Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 27620 times)

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Offline Adalwulf

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #195 on: August 03, 2013, 06:41:12 pm »
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Wrong thread, derp. In the next version spawns are all as close as you'd expect it from other castles. And we haven't had time to discuss which maps should be out of NA2, so yeah. Patience.

lol was drunk so yeah big derp.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #196 on: August 03, 2013, 07:14:43 pm »
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Adawulf, you poon.

But yeah, that helms deep version on NA2 can be trouble...sometimes its fine but other the times the pop is just too low :(
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Offline Viriathus

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #197 on: August 10, 2013, 10:38:47 am »
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Perfect map Elindor, nice work.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #198 on: August 11, 2013, 01:56:34 pm »
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Perfect map Elindor, nice work.

Thanks Afonsoserro!

I hope it works out well...
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Offline Fips

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #199 on: August 11, 2013, 01:58:02 pm »
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No idea how i missed that, but Rochester now has a stairway going through the wall where you put the ballista xd

Also, ballistae don't move 360° when you don't put any restrictions, it's only like 270°, which makes most of attackers ballistas (As the one on rochester) useless. I asked ozin to fix it, but for now we should move them so attackers can actually use them. Although it might look weird when the ballista faces the inside of the castle, hehe.

And Himmelsburg needs different def spawns now. The chokepoint got smaller and def spawns a little too close to the flag imo. Maybe just move more on top of the church or whatever, you'll think of something =D
And the attackers spawns are too far away now, too. It feels almost uncapturable now.
« Last Edit: August 11, 2013, 03:04:03 pm by Fips »

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #200 on: August 11, 2013, 07:16:50 pm »
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K, I will look into these two.

Again, on NA Himmelsberg is probably perfect now lol.

I had to move attack spawns across the bridge to avoid the weird issue I was having before, its really only like 20m farther out...alternative is I can spawn attack on the close side of the bridge...

I can move some defender spawns away so it takes longer to get to the flag.

I will look into the balistae at Rochester.
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Offline Fips

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #201 on: August 11, 2013, 07:39:25 pm »
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Nah, the initial spawn (32) is okay, just don't move all of them at the beginning of the bridge.

Offline Jarold

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #202 on: August 12, 2013, 07:19:56 pm »
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I was playing Himmelsberg and that door looks a little out of whack, imo. I just think it looks a bit weird there. Maybe you could've used that rectangular sally door. ( was it one of the castle_f_sally_doors? ). Other wise though I love the new update.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #203 on: August 12, 2013, 10:50:55 pm »
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I was playing Himmelsberg and that door looks a little out of whack, imo. I just think it looks a bit weird there. Maybe you could've used that rectangular sally door. ( was it one of the castle_f_sally_doors? ). Other wise though I love the new update.

I hear ya Jarold.  I can always replace it with the other door.

Do you like it in terms of balance on NA2?  I am trying to get a picture of its balance now on NA2 and EU2...
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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #204 on: August 12, 2013, 10:51:57 pm »
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Offline Jarold

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #205 on: August 12, 2013, 11:20:10 pm »
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I was only level 14 but attack seemed to still win out. I think the map is as balanced as it can get, it was just the amount of skilled players on the Attackers that day I guess. But defense definitely has a fair chance of winning now.

Since you asked for feedback on your new map submission..... I really like the style of your new map. It makes me want to try my hand at a siege map that isn't really a fortress. It is also very pleasing to the eye. I have no idea how well defense will do on this map though. I can't really get a feel of it in terms of size, but I would guess it looks small. Good for NA but the attackers might have an advantage when the doors come down and the defense can't spawn quick enough. But I guess that's what is supposed to happen if defense fails to protect the choke points and gate house.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #206 on: August 13, 2013, 07:05:11 am »
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Yeah, it should play out similarly to Sea Raid - which usually is one people like and is relatively balanced....it's all about that gate winch.

I love feedback on any of my maps - from NA or EU players. 
It is hard to balance maps for all situations but I try to do my best.

Keep me posted on thoughts on any of my maps as you see them come up.

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Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #207 on: August 29, 2013, 05:57:50 pm »
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Can't wait to see how Dun Bhirum plays out...and the new dynamic spawn timers in siege!!
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Offline Teeth

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #208 on: September 01, 2013, 05:49:19 pm »
+1
Heyo, checked out Dun Bhirum. First of all, nice unusual layout and class job on the texturing and surroundings. Nothing wrong with it really. There are a few pebble texture errors, as in random high weight slabs pieces of pebble, but I am very familiar with those so can't ask you to try to fix them. The door on the left side when attacker is a little too small for the doorway, there is light glinting past it on 3 sides. Really just nitpicking though.

I am slightly worried about balance. It took me 30 seconds to walk to the winch when the doors fall with the quite slow hosting character and 35 seconds to the flag. 35 seconds to the flag is good, if it weren't that the defenders probably spawn further away than 5 seconds from the flag on average. Although defenders do spawn close to the route that the attackers have to take to get to the flag, so they might slow them down, but it will be very hard for any far away spawners to save the flag when it is already in peril. Now I get that the point is that losing the winch makes it hard for defenders, but the winch is quite hard to hold for a prolonged time if you ask me. Especially because the backway proves a danger from the back at all times.

Although I have no idea what the corresponding walk timers are for Sea Raid, I could imagine a bit longer with the ladders, the thing is that there is a long narrow street up to the flag. This street causes these intense late round fights where if the defenders kick ass, they can still win. Relatively few defenders can stop the quick stream of attackers. It is a lot more open for your map, making an opened gate much more a game of numbers then in Sea Raid. A game which I fear attackers will win, as I think the average cRPG character is a little faster than 0 agi, 0 athl nude. Defenders simply won't be able to keep up with the attackers spawning.

This is of course my uneducated opinion from walking around in the map with which you might disagree, I am willing to give the map a try anyhow, but I think balance would benefit from either a longer way to either the flag or the winch, or harder chokepoints to either the flag or the winch. Fill some of the streets with more crud, prevent the attackers from being able to push at a crazy rate. It is fine if an opened gate means almost a certain loss for the defenders, as long as the winch is very defensible. It is also fine if the winch gets opened early which opens a straight route to the flag, as long as this route is defensible. It is up to you, but in the grand scheme it should be harder to attack.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #209 on: September 03, 2013, 02:45:01 am »
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Good review Teeth, you seemed to see everything I was trying to do.

Yeah, we'll see about the offense issue...it could be TOO quick and open to the flag after the winch is lost...but I am hoping that the chokepoint at the second (open) gate and the chokepoints onto the flag platform provide some places for defense to slow them down.

We'll see....if it ends up being too easy for offense I can clutter it up more like you suggested.

I will take a look at it and perhaps add more before the patch - any idea when this might go live?
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