Author Topic: Fips' Maps  (Read 8849 times)

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Offline Jarold

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Re: Fips' Maps
« Reply #45 on: March 09, 2013, 06:33:19 am »
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I don't mean to bash your maps but burg_rabenstein and helms deep are way too big for siege. But helms deep does look really nice.

Offline Fips

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Re: Fips' Maps
« Reply #46 on: March 09, 2013, 10:51:06 am »
+1
I don't mean to bash your maps but burg_rabenstein and helms deep are way too big for siege. But helms deep does look really nice.

Already working on it. Castles will stay as big as they are, but i will reset the spawns (as said in my previous post), so it's actually playable.

@Crob: Stop playing on a potato then xP
But yeah, i will try to reduce the numbers, as long as it looks the same way from the front.

Offline Latvian

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Re: Fips' Maps
« Reply #47 on: March 09, 2013, 11:36:43 am »
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http://mountandblade.nexusmods.com/mods/3882

Burg_Rabenstein
(click to show/hide)
V1.1: -fixed flying props, smoothed terrain, deleted 2nd stone bridge, added wooden bridge, added a lot more details, smoother ground textures

Helms_Deep
(click to show/hide)

Ishtar
(click to show/hide)
Burg_Rabenstein is terrible for people with weaker computers like me it is barely playable. :(maybe remove some trees in some corner of the map?
people are like potatoes, they come in different shapes and sizes and they all are beautifull
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Offline Fips

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Re: Fips' Maps
« Reply #48 on: March 10, 2013, 06:51:51 pm »
+1
Updated all 3 of my maps. See the OP for "changelog"  :D

Offline Tindel

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Re: Fips' Maps
« Reply #49 on: March 10, 2013, 11:29:18 pm »
-1
I have not played helms deep yet, but i really hate ishtar and burg, and here is why.

Attackers have to run too far, too few ways in, too big maps, not enough access to gatemechanism, breakable doors everywhere, bottlenecks, no good areas for fighting

Defenders cant access their castles properly, too big maps, too far to run, not enough access to gatemechanism,  bottlenecks, no good areas for fighting

So what to do..... maybe blast them with a shrink ray and make them smaller,  move attacker spawn closer, redo gatehouses so you can enter from below, add ladders and shit inside castle so there are more than 1 or two ways to go. Ladder acess to walls from the inside, and giving attackers a way to get down, having some way for defenders to leave flag area at all would be nice.

Right now its alot of running and running and running and hacking doors and hacking doors and hacking doors and a huge clusterfuck fight where you cant move and then one team wins hurray.


Offline Fips

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Re: Fips' Maps
« Reply #50 on: March 10, 2013, 11:57:37 pm »
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I have not played helms deep yet, but i really hate ishtar and burg, and here is why.

Attackers have to run too far, too few ways in, too big maps, not enough access to gatemechanism, breakable doors everywhere, bottlenecks, no good areas for fighting

Defenders cant access their castles properly, too big maps, too far to run, not enough access to gatemechanism,  bottlenecks, no good areas for fighting

So what to do..... maybe blast them with a shrink ray and make them smaller,  move attacker spawn closer, redo gatehouses so you can enter from below, add ladders and shit inside castle so there are more than 1 or two ways to go. Ladder acess to walls from the inside, and giving attackers a way to get down, having some way for defenders to leave flag area at all would be nice.

Right now its alot of running and running and running and hacking doors and hacking doors and hacking doors and a huge clusterfuck fight where you cant move and then one team wins hurray.

Just read what i've changed pls. I solved a lot of stuff that you just mentioned.

Offline Tindel

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Re: Fips' Maps
« Reply #51 on: March 12, 2013, 12:34:10 am »
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Ok i just got helms deep,  ITS TOO BIG. Seriously it takes sooooo long to reach flag even with a rouncey.
Spending 75% of my time just moving as attacker. Only last minute on every round actually has any combat.

