on: August 08, 2012, 07:25:38 am »
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Much more fun than it used to be, I approve. Still haven't played it enough without the KUTT horde to say whether it's more balanced or not though.  :lol:
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Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #152 on: August 08, 2012, 04:16:13 pm »
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Still haven't played it enough without the KUTT horde to say whether it's more balanced or not though.  :lol:

LOL...yeah kinda throws things off.
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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #153 on: August 08, 2012, 11:40:55 pm »
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i ran into one building and it said something like Neutral Weaponsmith and it had a health bar like a destructible object. I killed it and it disappeared.
Is this part of the castle?

Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #154 on: August 08, 2012, 11:46:07 pm »
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On this map or Devonshire?

I heard there was such a building on one of the two.  Take a screenshot if you can or describe the map and location of the building. 

If this is true i'll replace it, or leave it if destroying the building has not consequences to map balance.
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Offline Zerran

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #155 on: August 09, 2012, 08:53:35 am »
+1
So, some things I noticed playing this today:

The gatehouse is absolutely vital for defense. With the gate open, attackers have a straight shot for the central keep. This is a good thing. "Camp flag" maps are boring and not fun.

The bad part, is that it's way too hard for defense to hold the gatehouse. With ladders right next to it on either side, defense has a constant stream of attackers coming from both sides attacking the gatehouse, and because the attackers come from both sides, there isn't any way for defense to reinforce the gatehouse if it starts to fall.

So in some way I think the gatehouse needs to be made more defensible for the defenders. Perhaps move the ladders so they're all on the side of the gatehouse with the siege tower, and add one of the big double doors on the gatehouse.
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Offline Para

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #156 on: August 09, 2012, 09:15:31 am »
+1
One thing I gotta say for the monastery map:

Please put railings or something on the bridge where the attackers spawn. Griefers kick players off of this thing all of the time and I've been having to deal with them constantly. I think if you just removed the bridge altogether and moved the attackers spawn to where the end of the bridge is, the map would also be more balanced. It's a very difficult map for attackers to win. Saving the attackers 5-7ish seconds of their run to the flag will help balance things out.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #157 on: August 09, 2012, 05:02:46 pm »
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Probably right Para...although is it hard for attackers to win when KUTT isnt on defense en masse?

I think I should definitely put railings on the bridge, perhaps I will spread the attacker spawns from where they are now, across the bridge, so there is a CHANCE of spawning closer.
« Last Edit: August 09, 2012, 05:23:49 pm by Elindor »
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Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #158 on: August 09, 2012, 06:41:37 pm »
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Caita, this could be possible because the easy access to the gatehouse was put in originally to compensate for the very defensible center tower....but now that the tower is so much lower, etc, the gatehouse may need to be a bit harder to take.  Perhaps I could even REMOVE the ladder on the left side of the gatehouse (looking out), then defense has a smaller area of wall to defend (from siegetower to gatehouse).

I will try to keep my eye on this and see how I think defense vs offense is going in general.
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Offline Ganner

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #159 on: August 09, 2012, 07:17:10 pm »
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This map is indeed ALOT more fun with the changes.  Much easier to take the castle if the defending team is unaware.  It also shouldent take a flat out minute to run from attacker spawn to flag in the first place but thats fixed now.

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #160 on: August 09, 2012, 08:09:49 pm »
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oh yeah, the thing I saw was on the other map with the wooden spikes around the flag.
what does the weaponsmith thing do anyway?

Offline Digglez

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #161 on: August 09, 2012, 08:19:55 pm »
-1
Putting defensive spawns so close to flag (literally 3-5ft away) makes for some really stupid gameplay on monastery

Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #162 on: August 09, 2012, 09:52:13 pm »
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Its actually a prop building that I placed  there without knowing it was a prop....oops  :oops:  But, destroying it doesn't change the map at all because of its placement so Im not too worried about it for now.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #163 on: August 09, 2012, 10:52:08 pm »
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hmm...defense spawn mostly upstairs in the sanctuary and a couple behind the altar, either way its somewhat more than 3-5 ft from flag, and people either have to run around or jump down to get to the flag.  But yes, it does make for intense combat at the flag....I have heard plenty of positive comments about this factor, and no negative comments about it (till now).

---------------------------

Anyhow posted an update just now, so should be up soon - added railings to the bridge on monastery and moved spawns forward a bit.  Also made roof access and descent a BIT easier.
« Last Edit: August 09, 2012, 10:57:18 pm by Elindor »
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Offline Moncho

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #164 on: August 13, 2012, 09:43:30 am »
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I like this map, however, I think there are far too many defender spawns on the keep, I have seen times when the attackers got en masse (10+) to the flag and the defenders managed to push them away by mere numbers, people just kept respawning faster than they could be killed (we had a couple of shielders just tanking, a knitting machine, a few maulers, a pretty good team, but I think it could be improved.
The problem is, even with the gate open since minute 1, either attackers did not know it or just because from the gate there is only one option for most players (once they are charging straight ahead they just dont look at other possibilities. A way to fix this could be to rotate the keep 30-60 degrees so that when coming in you haveto choose right or left, that way attackers would naturally split forcing defenders to look at both places better and making it easier to surprise. This way with a couple shielders, pikers and a maul or two (and the greys, HRE usually have a setup of this kind at worst), that entrance is just too defendable, need other easy ways in imo. Maybe even add another one, would be nice to be able to climb from the inside for example.

I must say I love the roof BackDoor, since it is so shootable for the defenders, making it close to suicide to attack there, while the defenders are in position to be hit by not too long melee weapons, great job with that one and the map in general.