We have three conquest maps in the
current rotation (
raid_of_the_vikings,
island_outpost,
arenaceous_castle). We also have a
quick_battle_scene_5, which is a strat map, and was never designed for EU2. And then we have some real issues, like some
battle map, with the
flag spawned outside the invisible wall, loading instead of
Heisenberg for some reason (the game logs says
[08:52:24] Starting map Heisenberg in mode multiplayer_sg, but in-game you see this battle map loaded on). My only guess is that it is somehow connected with the fact, that its name starts with the large letter, while the rest of map names starts with the small letters:
...
add_map castle_34_exterior_c
add_map inch_tuth
add_map native_jameyyed_castle
add_map Heisenberg
add_ma4p holmet_castle
add_map greipenfurt_castle
add_map ridoma_castle
...
This is
only a guess.
Next, we have one map (
greipenfurt_castle) absent (this map is in the map rotation list, provided by Dupre, but you won't see this map in game), and the other map (
native_rudkhan_castle), which is not included in rotation, but yet somhow it still loads up and physically present in the game (instead of missed
greipenfurt_castle, I guess). This might be caused by that capital letter problem, or some other missed/corrupted lines in the structure/hierarchy of some .txt files in game codes. I'm not programmer/modder, so I honestly do not know.
Also,
at least 5 maps causes a
SCRIPT ERROR aka chat bug (
devonshire_keep,
warkworth_castle,
native_mahdaar_castle,
himmelsberg_monastery and
native_rudkhan_castle). Coincidentally, 4 of them placed in the beginning of the map rotation list:
Here is the map rotation as of right now:
add_map devonshire_keep
add_map winter_castle
add_map warkworth_castle
add_map native_mahdaar_castle
add_map himmelsberg_monastery
add_map castle_16_exterior_c
add_map castle_34_exterior_c
add_map inch_tuth
...
...while
native_rudkhan_castle is technically out of rotation atm, as I said before. And I have a strong feeling that
winter_castle also may cause this chat bug, not sure about
castle_16_exterior_c too. Btw, here is
the log, contains the script error messages.
And finally we have just some bad maps, like the huge
white_burg_castle, which was designed for native, so it suits not well for c-rpg. Too big. Too boring. Too much running. The front way is super-easy to defend. And to enter from bd you need good 2 minutes of running around the entire map. Or the infamous
church_of_jogeldismus:
Church of Jogeldismus map looks cool but the exterior is nightmare. There's no friggin way to walk more than few meters before getting stuck or glitching somehow. It wouldn't hurt to level the ground so that you can actually fight there without having your char and weapon stuck on all those rocks.
obvious troll map... its horrible... uneven ground... defenders spawn all over the place... gate has no point to it...
Jumping around while fighting is pretty annoying, so it would be nice to get this map with even surface
All I can add is that this map just really sucks. Aswell as
charge_the_arena, which is too small and too easy to capture, even though attackers spawn point is awful, forcing people to jump out of the place where they were spawned every fucking time (which is annoying).
So, as you can see, siege is fucked up badly. And it was my suggesion to Dupre that it would be a good idea to make a new one map rotation from scratch just to make sure that everything works fine and placed correctly. Though it is up to him whether to follow my advice and to do the complete remake of map-rotation (which is hard and time-consuming work, I guess), or to fix the current one the other way (if he knows any). Anyway, he had all this information already and hopefully working it out