I guess its not possible just to scale it down 50-75%? Then we might have time to fight.

Inside the walls there is a huuuuuuge slope that you are more or less forced to fight on to gain control of the doors( that you have to destroy)
So apart from a few areas on the walls, and flag courtyard, there is no real place to fight at all.

Offline Fips

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Re: Fips' Maps
« Reply #52 on: March 12, 2013, 01:25:53 am »
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Impossible^^

Meh, okay, here's what i did exactly to the spawns: Initial spawn is right next to the beginning of the bridge, EVERY other spawn is either right next to the big ladder, on the wall left (Close to the ladder leading on the first wall) and on the bridge. So once the gate is down, some attackers will take like 20 secs to the flag if the fastest way is undefended. Only if you happen to spawn at the initial spawn again it will take you the time it does now. I've seen attackers winning on helms deep, so once the updated version is on it should be a lot more balanced.

You don't have to use that slope, you know. There's a stairway leading to the first wall and then the bridge right to the flag.
I've tried to use stairs instead of that slope, but it turned out very fucking ugly and it would have been basically the same slope, just with stairs.
But yeah, i might get rid of those doors, after the the new version is tested.


So, once again, before you make any conclusions or suggestions, i would like you guys to wait for the update. Especially Rabenstein and Helms Deep will play A LOT different than now. Ishtar not that much, but defenders will have it easier than it is now.

Offline Tindel

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Re: Fips' Maps
« Reply #53 on: March 12, 2013, 03:08:41 pm »
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If attackers spawn right outside walls, and there are ladders + stairs added inside the walls and keep.
That would maybe create some more fighting and less running xD

Oh btw do you have any topdown view screenshots/maps of those castles?  From above looking straight down. Then one could paint and show which areas fighting occur and where bottlenecks are etc.

Offline Fips

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Re: Fips' Maps
« Reply #54 on: March 12, 2013, 05:07:31 pm »
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If attackers spawn right outside walls, and there are ladders + stairs added inside the walls and keep.
That would maybe create some more fighting and less running xD

Oh btw do you have any topdown view screenshots/maps of those castles?  From above looking straight down. Then one could paint and show which areas fighting occur and where bottlenecks are etc.

http://imgur.com/mvMQ8eP

Well, i really thought 3 ways to the inner keep would have been enough. Yeah, adding ladders would be no problem. And yes, the walking will be a lot less now, spawns are very close, though i can make it even closer.

Another thing i might do if the next version doesn't work as well, is, to make parts of the left wall look destroyed and move 30% of the attackers spawn close to the tents inside and to the stairs leading up the backdoor and add a ladder there from the tents leading to the wall, should make the fighting even more intense then. But only if the new version turns out as a failure as well.

Offline Tindel

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Re: Fips' Maps
« Reply #55 on: March 13, 2013, 10:26:52 am »
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I was sort of speaking about my general feel of all 3 maps xD

Thanks for the map, think you could post one like that for the other 2 castles as well?
And i will try to show how people play them.

Offline Fips

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Re: Fips' Maps
« Reply #56 on: March 13, 2013, 10:02:44 pm »
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http://imgur.com/6eFBsdf

http://imgur.com/NUTqQva

I've highlighted the most important changes.

Offline Fips

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Re: Fips' Maps
« Reply #57 on: March 14, 2013, 06:47:08 pm »
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Updated Ishtar further! See OP for changes.

New Version of Helms_Deep as well now!
« Last Edit: March 16, 2013, 12:10:02 pm by Fips »

Offline Ronin

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Re: Fips' Maps
« Reply #58 on: March 17, 2013, 05:27:13 pm »
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Re: Fips' Maps
« Reply #59 on: March 17, 2013, 05:57:47 pm »
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Ishtar - it is possible to reach flag by going over the mountain on the right side.

Burg Rabenstein - takes waaaaaaaay too long for attackers to get anywhere.