Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27578 times)

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Offline Fips

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #210 on: October 20, 2013, 08:34:18 pm »
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Hey there, currently looking over all the siege maps again:
Devonshire Keep: Could you remove the destroyable building please? Also, a ladder to the keep would be nice, just pushing through the front is rather boring =P (Noone is using the backway is what i'm saying and a deployable ladder would probably change that and spice the map up again)
Himmelsberg: Edit the backdoor to a normal door please. The sally door takes too long to destroy and makes backway not a very good option. And i think you should move a few attackers spawnpoints towards the gate again (Not the initial one, though!). Imo it's still a little too easy too defend, maybe closer spawns will help with that.
Rochester was already fixed i see, nothing to add there.

Offline Man of Steel

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #211 on: October 20, 2013, 08:54:45 pm »
+1
i like playing on your maps gj
For fuck sake Linux, fix your signature.

Offline Jona

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #212 on: October 22, 2013, 11:10:23 pm »
+1
Hey there, currently looking over all the siege maps again:
Devonshire Keep: Could you remove the destroyable building please? Also, a ladder to the keep would be nice, just pushing through the front is rather boring =P (Noone is using the backway is what i'm saying and a deployable ladder would probably change that and spice the map up again)

Keep that destructable building! It serves no purpose so why not just leave it as some nice interactive scenery? Not to mention it provides infinite lols when some noob just sees a guy casually walk over to it and smash it in 1-2 hits then freaks the **** out.  :lol:

Also this is one of my favorite maps as defense... its actually defendable.

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Offline San

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #213 on: October 23, 2013, 08:30:30 am »
+1
I really enjoy all of your maps (haven't played Dun Bhirum, however). When I log on and the map is Himmelsberg Monastery, I end up playing yet another hour. Keep it up!

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #214 on: November 08, 2013, 04:13:02 pm »
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I'll check them out Fips, and thanks for the feedback guys!

Looking for feedback on the new Dun Bhirum map - it should play similar to Sea Raid. (images on first post of this thread)
let me know as you play it how it works out.

I saw it the other night and considered making the archway to the inner courtyard more of a chokepoint, but then defense won all three rounds (good good fights though)...so I'll have to keep watching it.
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Offline Carthan

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #215 on: November 11, 2013, 07:02:38 pm »
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I never realized that you made these maps, but they are definitely some of the most enjoyable ones I have played.
Keep up the good work (Plz stay with us)

Also if you have some free time you may want to update the images for the castles (with the update and all) in the opening post.
Yes, been posted before. Rather than practicing swinging a weapon, it would be better to go 1 hander and learn a martial art that specializes in takedowns, because that's all that really matters in that sport.

Offline Phew

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #216 on: November 11, 2013, 07:38:22 pm »
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Looking for feedback on the new Dun Bhirum map - it should play similar to Sea Raid. (images on first post of this thread)
let me know as you play it how it works out.

Played Dun Bhirum a few times, overall great fun. Only weird thing is that attackers can jump over one of the walls to the left as they approach, rendering all other ingress routes pointless. Maybe raise the wall a bit?
« Last Edit: November 13, 2013, 03:28:02 pm by Phew »

Offline Jona

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #217 on: November 12, 2013, 05:59:04 am »
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Dun Bhirum isn't that bad, but it is a little too easy for defending ranged to just shoot fish in a barrel. They can camp that tower and all the attackers are out in a huge open area. Would be nice to have some cover or remove that tower. Usually ranged is only effective on the walls of a castle (to shoot and weaken enemies as the trickle in) and in rare cases they can camp a rooftop that is far from the flag... but this one is just too close in my opinion.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #218 on: November 13, 2013, 03:04:02 am »
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@ Phew - yeah I saw people jumping that...I will have to fix that.  Fortunately it actually does not ruin the flow of the map since it's still a decent run and doesn't bypass the second gateway. 

@ Jona - still seeing balance on that map (so far seen it mostly defended) but as I see how it pans out I will look at removing that tower or adding more entry ways to it or something.
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Offline Jona

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #219 on: November 13, 2013, 05:07:24 am »
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By the way, if you made that new map where attackers spawn on a bridge and jump off of the left side into the water to get up a ladder/knock down a gate, we may need to revoke your map making privileges. Not gonna lie, that map has no flow and is complete trash. I've yet to see someone who likes it. 

Seeing how it is not listed here I will assume you didn't make it, and therefore I freely bash it, but in case you did... ummm... have a nice day!  :mrgreen:
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Offline Teeth

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #220 on: November 13, 2013, 04:46:49 pm »
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By the way, if you made that new map where attackers spawn on a bridge and jump off of the left side into the water to get up a ladder/knock down a gate, we may need to revoke your map making privileges. Not gonna lie, that map has no flow and is complete trash. I've yet to see someone who likes it. 

Seeing how it is not listed here I will assume you didn't make it, and therefore I freely bash it, but in case you did... ummm... have a nice day!  :mrgreen:
I made that map. Feedback can be given here

http://forum.melee.org/scene-editing/battle-map-waning-cold/

I made it from an existing map intended for conquest so I had to jump through some hoops to make it work. Also I've had my head up my ass and made it too easy to attack from the front. Apart from that I don't see how it is that godawful, feel free to elaborate.

Offline Jarlek

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #221 on: November 13, 2013, 05:28:37 pm »
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I made that map. Feedback can be given here

http://forum.melee.org/scene-editing/battle-map-waning-cold/

I made it from an existing map intended for conquest so I had to jump through some hoops to make it work. Also I've had my head up my ass and made it too easy to attack from the front. Apart from that I don't see how it is that godawful, feel free to elaborate.
I already explained to you why it's godawful.
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Offline Teeth

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #222 on: November 13, 2013, 05:59:37 pm »
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This is a different map.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #223 on: November 13, 2013, 08:32:05 pm »
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Well, this got awkward  :|

Jona I made the maps you see in the first post of this thread, no more, no less :)
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Offline Jeade

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #224 on: November 14, 2013, 06:42:21 am »
+1
Commented on Dun Bhirum last night in game to Elindor but just wanted to post here and say that I loved it as an attacker.
I've had some walljumping experience in my day and found I could climb onto a handful of different houses (which probably isn't supposed to happen but whatever).
I thought it added something different to the stair climbing simulator that is typically NA2.
Totally a welcome change!

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