Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27623 times)

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Offline FRANK_THE_TANK

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #105 on: July 10, 2012, 12:17:59 am »
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I felt like offence were hammering us but that will probably change once people get an idea of how to defend the castle. So... I have no actual chritisismismisms :D
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Offline OpenPalm

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #106 on: July 10, 2012, 12:24:41 am »
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I think OFFENSE has a slight advantage.  The defense has to defend the stairs without making any mistakes, if the offense gets to the flag in any amount of numbers it's gg defense.  The spawns of defense are sometimes very far away from the flag and sometimes you just don't have nearly enough time to help defend it.
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Offline agile

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #107 on: July 10, 2012, 01:08:36 am »
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Great job Elindor. This is one of my favorite maps on siege now. imo both sides have a change of winning the round and the design of the map is well done.

Offline Lt_Anders

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #108 on: July 10, 2012, 01:28:53 am »
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Played map
Number of players: ~50
Opinion: Unfavorable

I can't give any kind of help as to why, but while playing I felt that things were lopsided so easily. There were clans online (small Kutt group and Some Asstralis). So clans could influence it or not. it was 1-0 start, then 1-2, then 3-2 for final attacker win. Things to note: to long to get ANYWHERE.

(Now I hope i got this right, this should be the one that's a stairway battle to the flag)
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Offline Lt_Anders

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #109 on: July 10, 2012, 01:31:28 am »
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http://forum.c-rpg.net/index.php/topic,35557.msg540084.html#msg540084

Played right after that map. First round sucks. Period. Can't fix that. Maybe add a weak door on start. It might make the first round slow down enough for defense to mount a defense and every other round should easily be able to open the gate since D spawns way away from  front door.
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Offline Sir_Roin

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #110 on: July 10, 2012, 01:55:49 am »
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Oh sorry Elindor, I don't believe I have played on that version yet. I guess I'll be camping out the siege server till it comes around on the rotation.

Offline OpenPalm

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #111 on: July 10, 2012, 02:12:12 am »
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Also, I love this map, I upvote it when I play it.
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #112 on: July 10, 2012, 02:24:28 am »
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Unfortunately there are no "weak doors", if there were I would most certainly have used one :(

Can't set HP of doors until new siege mode comes out...


----

Door bug first round is because door HP for map is determined by population upon start of round, but first round people are still loading in so it assumes too few people and therefore low door HP.  To fix it many have suggested a "warm up round".  I think Ozin is working on this.
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Offline Calford

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #113 on: July 10, 2012, 02:27:23 am »
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Well, My only grip is the lack of tall towers :lol:. But besides that, I feel that Rochester's most interesting feature is how vertical it is in contrast to all the other Castles in the rotation I feel like some people don't share my fascination, so I suggest that there could be a large room inside Rochester, at about the mid-level or so to allow the free form combat, maybe that would relieve that congested feeling of pushing up a stairway.
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #114 on: July 10, 2012, 02:30:26 am »
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it was 1-0 start, then 1-2, then 3-2 for final attacker win.

3 attacker wins
2 defender wins

thats a pretty balanced result ;)

Things to note: to long to get ANYWHERE.

I time out runs on my maps - because I know people hate those. 
The ones on this map are no worse, if not shorter, than most maps in rotation. 
Lowering the keep and moving some defense spawns inward would reduce this overall though, and is something I am considering.

** Currently it seems that the result is most people think the map favors defense a bit, so lowering the keep some may change that and reduce run times all around.
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Offline Zerran

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Re: SIEGE MAP *BALANCE* FEEDBACK - Rochester Castle
« Reply #115 on: July 10, 2012, 02:58:07 am »
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It really depends on how organized defense is.

Unorganized defense: Easy attacker win.

Organized Defense: Almost impossible for attackers to win.

This changes little regardless of attacker organization.

Lowering the keep a little is a good step, though I would also recommend making the backdoor more reinforced, but more useful for attackers once it's breached. (Make the back of the top of the keep less defensible.)
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Offline Zerran

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #116 on: July 10, 2012, 03:00:12 am »
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I haven't played this enough to really judge it, but it SEEMS pretty balanced.

Either way it's a really fun map (one of my favorites on siege right now).
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Offline Froto_the_Loc

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #117 on: July 10, 2012, 03:08:43 am »
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Pretty balanced.
The only thing I hate is being on one of them baskets at the flag and some guy come loljumpslashing me. Maybe they can be small palisades that people and hit over?
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Offline Elindor

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Re: SIEGE MAP *BALANCE* FEEDBACK - Devonshire Keep
« Reply #118 on: July 10, 2012, 04:09:38 am »
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Yeah Tanken informed me people could jump into the flag area in certain places...

I may fix this but I may be ok with it since jumping puts you at a disadvantage when you land.  We'll see.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #119 on: July 10, 2012, 04:48:02 am »
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I got some threads going in general discussion on balance of current maps, but here's a final look at the monastery I want you mappers to let me know your thoughts on balance.

HIMMELSBERG MONASTERY

A monastery set high in a snowy mountain range.  Attackers cross a short bridge and attack main gates of monastery (there is also a staircase on the left of the main gate where they can try to attack as well but could be highly defended).  Once through, they come into a somewhat defensible courtyard (main courtyard) and then must fight up onto a second smaller courtyard (second courtyard), and finally through some doors that are open, but only slightly ajar - making a chokepoint for defenders to hold.  Once inside the sanctuary, the attackers come to the flag, but there are many places for ranged defenders to slow them down.

If the attack on the main gates is not going well, there is also a tunnel way around the right side from the main gates.  This tunnel is quite a long run and has a door that has to be broken, but it comes out at a switchback staircase that leads attackers up to the top of the sanctuary.  But the flag is on the ground floor of the sanctuary, so any attackers that went this route would have to then traverse down a ladder and down stairs to the flag. 

:: SCREENSHOTS ::
(click to show/hide)

Would love some thoughts and feedback on balance before submitting!

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