Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27581 times)

0 Members and 1 Guest are viewing this topic.

Offline Osiris

  • King
  • **********
  • Renown: 1449
  • Infamy: 324
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Merc
  • Game nicks: Osiris. Aethelstan
  • IRC nick: _Osiris_
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #75 on: July 09, 2012, 01:06:58 pm »
0
hey i went to college next to that place :D can i have wall breaker bonus? ^^
i make terrible warband videos! https://youtu.be/jUdVGIOuULk

Offline Lech

  • Permanently Banned
  • **
  • Renown: 123
  • Infamy: 348
  • cRPG Player
    • View Profile
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #76 on: July 09, 2012, 01:15:34 pm »
0
This thread will be meaningless soon, so you should make maps for new siege, not old one.

Offline Teeth

  • Moderator
  • *****
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #77 on: July 09, 2012, 01:27:09 pm »
0
This thread will be meaningless soon, so you should make maps for new siege, not old one.
What is new siege?

Offline Fips

  • Moderator
  • *****
  • Renown: 1217
  • Infamy: 290
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Fips_HRE
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #78 on: July 09, 2012, 01:35:23 pm »
0
Horrible map.

2 ways to get to the flag (One splits up into to two other choices, but that is right before the flag), attackers need at least ~50 seconds to get to the flag and once you get there, you will face mauls, ranged and other cruel stuff getting ready to just fucking crush you. Just like Grunwalder Castle (Which is actually balanced, but i never play this one, too, because attackers have to walk a half-marathon to get to the flag) i never play this map and leave to battle.

Oh yeah, totally forgot that: Once a group of attackers make it to the flag area you will probably lose the castle, because of retarded defenders spawnpoints. Maps like that may be balanced at the statistics, but never fun to play.

I WANT SMALL SIEGE MAPS WITH A LOT OF ACTION! ._.

Offline Lech

  • Permanently Banned
  • **
  • Renown: 123
  • Infamy: 348
  • cRPG Player
    • View Profile

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #80 on: July 09, 2012, 02:54:09 pm »
0
Horrible map.

2 ways to get to the flag (One splits up into to two other choices, but that is right before the flag), attackers need at least ~50 seconds to get to the flag and once you get there, you will face mauls, ranged and other cruel stuff getting ready to just fucking crush you. Just like Grunwalder Castle (Which is actually balanced, but i never play this one, too, because attackers have to walk a half-marathon to get to the flag) i never play this map and leave to battle.

Oh yeah, totally forgot that: Once a group of attackers make it to the flag area you will probably lose the castle, because of retarded defenders spawnpoints. Maps like that may be balanced at the statistics, but never fun to play.

I WANT SMALL SIEGE MAPS WITH A LOT OF ACTION! ._.

you would like my other map then...
And I've seen players call each map in rotation "horrible"...so give better feedback on maps, make your own, or keep complaining
« Last Edit: July 09, 2012, 04:02:42 pm by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #81 on: July 09, 2012, 03:12:28 pm »
-1
note - defender spawns ARE NOT CONTROLLABLE.
...it works off a central point and tries to spawn them close to that -UNLESS- there are enemies nearby then it spawns you farther away.
Yes, i hate it too....take it up with taleworlds.

note 2 - read original post, give balance feedback/suggestions
« Last Edit: July 09, 2012, 04:51:18 pm by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Calford

  • Knight
  • ***
  • Renown: 26
  • Infamy: 0
  • cRPG Player
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: HG_Vicar_Vlanear, HG_Female_Animal_Hybrid
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #82 on: July 09, 2012, 04:46:14 pm »
0
     So, I've played this map quite a bit, and I rather like it. To me, Rochester feels like an actual siege or at least it captures the feeling of what I imagine a siege would be like. Pardon me for saying, but that gets me freaking hard! Personally my only gripe about this map is that the offense spawn is a bit to far away from the walls at the start, and sometimes no one spawns near the siege tower so that point of access is delayed by quite a bit, also I recommend removing the back door since it makes the front ladders and siege tower almost unnecessary. (for the record it's quite a bit faster to get in through the siege tower and even quicker to hop up that front ladder.)

