Poll

What do you want in your DTV map?

Bots spawn/attack from 2 or more directions.
25 (15%)
Bots spawn/attack from generally one direction. (Very linear).
32 (19.2%)
More open terrain to allow for better fighting and various tactics.
40 (24%)
Narrow paths (spam overhead) where the only way bots getting past you is over your dead body, which might result from getting shot in the back of your head by teammates.
20 (12%)
Dynamic props (i.e. Ballistas and portcullis for gatehouses)
42 (25.1%)
Ballistas? No thank you. My MW Light Crossbow is enough.
2 (1.2%)
Something else (post in comments)
6 (3.6%)

Total Members Voted: 73

Author Topic: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)  (Read 11157 times)

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Offline Thranduil

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #90 on: March 23, 2014, 06:05:35 pm »
+1
Thanks Thranduil for your good work.

Now DTV is alive again. :D

Just a suggestion: Is there a way to open the sky of DTV_Mein_Bridge map. Cave make me a bit claustrophobic.

Thank you Elio!

I'm not sure about opening up Mein Bridge. I don't think so. On top of the ceiling is a make-shift snow-topped mountain (in case anyone does manage to go outside through the back entrance, they won't just see a flat rock on top), so above the ceiling of 4 - 5 valley_rocks is another larger ceiling (or base of the mountain) made of just 1 valley_rock covering the same area. I can't show that one as a ceiling partly because it's stretched too wide and long (which makes it look too greenish depending on the lighting), and partly because I can't raise it or shrink it really without changing the look of the outside a lot (which I admit is not as important if people don't go out), but most importantly, if I have a hole in the ceiling, it will light the place up light a Christmas tree.  :P

Sorry about the claustrophobia, but, to an extent, that was part of the intent of this map - to feel closed and confined while still being quite open and spacious, to feel a shining glimmer of hope through the exit behind you only to have it turn to dread as bots come marching down through it. ..... Yes, I'm sadistic, I know.  :oops:
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Offline Patoson

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #91 on: March 23, 2014, 06:14:05 pm »
+2
Another bug. Yay!  :mrgreen: On the LOTR cave map, if you jump to the water before the countdown ends, you survive the fall and then you can walk through the wall and reach a weird area where you are not drowning anymore but you can't get out.


Offline Thranduil

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #92 on: March 23, 2014, 07:12:15 pm »
+3
Another bug. Yay!  :mrgreen: On the LOTR cave map, if you jump to the water before the countdown ends, you survive the fall and then you can walk through the wall and reach a weird area where you are not drowning anymore but you can't get out.

(click to show/hide)

:lol: With that fog, it looks like another world entirely! With all that height distance between them and the bots, I don't know if the bots would try to follow them or not, but since I imagine this could be used to get outside of the mine, I suppose I should place barriers along the walls at the bottom there. I'm honestly more tempted to put an easter egg there instead.  :lol: Maybe both!


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 is showing as :lol: .... weird. Watch this autofix and make this EDIT senseless.



SUPER EDIT. I KNOW WHERE THAT IS NOW! HAHAHAHAHA! He warped to ABOVE the map! Oh wow! He's underneath the mountain peak. He can't hope to do anything there. Just...wow this game's glitches sometimes.... just... wow. I'll place barriers in the bottom of the map to prevent glitching to the top of the map. Makes perfect sense. visitors can't see pics , please register or login
 Oh if I could just put a balrog up there or something to scare the shit outta whoever does it.... oh that would be perfect!


************
Updated Mein Bridge with more rocks at the bottom to prevent magical glitching. lol
« Last Edit: March 23, 2014, 08:14:47 pm by Thranduil »
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Offline Patoson

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #93 on: March 31, 2014, 04:18:36 pm »
+1
I have yet another exploit to report. I'm sorry I didn't take any pictures because I have figured out too late I should report it.

It's on the Viking Village. As you spawn and heads towards the rightmost spawn, if you stand on the middle of the left edge of the bridge (and nobody else is nearby), bots will go down underwater and get stuck under that player, eventually drowning.

Maybe it would be better without the river or something (just plain terrain).

Offline Thranduil

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #94 on: March 31, 2014, 04:40:22 pm »
+1
I have yet another exploit to report. I'm sorry I didn't take any pictures because I have figured out too late I should report it.

