Author Topic: Hellsings Maps  (Read 5193 times)

0 Members and 1 Guest are viewing this topic.

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Hellsings Maps
« on: October 18, 2013, 05:42:26 pm »
+10
Last update: 21.10.14
Hey there,
cause there is no high ammount of nice DTV maps and also because I already made some earlier for the old DTV, I decided to start again.

And here are my results from the last night and the last 4 hours:

Released Maps:
Defend the Viscount

visitors can't see pics , please register or login

Releasedate:08. NOV, 13
Mapname:Saladins_Dream
Gamemode:DTV
Version:1.7
Download:Download @ irgendwas.bplaced.com
Discription:Dessert, water. Oasis. Where could you better settle? - No where. So defend it!
Nexusmods:Download @ Nexusmods.com
Changelog:09. AUG08. AUG01. AUG15. NOV08. NOV19. OKT
(click to show/hide)

<_______________Next_Map___________________>

<insert Header here>
Releasedate:31.08.2014
Mapname:Fallen Abbey
Gamemode:Conquest
Version:0.751.0
Download:Download @ irgendwas.bplaced.com
Discription:4 Flags, forest surrounded castle. 25min Cap-time. 30sec respawn. Press
Code: [Select]
[M] to join.

Nexusmods:
Download @ Nexusmods.com

Changelog:

14. AUG
30. AUG

(click to show/hide)

<_______________Next_Map___________________>

Releasedate:18. OKT, 13
Mapname:Snowy_Town
Gamemode:DTV
Version:0.9
Download:Download @ irgendwas.bplaced
Discription:An old big Valley which is under heavy attack from their neighbours...
Changelog:18. OKT - added: Map, AI-Mesh, Entraces
(click to show/hide)

I´m looking forward for some response :)
~Hellsing
« Last Edit: October 21, 2014, 04:09:36 pm by Spanky_Ham »

Offline Elio

  • Marshall
  • ********
  • Renown: 737
  • Infamy: 20
  • cRPG Player Sir Black Pawn A Gentleman and a Scholar
  • The treeee!
    • View Profile
    • Calradia's Maps Explorer
  • Game nicks: Elio
Re: Hellsings DTV Maps
« Reply #1 on: October 19, 2013, 01:20:06 pm »
+1
Nice works, I like the Saladins_Dream map, I hope they will implement it quickly, and free Eu7 !

Here some returns from my DTV experience for a future map :

High slope : Make the map unplayable, we can't swing with long weapons, and bots can be stuck : Rduna, Tulbuk are totally unplayable

Short map : Prevent from doing a tactic before they come, in Ambean map for example we don't have time to take the bridge, bots spawn point is too close.

Highway facing Vivi : Make the map too hard to defend, at cavs wave ofc and against ranged : Amashke, Bulugur, Buvran



What is a good DTV map in my opinion : Iyindah, Kulum, Dugan, Emirin, Udiniad, Sarimish, Nemeja, Ushkuru, Well and of course Yaragar and Istiniar

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #2 on: October 19, 2013, 05:38:43 pm »
0
The problem with saladins_dream is that i noticed too late that I builded the whole town in the map border corner :D Thats why this version of it is so small.
I´m thinking about to rise the city it self and other spawnpoints.
This would give more space to fight and more entraces for bots... :)

High Slope: I totaly agree, thats why I always smooth everything very much. I dont have a normal ground that is like that... The stairs is the only path where you couldnt swing, but there is no real reason to fight on it anyway...

Short Map: I totaly agree, but when they are to fast away, there will always guys just leech while the others fight in front...

Highway to Vivi: nothin to say about it... It is right and I never did it :)

Thanks for the nice feedback :)

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #3 on: October 19, 2013, 07:29:42 pm »
+2
Workin on Saladins_Dream, todays made:
(click to show/hide)

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #4 on: November 08, 2013, 03:57:15 pm »
+1
Finished: Saladins_Dream (added to first post)
  • Fixed: Horses cant pass stairs
  • Reworked Ai-Mesh
  • Added 80% of the town, new
  • Added Ballista
  • Removed old Objects inside the town
  • Removed herobine
(click to show/hide)

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #5 on: November 15, 2013, 02:16:38 pm »
0
Updated Saladins_Dream:
  • Fixed: Spawnlocations
  • Fixed: AI-Meshes
  • Added: Stuff
  • Added: Barriers
  • Removed: no more used Objects
  • Removed: unreachable places
  • Removed: Herobine

1st Post updated, too.
« Last Edit: November 15, 2013, 02:36:52 pm by Spanky_Ham »

