Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27359 times)

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Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #165 on: August 13, 2012, 06:17:47 pm »
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Good feedback, I will continue watching this one for balance. 

One thing to factor in, is was the win due to a large clan on one side not counterbalanced by a large clan on the other team?  If so, the map can't compensate for that, for obvious reasons.

with balanced teams...
a) if defense gets distracted or too strung out, offense should win
b) if offense doesn't group up for decently coordinated pushes defense should win

but again i will watch this map and good ideas!
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Offline Moncho

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #166 on: August 13, 2012, 08:26:34 pm »
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This time in particular, it was with greys on one side and a comparable number of HREs in the other (about 6-8, maybe 2-3 of other clans, not sure), and it was 3-0 for defenders. Usually with those numbers, its 2-3 most maps.

The method of defence was purely camp the flag, forget even the gatehouse.

Offline Elindor

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #167 on: September 06, 2012, 08:15:11 am »
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Hmm....yeah Im still watching this map.
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Offline Kafein

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Rochester Castle 1.5
« Reply #168 on: September 15, 2012, 05:14:55 pm »
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Played it yesterday, it seems a little too easy to defend. After one or two minutes the attackers can flow at max speed to the flag, but defenders spawn so close the fight just goes on for the whole round, sometimes at the flag, sometimes in the stairs that the attackers use to go to the flag.

Offline Elindor

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Re: Rochester Castle 1.5
« Reply #169 on: September 15, 2012, 07:34:10 pm »
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Good feedback Kafein...

This map has had some changes over time, and has gotten a LOT more balanced but it might still need a bit more and I have been giving it some time before doing any more changes. 

The changes I might make would be to add an interactive ladder up to the flag area on the side where the siege tower comes in.  That will lead attackers up to a tower that is adjacent to the flag platform, and I would probably place a destructable door there.

In all that would give a way to the flag on all 4 sides of the flag platform, and make defenders have to focus on another area, and give offense a better "foothold". 

Again, thanks for good feedback.

---

In my sig is a link to my maps thread.  If you have good feedback on the other 2 as well please let me know. 
Maps, imho, are an ongoing process as far as balancing...since there is no real way to test balance before throwing it up on the servers.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #170 on: September 15, 2012, 07:41:47 pm »
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Thinking of a couple minor adjustments to each map soon for further balancing:

ROCHESTER - could be too easily defended.
thinking of adding an interactive ladder to the flag platform from the side where the siege tower comes in. 

DEVONSHIRE - could be too easily attacked.
thinking of moving some of the defense spawn points from up in the keep down into the flag courtyard area.

HIMMELSBERG - thinking about adding a roof to the sanctuary with a destructable door down to get in, but more access to the roof from the front.  if this is done, may also may also add walls around the upper level of the sanctuary where many defenders spawn to make it harder to spawn and jump down to the flag

Feedback welcome if you know these maps and have played on them recently.
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Offline Tanken

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #171 on: September 15, 2012, 08:31:03 pm »
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The first two are great, the Monastery as Para said just needs the offense spawn fixed. Try it closer for a week and see how the results go. As of right now it's a long ass haul to the flag, and recently the spawns on that bridge have caused people to fall over the sides at the very beginning and be killed due to the large drop and what's worse is anyone next to them that spawns and survives, it says that they killed the person. Was happening to someone the other day.

Edit: Devonshire could do with some spawns in the courtyard, but just a few.
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Offline Jarlek

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Re: Siege Map Update - ROCHESTER CASTLE
« Reply #172 on: September 16, 2012, 03:08:04 pm »
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oh yeah, the thing I saw was on the other map with the wooden spikes around the flag.
what does the weaponsmith thing do anyway?
The weaponsmith building is one of the buildings you could make in the Stronghold gamemode. All buildings and walls where destroyable there. The purpose of the weaponsmith was to give a discount on the resource cost of (melee) weapons you spawn with.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #173 on: September 17, 2012, 03:51:40 am »
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Oh yeah, i'll remove that weaponsmith building...didnt know it would do that :)
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Offline Jarlek

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #174 on: September 17, 2012, 12:12:07 pm »
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Oh yeah, i'll remove that weaponsmith building...didnt know it would do that :)
It doesn't do anything in non-stronghold gamemodes, since that's the only mode that uses resources. It's just a building you can destroy :P
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #175 on: September 17, 2012, 09:09:03 pm »
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It's just a building you can destroy :P

Which, is kinda fun :)
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #176 on: September 18, 2012, 07:08:49 pm »
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ROCHESTER CASTLE UPDATE - V 1.6

- Added ladder up to flag platform (on side where siege tower comes in)
- Added destructable door from where new ladder comes up to flag area
- Widened stairways on front and back of flat platform for more access
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Offline Dalfador

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #177 on: October 21, 2012, 06:28:40 am »
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Your maps are BAD


And you should feel BAD
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #178 on: October 21, 2012, 08:23:15 am »
+1
Your maps are BAD


And you should feel BAD

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Offline genric

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #179 on: October 21, 2012, 05:51:59 pm »
+1
he is spreading to other threads. He might be your weird lucky growth but you know what must be done...  :(
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