Author Topic: Nordwolf's scenery - second NEW Battle map 01.08.2013!  (Read 2121 times)

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Offline Nordwolf

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Nordwolf's scenery - second NEW Battle map 01.08.2013!
« on: March 13, 2013, 11:40:13 pm »
+5
Wuff and welcome to my scenery ->>

Going to do some more maps soon as the new managers stepped in, at least there is a hope that they'll get in :D

New Battle Maps:
Outpost Village

A small hamlet located on crossroads featuring nordic houses and open streets.

Scheme:
(click to show/hide)

Screenshots:

(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_outpost_village.sco
Code: [Select]
scn_outpost_village outpost_village 256 none none 0 0 100 100 -100 0x00000000300d72630006e1b900002ac20000683300003105 0 0 outer_terrain_plain
Fishing Village

A tropical lagoon featuring a fishing village with clean blue water and jungle mountains in the back.

Scheme:
(click to show/hide)

Screenshots:

(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_fishing_village.sco
Code: [Select]
scn_fishing_village fishing_village 256 none none 0 0 100 100 -100 0x000000005a0105630005595000000e8500002a3d00002560 0 0 sea_outer_terrain_2



Siege:
Windhill castle

Scheme:
(click to show/hide)

Screenshots:

Day:
(click to show/hide)

Night:
(click to show/hide)

Download .sco:
https://dl.dropbox.com/u/96841139/scn_windhill_castle.sco
Code: [Select]
scn_windhill_castle windhill_castle 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300337380004ed3f00000a020000601300004334
  0
  0
 outer_terrain_plain

Feedback welcome!
« Last Edit: August 01, 2013, 04:13:41 pm by Nordwolf »

Offline Ronin

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Re: Nordwolf's maps - Windhill castle
« Reply #1 on: March 17, 2013, 12:00:05 am »
0
Looks very well and simple. Going to try out soon.
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Offline Erzengel

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Re: Nordwolf's maps - Windhill castle
« Reply #2 on: March 17, 2013, 08:07:27 pm »
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Looks nice. :)

Offline Fips

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Re: Nordwolf's maps - Windhill castle
« Reply #3 on: July 20, 2013, 07:42:55 pm »
+1
-right ladder on front wall needs to be adjusted, you have to jump to get on top
-reduce the amount of torches and lights drastically! It's brighter than some maps while sunshine. (=P) This will be a fps-nightmare for many people, also some lights don't match the torches. Not every torch has to be a light source as well ;)
- flying props, move the torches closer to the walls (Basically all the cauldrons seem to be flying)
- this castle needs some more love. There is basically nothing for immersion. It's not a requirement, but just browse through the scene props and add a blacksmith, trader, whatever, be a little more creative. It looks very empty.
- are attackers supposed to move right by the walls? If not, invisible wall please!
- considering balance: attackers should probably spawn closer, because of the 2 chokepoints at the flag (But other than that it should be quite balanced)

Hope you read my pm and will update it =)

Offline Nordwolf

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Re: Nordwolf's maps - Windhill castle
« Reply #4 on: July 20, 2013, 10:39:14 pm »
0
I know what you mean by more "lively" and immersion, but I think it doesn't need any more.
Will look into those bugs.

PS: nice work already, Fips :)

Offline Fips

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Re: Nordwolf's maps - Windhill castle
« Reply #5 on: July 20, 2013, 10:49:48 pm »
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Okay then, if you don't think it needs more, i'm fine with that^^

Offline Nordwolf

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Re: Nordwolf's maps - Windhill castle
« Reply #6 on: July 20, 2013, 11:55:17 pm »
0
When I opened it again with a fresh look I added a lot :D
Just redownload it with that link.
I've added a house which makes archers unable to shoot from flag to gate, I think it fits nice.

Bugs fixed (at least looks like it). Removed half of the torches :p

Offline Fips

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Re: Nordwolf's maps - Windhill castle
« Reply #7 on: July 21, 2013, 05:03:46 pm »
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Right Ladder is still bugged. You should make the ladder longer and reduce the angle, that should solve the problem.
Also, there is a light close to the flag on a torch which looks very weird. It spreads the light only horizontal it seems^^
Please lower those little fire-places that are on your map, they seem to be hovering instead of standing on the ground.

Oh, and i just noticed the lake: You should cover it with the "pebbles" texture. Makes it look much nicer.


Concerning the ladder: You can test that yourself. Call your map blank_12 or something, edit the scenes accordingly and put it into your crpg-folder. Then you can choose to "Host Game" and start Blank 32 (Names are messed up and in most cases you have to add 20 to the blank to get your actual map). Then you can deploy it yourself and test it^^

Offline Nordwolf

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Re: Nordwolf's maps - Windhill castle
« Reply #8 on: July 21, 2013, 06:06:10 pm »
0
Thx for nice feedback :)

Ladder fixed, that is a really strange bug though, and I've tested it before on a dedicated and it worked fine. (It didn't work fine today for me :o)

A little texture patch to make outside area of walls look dirtier. About the lake - I don't like pebbles in their original way (look closer, they are pebbles, just most of them painted)
I like how lake looks atm.

Just redownload teh link.

UPDATE:
New topography:
(click to show/hide)
« Last Edit: July 21, 2013, 06:21:26 pm by Nordwolf »

Offline Nordwolf

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Re: Nordwolf's scenery - new Battle map
« Reply #9 on: July 30, 2013, 06:20:56 pm »
+1
Bump with my new Battle map - tropical fishing village, let it please you my dear player :D
(Everything is in the main post)
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PS: Goin to post some more maps soon - at least there is a hope they'll get in with new scene managers :)

Offline Elindor

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Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
« Reply #10 on: July 30, 2013, 07:48:33 pm »
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Nordwolf these are nice!

Two things I'd bring up about the siege map - Windhill Castle

1 - The wall door you point out in your overhead image - does that create a direct path to the flag after its broken?  If so, that might be too easy of an access point - attack might just rush that, break it, and then overwhelm flag.  One solution to this would be to make a wall from where the wall door is cutting across the courtyard towards where the gate house is - forcing attackers to run along it to get around.  This would a) increase their run to time flag, and b) bring them past more defenders.  Or maybe the wall door is composed of 2 separate doors?  Just some ideas.

2 - Consider taking out *some* of the torches...too many particle effects can make the maps kinda laggy sometimes.
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Offline Fips

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Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
« Reply #11 on: July 30, 2013, 08:29:34 pm »
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It's already on the servers so let's wait and see what the balance does =P

Offline Elindor

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Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
« Reply #12 on: July 30, 2013, 08:31:12 pm »
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Oh cool, I hope I see it soon - if I do I'll see what happens with it.
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Offline Jarold

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Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
« Reply #13 on: July 30, 2013, 08:41:24 pm »
+1
Fishing Village looks fantastic! The only beef I have is that in the screenshots I see three small "islands" of sand that people can get to. I can see ranged camping out there shooting slow moving infantry in the water.

Offline Nordwolf

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Re: Nordwolf's scenery - NEW Battle map 30.07.2013!
« Reply #14 on: July 31, 2013, 02:00:02 pm »
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Thanks :)
I think those islands won't be much of a problem because flags are far away from there.

To Elindor:
I will rebalance it a bit with removing spawnpoints from flag, but having a bit different approach from attackers. Will think about it though