Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27622 times)

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Offline betard_lulz

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #90 on: July 09, 2012, 05:39:01 pm »
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Yea it's pretty bad.

Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #91 on: July 09, 2012, 05:39:53 pm »
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To all : If you think defense has too big of an advantage - give thoughts on how that could be more balanced, if you have them.
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Offline Tzar

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #92 on: July 09, 2012, 05:44:10 pm »
+1
To all : If you think defense has too big of an advantage - give thoughts on how that could be more balanced, if you have them.

Lower the keep 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

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #93 on: July 09, 2012, 05:46:07 pm »
+1
There you go! Constructive feedback without needless insults - I KNEW you guys could do it  :mrgreen:
A truly momentous moment in the crpg community.

No actually I have been considering that, partially why i made this thread
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Offline Tzar

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #94 on: July 09, 2012, 05:47:28 pm »
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Sry i some time act like an idiot when given feedback
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

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #95 on: July 09, 2012, 05:48:04 pm »
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Sry i some time act like an idiot when given feedback

You are joined in that by 99.5% of the cRPG community Tzar, its ok.
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #96 on: July 09, 2012, 05:55:58 pm »
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yeah tzar, the door bug is the fact that the door HP is determined by the server based on population, and when it decides that, most people have not loaded the map yet...so the door HP is put too low.  the solution would be a buffer round....people have suggested this and i think it will be fixed soon.

betard, what is pretty bad?  please elaborate
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Offline Casimir

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #97 on: July 09, 2012, 06:04:03 pm »
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Where in Devon is this meant to be? :D
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Offline Sir_Roin

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #98 on: July 09, 2012, 06:36:45 pm »
+1
Thanks for this thread, and thanks for this map. (I have to admit that I have ever checked out the scene editing area)

I have had a lot of fun playing on this map, and in essence it plays a lot like one of the old siege maps on the community server (I can't remember its name, but the tile set was yellow bricks and there was only one set of stairs to the top of the keep). At first glance this map looks heavily slanted towards the defenders, but once attackers get a foot hold on top of the keep and cut off reinforcements from using the stairs, the map turns out to be only slightly advantageous for defense. I think that the suggestion of moving the attackers spawns forwards is really all that is needed to even the playing field (that or lowering the entire keep structure, although that might be to much work).
Now for the things that I think are great about this map. First of all the flag area makes for a great fighting ground, the different levels, the sectioning of the area, and barriers (this area alone turns flag camping from a boring necessity into a fun task). I love the side rout you can take after climbing ¾ of the back door stairs (which involves some risky jumping) because it allow a couple of guys to sneak onto the flag area, while making it impossible to take a large force through this route. Lastly, this map looks spectacular; kudos on it's scenic quality.

Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #99 on: July 09, 2012, 06:48:08 pm »
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...no clue, just seemed appropriate name for a motte & bailey keep

no real ties to RL geography
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #100 on: July 09, 2012, 06:53:18 pm »
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Thanks Roin...

You mentioned moving attacker spawns closer.  Just want to get clarification because I kinda recently patch it to move the main bulk of the attack spawns closer to the siege tower side, which is pretty close to the walls/ladders, etc.

The attack spawn across the bridge is further yet, but I think most people now spawn by siege tower...
In fact, the first attack spawn ( entry point 32) is over by the siege tower so ALL attackers spawn there at round start.

Are you thinking spawns still need to be closer?
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #101 on: July 09, 2012, 09:53:01 pm »
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bump - need more votes
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #102 on: July 09, 2012, 10:02:39 pm »
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bump - need more votes
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Offline robert_namo

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #103 on: July 09, 2012, 11:42:20 pm »
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I played on it once and it really seemed super balanced, most of the time defenders spawned near the flag, keep and wall around flag make it harder to attack but at the same time the attackers always fight next to or right outside flag. No room here for Rambos IMO. Prolly one of my favs.
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Offline Horst_Kurmoottaja

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #104 on: July 09, 2012, 11:50:56 pm »
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This is really good map. It's  pretty balanced but maybe slightly favoring defenders because those nice shooting places near the 2 doors.
« Last Edit: July 10, 2012, 02:18:54 am by Horst_Kurmoottaja »
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