Author Topic: Viriathus Scene Editing  (Read 5461 times)

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Offline Viriathus

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Viriathus Scene Editing
« on: March 06, 2013, 01:21:39 pm »
+12
My scenes.

TEMPLAR CHURCH (01/01/2014)
(click to show/hide)

PALACE OF MARTE
(click to show/hide)

BOUNTY (updated 23/07/2013)
(click to show/hide)

RHODOK CLIFFSIDE CASTLE (updated 01/01/2013)
(click to show/hide)
« Last Edit: August 09, 2014, 02:27:17 pm by Viriathus »

Offline Ronin

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Re: Viriathus Scene Editing
« Reply #1 on: March 06, 2013, 01:37:54 pm »
+1
Oo it looks very good. I can't say much as I'm new to scenening myself too.

Here a couple of screenies I get:
Here we get started
(click to show/hide)
I can only say this second wall looks a bit weird. Maybe you can add some objects or give it a bit more shape.
(click to show/hide)
(click to show/hide)
Flag location
(click to show/hide)

As for stratetegically, attackers have 1 ladder and 1 siege tower (if I didn't miss a backdoor or sideladder). Siege tower is ok, but ladder is a bit disadvantegous for atteckers; as they will get easily crossfired from there. Nevertheless, attackers spawn very close to walls. So I think it solves itself out. I personally don't like maps where attackers can capture the walls so easily, but they have a long way to the flag. Therefore, I guess it is balanced well. Really good job I can say.
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Offline Viriathus

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Re: Viriathus Scene Editing
« Reply #2 on: March 06, 2013, 01:54:49 pm »
0
Thanks for your awesome fast feedback.

Initialy i wanted the atackers to not go on the walls at all! i was going to leave the gate open instead of putting a ladder and a sieage tower near it, so the path to the flag would have to be on ground, the second smaller wall would serve as an obstacle.

I figured just leaving it there, since the the atakers spawn so close to the walls, and the defenders have to make walk long paths to the gate house, so the idea of this map is to be one of those Always gate open sieges.

However, im not sure how this will work out, i hope i get some more feedback on this.

Offline Casimir

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Re: Viriathus Scene Editing
« Reply #3 on: March 06, 2013, 03:11:16 pm »
+3
Looks good mate, needs templol propaganda banners though.
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Offline Viriathus

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Re: Viriathus Scene Editing
« Reply #4 on: March 07, 2013, 06:46:01 pm »
0
cheers Casi

Offline bredeus

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Re: Viriathus Scene Editing
« Reply #5 on: March 07, 2013, 06:48:58 pm »
+1
Looks really nice mate :)

Offline Viriathus

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Re: Viriathus Scene Editing
« Reply #6 on: March 24, 2013, 09:50:33 pm »
0
updated, made an alternative wooden stairway on the right side of the courtyard, besides the main stairs and the side stone stairs.

Offline Fips

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Re: Viriathus Scene Editing
« Reply #7 on: March 25, 2013, 08:18:57 pm »
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Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?
Gotta be kidding me dude. Asking me, why mine are "already" (After 3 months) in and now i found out this...just lol.

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I like the look of your map, though. Could use more than 1 flag as far as i can tell.

Offline Viriathus

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Re: Viriathus Scene Editing
« Reply #8 on: March 25, 2013, 09:33:47 pm »
0
Wait a second...you were actually complaining about that your map didn't make it in the cycle after like 2 weeks?

I dont think it matters how long i posted it, they decided to take a look at all the submited maps at once, they skipped mine.

but maybe you are right, i realy dont know.

Offline Viriathus

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Re: NEW! Rhodok Cliffside Castle
« Reply #9 on: June 19, 2013, 09:20:43 pm »
+2
Massive update BUMB.

KEEP SCENE EDITING ALIVE!

Offline Templar_Steevee

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Re: NEW! Rhodok Cliffside Castle
« Reply #10 on: June 20, 2013, 01:09:55 pm »
+2
i like this casle. It looks like a serious castle, not a village with a wooden walls... +1 :D
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Offline Tore

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Re: NEW! Rhodok Cliffside Castle
« Reply #11 on: June 20, 2013, 06:13:27 pm »
+1
10/10 would bang

Offline Viriathus

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Re: Viriathus Scene Editing
« Reply #12 on: July 20, 2013, 02:06:27 am »
0
bump, new map.
« Last Edit: July 20, 2013, 11:08:50 am by afonsoserro »

Offline Fips

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Re: Viriathus Scene Editing
« Reply #13 on: July 20, 2013, 08:13:28 pm »
+1
Okay, so here we go:

Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)


Rhodok Cliffside Castle
- remove the winch on the table! It will open the frontgate and if the other winch is used as well, it will fuck things up
- where that second winch is, close to the stairway a little more inside the castle, you need to retexture the ground, it looks a little invisible
- smoothen the mountain textures please, they look very rough
- the ladder is flying, adjust it please so it sticks on the ground when not deployed
- you will have to rethink the flag area a little bit, it's a big castle (Shortest way to flag: 60-65 seconds, with opened gate) and the staircases are very easy to defend, basically i would suggest lowering the area so the staircases are not as long, and maybe move more attackers spawn closer to the castle itself
- backdoor would be solved with reworked flag area, now it seems kinda useless to walk all the way to there just to end up at the same stairs
« Last Edit: July 20, 2013, 08:18:50 pm by Fips »

Offline Zlisch_The_Butcher

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Re: Viriathus Scene Editing
« Reply #14 on: July 20, 2013, 08:20:40 pm »
+1
Bounty
- one team spawns right next to a campable ship and the other has nothing to camp at, a no-go! Move the spawns so they have about the same way to the ship
- work out that mountain a little bit and remove those invisibile walls, ingame they seem to very misplaced and not natural at all, let the people fight on the mountain if they want to (Make sure the spawns are about the same way to the top, though, so one team doesn't get the huge advantag of having a big ass mountain on their side)
He could also move the ship spawn a bit forward and then invisible wall the ship, fighting on mountains* is the lamest shit ever and altering the mountain for the invisible walls to be more obvious and natural imo makes 100% more sense.



*Read: ranged camping on mountains
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