Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 28571 times)

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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #45 on: June 30, 2012, 11:12:39 pm »
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Aha, I will post this info into Peasant_womans guide...

And I will use this info to revise both Devonshire and Rochester tonight and get you new files.

Sorry!
« Last Edit: June 30, 2012, 11:25:18 pm by Elindor »
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #46 on: July 01, 2012, 06:06:52 am »
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K new versions submitted....

question Mustikki....Rochester showed up on the server as Blank 6 when i was looking at servers....why is that?
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Offline Para

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #47 on: July 01, 2012, 09:47:00 am »
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Played the new version of devonshire today, gotta say I love the map now. The bottlenecked flag area and the outer door really make the map work for defenders. Next time I end up on the attacking side on that map I can give more feedback for the other side. It seems pretty balanced now though.

Played rochester today as well, and even though I hate walking upward for a minute, attackers were still able to win if the defenders didn't cover the chokepoints. This one seems a little more difficult for attackers to win on. I felt if the attackers didn't win on the first wave of attack that it would be too difficult to overtake the defense. Again, once I play the map on defense I can give a better outlook. It seems if defense spawned in the lower areas then attackers might have a better shot of winning (which they might already, I don't know all the spawn locations).

All in all, I like both maps and they are a welcome addition to the siege rotation.
« Last Edit: July 01, 2012, 09:52:49 am by Para »
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Offline Mustikki

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #48 on: July 01, 2012, 11:55:38 am »
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question Mustikki....Rochester showed up on the server as Blank 6 when i was looking at servers....why is that?

Servers/clients haven't been updated to the latest version where the maps are included.
At the current version the new maps use place holders (blank_##), so their name is showing the place holders name.
- Thats also why people need to load the map when playing it first time.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #49 on: July 01, 2012, 04:22:55 pm »
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aha..

you are so full of answers Mustikki :)

sorry i ask so many !  :mrgreen:
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Offline spl00gedon

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #50 on: July 02, 2012, 12:34:56 pm »
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aha..

you are so full of answers Mustikki :)

sorry i ask so many !  :mrgreen:

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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #51 on: July 03, 2012, 07:43:37 pm »
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Thinking of making a medieval monastery in the snowy mountains....(siege)

Would probably have a cross or two....
Anyone think that would be an issue?  I mean it is a medieval monastery.
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Offline Kreczor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #52 on: July 03, 2012, 11:27:36 pm »
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I think it'd be quite interesting to have a siege map that revolved around a specific theme, and a cross/monastery is a great way to show it off. See what you can whip up (a basic looking castle, don't put too much time into it) just to see what it'll look like before moving on.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #53 on: July 05, 2012, 04:13:02 pm »
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Any more feedback on DEVONSHIRE or ROCHESTER?

I've caught Devonshire on the servers a couple times and been able to check it out....only seen Rochester on the server a couple times so feedback on how that one is going would be great (when I did see it, seemed pretty balanced and Offense/Defense scores were similar)
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #54 on: July 05, 2012, 04:24:07 pm »
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Oh, also...Kreczor here are some previews of a rough monastery siege map.

Working name - Himmelsberg Monastery

Offense starts across a bridge spanning a mountain chasm, short run to gates which are destructable.  After that attackers enter the main courtyard, fight their way into the secondary courtyard, then there is a chokepoint getting into main flag area (set up like a church interior with pews, altar, etc).  There is also a backdoor to the whole complex but that is a longer run.  Details of balance still being worked out.

(click to show/hide)

* is the christ-like figure on the cross too much??  it is a monastery after all....
« Last Edit: July 05, 2012, 04:56:20 pm by Elindor »
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Offline Mustikki

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #55 on: July 05, 2012, 06:46:35 pm »
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Looking good  :D

And yes, the figure on the cross is too much.  :lol:

Also remember tocrh_night & light_night and placed wisely.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #56 on: July 05, 2012, 06:57:29 pm »
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Ok i'll lose the figure, but keep the cross....

And yeah I'm using "night" lights.  I will be careful, may reduce the candles more too :)
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Offline Kreczor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #57 on: July 05, 2012, 09:26:16 pm »
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Oh my, that monastery is gorgeous, great job! If you can't keep the figure exchange it for bones!
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Offline Jarlek

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #58 on: July 05, 2012, 11:14:56 pm »
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Nice maps!

I really like how that monestary looks, especially the flag area. I can think of a lot of decent strategies for that particular part :P
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Re: Elindor's Maps Feedback & Updates Thread
« Reply #59 on: July 05, 2012, 11:19:41 pm »
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Oh, also...Kreczor here are some previews of a rough monastery siege map.

Working name - Himmelsberg Monastery

Offense starts across a bridge spanning a mountain chasm, short run to gates which are destructable.  After that attackers enter the main courtyard, fight their way into the secondary courtyard, then there is a chokepoint getting into main flag area (set up like a church interior with pews, altar, etc).  There is also a backdoor to the whole complex but that is a longer run.  Details of balance still being worked out.

(click to show/hide)

* is the christ-like figure on the cross too much??  it is a monastery after all....
This is just a personal opinion, but I hate mixed wall textures, if possible I'd appreciate it if you didn't mix the rhodock-swad textures that much.
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