Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27361 times)

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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #15 on: June 20, 2012, 04:22:52 pm »
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Guess we'll find out! :)
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Offline Muunilinst

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #16 on: June 20, 2012, 07:23:45 pm »
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when u make screenshots of your map press "H" before to see the map without the transparent ater and other stuff which disturbs in a photo

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #17 on: June 21, 2012, 06:28:32 pm »
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when u make screenshots of your map press "H" before to see the map without the transparent ater and other stuff which disturbs in a photo

Cool, thanks!
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #18 on: June 23, 2012, 05:20:04 am »
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Sneak peak of the map im working on now...

Perhaps something like "Drevinshire Keep"....or something like that.

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It's pretty much a motte and bailey design.  Basically attackers come across bridge to the village surrounding this keep.  The lower defenses are already down (hence the fire and no gate) so attackers pretty much rush into village streets and make their way up towards the keep.  At the keep is a stone wall with 2 entry points (each with a breakable gate door).  Inside is the courtyard and the flag. 
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Offline Kreczor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #19 on: June 23, 2012, 05:43:32 am »
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Either don't allow defenders to spawn close to the initial gate or allow for more entry points instead of the single bridge idea. What will essentially happen is people camping the bridge all map and attackers will have no fun sitting at the wall the whole time.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #20 on: June 23, 2012, 05:55:12 am »
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Either don't allow defenders to spawn close to the initial gate or allow for more entry points instead of the single bridge idea. What will essentially happen is people camping the bridge all map and attackers will have no fun sitting at the wall the whole time.

Yeah defenders wont spawn near the bridge in any real numbers...I might have 1 or 2 defense spawns somewhat nearby, but otherwise, no.
The bridge passage is meant to be a "gimme" for the attackers...unless they get really pushed back by the defenders.

Not a bad idea to give a secondary entry that attackers can use IF they get that pushed back, thanks!
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Offline FRANK_THE_TANK

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #21 on: June 23, 2012, 07:50:32 am »
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one idea I had was to add a ladder half way up the main keep.

If the attackers push half way up the main stairs there is a deploy-able ladder there that links directly the wall where the attackers are coming from. That way as they push forward they have a chance to cut down the time it takes them to get closer and it would create a contested area for the defenders to keep an eye on.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #22 on: June 23, 2012, 09:02:42 am »
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one idea I had was to add a ladder half way up the main keep.

If the attackers push half way up the main stairs there is a deploy-able ladder there that links directly the wall where the attackers are coming from. That way as they push forward they have a chance to cut down the time it takes them to get closer and it would create a contested area for the defenders to keep an eye on.

Good idea, except I am not requiring entry into the keep at all.  Once the attackers break down the destructable doors that surround the keep area, they get to a courtyard where the flag is.  The keep can be entered but mostly it will be defenders spawning there and coming down to the courtyard to defend the flag, or if that defender is an archer/xbow they can stop at vantage points where they can shoot down at the flag area.

But yeah, attackers do not need to enter the keep, unless they wanna spawn kill or find archers to slaughter :)
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Offline agile

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #23 on: June 24, 2012, 02:39:25 am »
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Lookin real good Elindor, hopefully someone can access the server and put ur maps in.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #24 on: June 24, 2012, 04:09:09 am »
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Thanks Agile!

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

Couple questions guys :

1 - So when I open my map with Scene Editor and place crpg_construction site they are there and when i mouse over they are destructable it says (although since character has no weapon I can't attack them - can we have them spawn with a weapon?)

When I open that same map by Hosting it....they crpg_construction sites arent there.
How come?  And are there other objects I could use that are quickly destroyable?  Just looking for something to slow them down for a couple seconds.

2 - Also - Is there a door shaped like the viking_keep_destroy_door that opens?  When I put it in it seems to have no interactivity.  The viking_keep_destroy_sally_doors are functionable but can only be opened from the inside....loooking for something destructable of that shape that can be opened by defense from either side.
« Last Edit: June 25, 2012, 09:46:13 pm by Elindor »
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #25 on: June 25, 2012, 09:46:28 pm »
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Anyone know any answers to the above questions?

oh, and here's new progress on my motte & bailey map!
(click to show/hide)
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Offline Kreczor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #26 on: June 26, 2012, 12:58:55 am »
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It's looking great so far! Any access to those rooftops at all for defenders? If so try and bridge them all together just to give defenders a bit more help. Especially since the new siege mode will have longer times, you have to accommodate the defenders since they'll be fighting longer as well.
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Offline Ozin

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #27 on: June 26, 2012, 01:27:47 am »
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1 - So when I open my map with Scene Editor and place crpg_construction site they are there and when i mouse over they are destructable it says (although since character has no weapon I can't attack them - can we have them spawn with a weapon?)

When I open that same map by Hosting it....they crpg_construction sites arent there.
How come?  And are there other objects I could use that are quickly destroyable?  Just looking for something to slow them down for a couple seconds.
crpg_construction is the scene object that the server spawns when a player places a construction site. It is not supposed to be placed by the mapper. There are several other scene object with the crpg prefix that are not supposed to be used in scenes. I think all of them are removed at the start of the round, so they will just disappear.

2 - Also - Is there a door shaped like the viking_keep_destroy_door that opens?  When I put it in it seems to have no interactivity.  The viking_keep_destroy_sally_doors are functionable but can only be opened from the inside....loooking for something destructable of that shape that can be opened by defense from either side.
No, the viking doors only have the sally door as an interactive scene prop. The other one is just a simple mesh with no additional code.

It's looking great so far! Any access to those rooftops at all for defenders? If so try and bridge them all together just to give defenders a bit more help. Especially since the new siege mode will have longer times, you have to accommodate the defenders since they'll be fighting longer as well.
Keep in mind that the map maker will be able to set the time limit. He could set it to the same as the current servers now use if he wished.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #28 on: June 26, 2012, 02:46:43 am »
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Thanks Kreczor - yeah there will be access to the roofs.

Ozin, thanks for the answers.

1 - are there any objects with low HP at the moment that can be placed?

2 - are there any doors SHAPED like the viking ones (fill a big arch basically) that can be opened by defense from either side and are destructable?
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Offline Ozin

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #29 on: June 26, 2012, 02:49:42 am »
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I'll try to squeeze it in with the other changes. Adding a sally door version of the viking gates that is. And no, there aren't any destructible props other than doors atm.