It's on the Viking Village. As you spawn and heads towards the rightmost spawn, if you stand on the middle of the left edge of the bridge (and nobody else is nearby), bots will go down underwater and get stuck under that player, eventually drowning.

Maybe it would be better without the river or something (just plain terrain).

Hmm, that's a new one. That map needs a major update and possibly an overhaul anyway. Just not really sure what to do with it yet since I didn't make it for DTV so much as I made small modifications to it and slapped an AI mesh on it.  :P

I'll see what I can come up with, though chadz knows when the next server update will be.  :?
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Offline Thranduil

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #95 on: March 31, 2014, 11:40:22 pm »
+1
Okay. I tried making some changes to Viking Village.

Moved the siege barrier in the center more to the right. This should separate the two sections of bots and force the large bridge to be used.
(click to show/hide)

Added a platform with a couple ballistas behind Viscount so you have the option to camp the Viscount. Ballistas haven't been very useful on this map in the past. Hopefully this will help. 5 ballistas!  :D
(click to show/hide)

And I saw some people jumping on the giant bundle of sticks at the barrier here and bots couldn't get them.... though they did fall off frequently. :P
Also, I removed the bridge as you can see and I've smoothed the terrain around the water a lot so it shouldn't slow anything down in that area.
(click to show/hide)

I almost want to do something else to it, but I can't think of anything without having major changes or adding more stuff, and I'm afraid of putting TOO much stuff, so I'll leave off here for now.

Now the real question. Should I upload this one as an update?
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Offline Jona

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #96 on: April 01, 2014, 12:07:54 am »
0
Only one bridge now?
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"I'll have my lance aimed at Jona's knees and he'll jump up, run up my lance and kill me." -Dalfador

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #97 on: April 01, 2014, 12:14:52 am »
0
Only one bridge now?

Yes, but the water is so shallow on that side now that the other one isn't really needed. It didn't slow me down at all running through it.

***EDIT*** Almost forgot. The V shouldn't float in the air anymore. :P



************Went ahead and uploaded the changes as version 1.5. Version 1.4 is still available if it is preferred.
« Last Edit: April 02, 2014, 05:04:43 am by Thranduil »
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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #98 on: April 03, 2014, 12:30:13 am »
+1
Grey Havens

Maybe 50% done.
(click to show/hide)

Larger picture:
(click to show/hide)

More importantly, I need to go ahead and place more AI mesh than I have and try a bot test to see what they do. Guess I'll throw it in Native and attack a village.  :twisted:

Lot of possible IF factors right now. It may get severely modified to siege?...if dtv won't work?....or I may leave it as a picture on my mantle piece.
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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #99 on: April 03, 2014, 06:11:10 pm »
+2

:D

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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #100 on: April 03, 2014, 06:37:45 pm »
0

:D

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HAHAHAHA! That is the best thing I have seen all week! Daleks FTW! Well, joke's on them! I don't have to do anything because the Dalek has moved in the new version!  visitors can't see pics , please register or login
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Re: Thranduil's DTV maps. Feedback Thread. (Currently on map-making hiatus)
« Reply #101 on: April 04, 2014, 07:37:53 am »
+1
Shoot me.

Grey Havens

(click to show/hide)

(click to show/hide)

Description:
The Viscount intends to board the last ship at the Grey Havens and leave the lands of Calradia forever!  But first, he must survive the wrath of all whom he has wronged over the years! From peasants to former knights, and even some pissed off virgi-......*ahem* women demanding child care. We're not paid enough to put up with this guy!

DL: http://www.nexusmods.com/mbwarband/mods/5877/?
Direct Download: http://www.nexusmods.com/mbwarband/download/1000003714  <--- new link. added torches for night.
« Last Edit: April 07, 2014, 04:15:47 am by Thranduil »
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Offline Patoson

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+1
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They are behind the gate behind viscount, which doesn't seem to be operable.

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0
Patosón pitoduro

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(click to show/hide)

They are behind the gate behind viscount, which doesn't seem to be operable.

Yeah, I noticed, though every time I played, the problem was exactly the opposite. The wench worked, but the portcullis never returned to it's correct position after a round ended. All you could do was make it go a little higher every round. :\

I made a couple changes a while back that I hope work, but I really have no clue why that gate is not working.

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