Author Topic: ICEMAN's Maps and Feedback  (Read 8913 times)

0 Members and 1 Guest are viewing this topic.

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: ICEMAN's Maps and Feedback
« Reply #75 on: November 16, 2012, 06:03:42 pm »
0
Huh, didnt realize how many of those maps were yours (the ones on the first post now, the ones at the bottom)
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: ICEMAN's Maps and Feedback
« Reply #76 on: December 05, 2012, 05:25:47 pm »
0
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline ICEMAN1779

  • Knight
  • ***
  • Renown: 29
  • Infamy: 33
  • cRPG Player
    • View Profile
Re: ICEMAN's Maps and Feedback
« Reply #77 on: December 05, 2012, 09:17:49 pm »
0
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
     i did put a patch in for all the maps on 11/15/12 is this after the patch? becouse i have not been playing lately due to the lack or server restarts and or updates. becouse i would be more than happy to fix it. i just dont know when it will be added. thanks
« Last Edit: December 05, 2012, 09:26:22 pm by ICEMAN1779 »
visitors can't see pics , please register or login

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: ICEMAN's Maps and Feedback
« Reply #78 on: December 06, 2012, 04:48:05 am »
0
Not sure...how would I know the latest update...what changed?
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline ICEMAN1779

  • Knight
  • ***
  • Renown: 29
  • Infamy: 33
  • cRPG Player
    • View Profile
Re: ICEMAN's Maps and Feedback
« Reply #79 on: December 06, 2012, 06:03:03 am »
0
Not sure...how would I know the latest update...what changed?

Hori's_Hold 1.1
1. Added a choke point to the fast rout to the flag.
Download it here https://www.dropbox.com/s/qfrys5gzleskxon/Hori%27s_Hold%201.1.zip

Orlaugg's_Hold 1.1
1. Moved 15 of the 31 defender entrypoints.
2. Moved 4 of the attackers entrypoints.

3. Added a staircase for the defenders.                    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<There is a big staircase next to the back wall now you cant miss it and all the defenders will most likely use it

4. Added some faster routs for the defenders. So thay can defend.
5. Added some small props.
Download it here https://www.dropbox.com/s/bpg8rb2jf5g7tzq/Orlaugg%27s_Hold%201.1.zip

Winewic_Castle 1.1
1. Added some stair railing to sigetower side staircase and barriers.
2. Removed some spikes/ people where getting stuck...
3. Added some miner barriers to help defenders get arround a bit easer.
Download it here https://www.dropbox.com/s/al4h7vhkn1kun4l/Winewic_Castle%201.1.zip

Woofalls Castle 1.1
1. Moved all defender entrypoints so thay can gets to the walls faster.
Download it here  https://www.dropbox.com/s/0sq70xcyim3myoi/Woofalls%20Castle%201.1.zip

Anor Stronghold 1.1
1. Fixed a spot on the walls where people where getn stuck.
Download it here https://www.dropbox.com/s/gzk8aw6zcopk20o/Anor%20Stronghold%201.1.zip
« Last Edit: December 06, 2012, 06:07:36 am by ICEMAN1779 »
visitors can't see pics , please register or login

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: ICEMAN's Maps and Feedback
« Reply #80 on: December 06, 2012, 07:38:30 am »
0
Yeah I'd say Orlaugg's needs more than spawn points being moves.  That left side access is still too preferable to any other route and therefore becomes the only route used.
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Orlaugg's Hold
« Reply #81 on: December 13, 2012, 11:28:22 pm »
+1
This map is impossible to defend as it is now. It's the one where defenders spawn on the 2nd floor and have to jump on a roof to go down.

Offline Elindor

  • King
  • **********
  • Renown: 1178
  • Infamy: 158
  • cRPG Player A Gentleman and a Scholar
  • Caelitus mihi vires
    • View Profile
  • Faction: Order of the Holy Guard
  • Game nicks: Elindor
Re: Orlaugg's Hold
« Reply #82 on: December 14, 2012, 12:00:42 am »
0
I have mentioned this in the map maker's thread about this map - because of the setup and the spawns, much of the map is unused and the gameplay becomes rather dry.

It can sometimes cause many to leave the server unfortunately :(
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Andy

  • Count
  • *****
  • Renown: 274
  • Infamy: 253
  • cRPG Player
    • View Profile
  • Game nicks: Snow_King
Re: Orlaugg's Hold
« Reply #83 on: December 14, 2012, 04:16:18 am »
0
It's a nice map though. If we could just reposition the spawn-points, it would be great.
visitors can't see pics , please register or login

Offline no_rules_just_play

  • King
  • **********
  • Renown: 1401
  • Infamy: 384
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
  • Faction: HRE; Peasants United; Burg Krems
  • Game nicks: CapraAegagrusHircus_HRE; no_rules_just_play_HRE
  • IRC nick: norulesjustplay
Re: ICEMAN's Maps and Feedback
« Reply #84 on: December 16, 2012, 03:54:16 pm »
+1
Orlaugg's Hold

This one might need some revisions.  Currently everyone spawns at ships, runs left around the outside, up the ladder, and down the wall to the flag building.  The problem with this is that it makes like 80% of the map unused, and the map then becomes not fun to play since its so predictable and static. 

I would make the left route around the outside HARDER to get through, add destructable doors, etc.  Make it a SECONDARY route if the main route is too heavily defended.

Make the main route easier possibly?  Or keep it the same and move the flag down into the courtyard in front of the building its currently in?

Just some suggestions.
is this the wooden castle where you spawn in boats in front of two gates, but just go right (around) the castle and walk into the flag room? this really needs revision as nobody understands that you can only win it by defending the flag with the WHOLE team.