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #6 on: November 27, 2013, 11:08:55 pm »
+1
#bump :D
Works fine! :)

Offline Ronin

  • Marshall
  • ********
  • Renown: 859
  • Infamy: 198
  • cRPG Player
    • View Profile
Re: Hellsings DTV Maps
« Reply #7 on: November 28, 2013, 04:49:44 pm »
0
Just curious. What made you choose the name saladins_dream :P
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #8 on: November 30, 2013, 12:54:26 am »
+1
Had no idea for a name  :lol:

Offline Fips

  • Moderator
  • *****
  • Renown: 1217
  • Infamy: 290
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Fips_HRE
Re: Hellsings DTV Maps
« Reply #9 on: January 14, 2014, 12:31:22 am »
0
Okay, so about Saladins dream:
People can get up on the roof close to spawn by using the well.
Bots get stuck too easily. What should fix that is the following: Make the way you want the bots to go actual ways. The ramps need to be the size of the way you want the bots to go, right now they are too small and bots can get stuck next to them. Also, look for every single dead end and get rid of it. If the bots are walking towards a ramp that is infront of them give them something to get up more smoothly. Stairs or another ramp. Basically, if a bot is walking towards anything, make sure he does not face a wall/angled ramp/whatever. Also, the second ramp on the front left needs a stage on top instead of just the ramp that awkwardly leans on the wall, bots don't walk over there too good.
That's everything i got for now. I hope you got what i was trying to say, edit it and i'll take a look at it again. If you didn't get what i was saying, i will just send you the sco of what i was saying to you [Dat sentence, ha].

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: Hellsings DTV Maps
« Reply #10 on: January 17, 2014, 10:06:45 am »
0
You forgot something fips, or maybe it was already mentioned but when the bots reach the V they kinda make a half circle around him (behind him, close to the back side of the map) and can't attack him as if they are scared.
Im not a good map maker and the only experience I got was reading and watching a few tutorials or helping fips checking his first maps, so I leave the solution to the experienced guys:D
Also the map plays a bit slow? Maybe this could be solved by making the bots have an easier route to the v as now they all get smashed in the first gap, it's not even hard to defend.
And maybe one last thing players can basically suicide on the right side by jumping out. Often unnoticed, so a invisible wall mifht be nice here:)

Basically I love the idea behind this map (close quarter town combat) and once the bot have it easier to reach the v, im sure this will be amazing!

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: Hellsings DTV Maps
« Reply #11 on: January 26, 2014, 12:19:50 pm »
+1
don't know what happened, but this bot got stuck in the wall on your map. It's somewhere at the left wooden 'runway' if you look at the bot's spawn.
(click to show/hide)

Offline Patoson

  • Marshall
  • ********
  • Renown: 784
  • Infamy: 138
  • cRPG Player Sir Black Knight
    • View Profile
Re: Hellsings DTV Maps
« Reply #12 on: January 26, 2014, 12:20:41 pm »
0
don't know what happened, but this bot got stuck in the wall on your map. It's somewhere at the left wooden 'runway' if you look at the bot's spawn.
(click to show/hide)

Offline Fips

  • Moderator
  • *****
  • Renown: 1217
  • Infamy: 290
  • cRPG Player Sir White Bishop A Gentleman and a Scholar
    • View Profile
  • Faction: Holy Roman Empire
  • Game nicks: Fips_HRE
Re: Hellsings DTV Maps
« Reply #13 on: January 26, 2014, 01:30:35 pm »
0
You forgot something fips, or maybe it was already mentioned but when the bots reach the V they kinda make a half circle around him (behind him, close to the back side of the map) and can't attack him as if they are scared.
Im not a good map maker and the only experience I got was reading and watching a few tutorials or helping fips checking his first maps, so I leave the solution to the experienced guys:D
Also the map plays a bit slow? Maybe this could be solved by making the bots have an easier route to the v as now they all get smashed in the first gap, it's not even hard to defend.
And maybe one last thing players can basically suicide on the right side by jumping out. Often unnoticed, so a invisible wall mifht be nice here:)

Basically I love the idea behind this map (close quarter town combat) and once the bot have it easier to reach the v, im sure this will be amazing!

Nah, it's happening on other maps, too. No idea why it suddenly does that, because noone changed anything dtv related in the last couple of patches other than the maps.

Offline Hellsing

  • Count
  • *****
  • Renown: 209
  • Infamy: 47
  • cRPG Player Sir White Pawn
    • View Profile
Re: Hellsings DTV Maps
« Reply #14 on: January 27, 2014, 03:22:11 pm »
+1
Well I haven´t noticed that my map was tested or something..
I will have a look at it in the next few days..  :)