    Also, the whole hype about Rochester being defense favored is bullshit. I mean, you build castle, and I would certainly hope that the walls, stairways and fortifications are built in such away that the garrison is, dare I say, at an advantage!
« Last Edit: July 10, 2012, 01:25:43 am by Calford »
Vlanear, Vicar of the Holy Guard

Offline _GTX_

  • I <3 Shemaforash
  • Duke
  • *******
  • Renown: 535
  • Infamy: 960
  • cRPG Player Sir White Knight
  • O===((:::::::::::::::>
    • View Profile
  • Faction: Kalmarunionen
  • Game nicks: GTX
  • IRC nick: GTX
Re: SIEGE MAP FEEDBACK - Rochester Castle
« Reply #83 on: July 09, 2012, 04:50:36 pm »
0
1 big uphill fight on those stars, it is retarded. U hit the stairs with strikes, and its in average just horrible to fight on.

visitors can't see pics , please register or login

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #84 on: July 09, 2012, 05:02:16 pm »
+3
Ok lets try this again...perhaps I like the abuse...

Looking for *BALANCE* feedback on this map (pictures below) - posting here because I don't think many people actually read the SCENE EDITING area of the forums.

Ok so - couple disclaimer notes first:

1 - Please only vote/respond if you have played this map (in rotation on EU2 and NA2 - Siege) a couple of times at least
2 - Try to be CONSTRUCTIVE.  If you hate the map, say why you think its not balanced and what would make it better
3 - Maps are hard to make (scene editor sucks), and hard to TEST (no where to test with large player base besides....well....the servers) so try to be not only constructive but informative - don't be vague
4 - The better feedback I and other mappers get (very few people in community doing this btw), the better balanced the maps can become



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

** A NOTE ABOUT BALANCE**
A properly balanced map will yield roughly even results (offense wins/defense wins) over many rounds.  This would mean either mainly pubs vs mainly pubs, or a large organized clan vs a large organized clan.  If a large organized clan is against mostly pubs, the large organized clan is LIKELY to win, and if the map is balanced, probably should most of the time.  This cannot be avoided, for hopefully obvious reasons.

Balancing a siege map is a delicate balance of run times from attacker spawns, defense spawn locations (not an exact science on that one), flag location, choke points, doors, terrain, etc.  Most siege maps contain a difficult front approach, and a rear approach in case front approach is too defended - but the rear approach usually is a longer run and/or more precarious.


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

DEVONSHIRE KEEP (SIEGE)
SCREENSHOTS...
(click to show/hide)

NOTES ABOUT MAP - Lower village is meant to be breached quickly, attackers run up and assault keep courtyard where flag is.  This usually results in a long and intense fight in courtyard and around flag.  Meant to bring players a lot of action.

So, things to think about:

- Is this map too easy for offense to take?
- Is this map too easy for defense to defend?
- What are the things that make it one or the other in your opinion...

Things that can be done to balance:

- adjustment of spawn locations (keep in mind that defense spawns are handled VERY oddly in scene editor and 100% control is NOT achievable)
- adding/removing doors
- making choke points more/less overcome
- etc

** So far I've seen results from this map be pretty even **
« Last Edit: July 09, 2012, 05:05:27 pm by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Tzar

  • Marshall
  • ********
  • Renown: 996
  • Infamy: 564
  • cRPG Player
    • View Profile
  • Faction: Byzantium
  • Game nicks: Byzantium_TzarOfRushYa
  • IRC nick: TZAR
Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #85 on: July 09, 2012, 05:03:20 pm »
-1
wtf ?

Its terrrible people all ready told you  :lol:
« Last Edit: July 09, 2012, 05:29:57 pm by Tzar »
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #86 on: July 09, 2012, 05:05:48 pm »
0
Different map Tzar.

EDITED cause Tzar apologized.
« Last Edit: July 09, 2012, 05:37:28 pm by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Tzar

  • Marshall
  • ********
  • Renown: 996
  • Infamy: 564
  • cRPG Player
    • View Profile
  • Faction: Byzantium
  • Game nicks: Byzantium_TzarOfRushYa
  • IRC nick: TZAR
Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #87 on: July 09, 2012, 05:29:41 pm »
0
Im so sry.  :lol:
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #88 on: July 09, 2012, 05:36:53 pm »
0
Forgiven.  8-)

What are your balance feedback/suggestions for this one?
Besides "horrible map" that is  :wink:
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Tzar

  • Marshall
  • ********
  • Renown: 996
  • Infamy: 564
  • cRPG Player
    • View Profile
  • Faction: Byzantium
  • Game nicks: Byzantium_TzarOfRushYa
  • IRC nick: TZAR
Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #89 on: July 09, 2012, 05:38:31 pm »
+1
This one is actually quite fun for both attackers an defenders.

Fast paced action all the way no boring forced ladder meat grind.. no walking for ages an spawnpoints seems somewhat balanced.

First round for the defenders is a nightmare like so many others map due to the freaking low hp doors but that can be said for alot maps.
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.