Author Topic: Elindor's Maps Feedback & Updates Thread  (Read 16111 times)

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Offline Elindor

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Elindor's Maps Feedback & Updates Thread
« on: June 18, 2012, 06:47:43 AM »
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Elindor's Map Feedback & Updates Thread
-----------------------------------------------------
(Screenshots may not be updated to latest patch)

For feedback/suggestions on my maps.

1 - Rochester Castle (Siege NA/EU2)   Latest version V1.8 - 8/1/2013
SUBMISSION POST : http://forum.c-rpg.net/index.php/topic,14302.msg514237.html#msg514237
SCO : https://docs.google.com/file/d/0B0bUrKT_N7X4YlIwU0FmZEgyR3c/edit?usp=sharing
(click to show/hide)

2 - Devonshire Keep (Siege NA/EU2)   Latest version V1.5 - 7/31/2012
SUBMISSION POST : http://forum.c-rpg.net/index.php/topic,14302.msg526160.html#msg526160
SCO : https://docs.google.com/file/d/0B0bUrKT_N7X4WWRQSXVOczlXd2M/edit?usp=sharing
(click to show/hide)

3 - Himmelsberg Monastery (Siege NA/EU2) Latest version V1.4 - 7/29/2013
SCO : https://docs.google.com/file/d/0B0bUrKT_N7X4M1JmaEVRQlNaVk0/edit?usp=sharing
SUBMISSION POST : http://forum.c-rpg.net/index.php/topic,14302.msg541326.html#msg541326
:: SCREENSHOTS ::
(click to show/hide)

4 - Dun Bhirum (Siege NA/EU2)   Latest version V1.1 - 11/25/2013
SCO FILE  : https://drive.google.com/file/d/0B0bUrKT_N7X4dl9KOWR6cTlFelE/edit?usp=sharing
SCENE TEXT : https://docs.google.com/document/d/1qAf0Rb7utv850LdAdCOhLE45oMSbeqjxPn5qXLdBykc/edit?usp=sharing
(click to show/hide)
« Last Edit: December 01, 2013, 07:21:33 AM by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Ozin

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Re: Elindor's Feedback & Updates Thread
« Reply #1 on: June 18, 2012, 12:50:37 PM »
0
Looks interesting. Kind of hard to comment on the balance of it with pictures only. Are there multiple entrances to the roof of that keep?

Nice job for it being your first map as well :)

Offline Elindor

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Re: Elindor's Feedback & Updates Thread
« Reply #2 on: June 18, 2012, 04:29:32 PM »
0
Looks interesting. Kind of hard to comment on the balance of it with pictures only. Are there multiple entrances to the roof of that keep?

Nice job for it being your first map as well :)

Yes, there is the main stone staircase (wide and with railings to prevent falling) on the front of the keep, and a more precarious wooden stairway on the backside that splits and has 2 access routes to the backside of the roof where flag is.

Feel free to load it up!

And I hope the spawns are right...my ladder entry points are numbered 100 and 101 but when I added bots to the scene I think it spawned a bunch of cavalry from those spots...not sure.
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
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Offline Mustikki

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #3 on: June 18, 2012, 10:14:14 PM »
+1
I took a quick view around the map and here is what i found:

You need to place entry point 0. As it states the defenders spawning circle and it affects to attackers spawns aswell.
The Flag is too defensible up there, might be too long way to climb to tower, but try solution below first.
Also it is long way to run from attackers spawns. Possible solution: Only 1-3 defenders spawns at tower to make fight stay at the walls and makes keeping walls more important.
Only 1 door on backdoor could be better than 2, as its still long climbing to the tower.

As it is now, it flavours tower camping as defenders.
Placing items at attackers camp, is fun but doesn't give anything for game wide as its all behind the fighting area and view.
Some other than sea_outer_terrain_2 would fit better.
Found 1 wall at wooden stairs that ends in mid air.
You can invert props, so the wooden stairs ends up to wall.

That's all the cons i could find for now.
Starting scening career with a siege map is no easy. Making a balanced siege map is no easy and requires lots of changes in future. Even still the map looks quite fine and there is some creatively used props in the scene and i do believe this map will end balanced and fun to play. :)
Also the lack of constructive feedback from players just sucks generally.

There is no access to the new servers set yet, so it will take sometime untill your map/or any will be added.

Edit: Also when making new maps in future, you should use a copy of crpg's newest version rather than native copy ( i saw some invalid items). There is some nice new props too.
Couple very useful guides for scening: http://forums.taleworlds.com/index.php/topic,163368.msg3951938.html#msg3951938
http://forums.taleworlds.com/index.php/topic,89831.0.html
http://forums.taleworlds.com/index.php/topic,112806.0.html
« Last Edit: June 18, 2012, 10:22:46 PM by Mustikki »

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #4 on: June 19, 2012, 02:08:04 AM »
0
Mustikki, thanks for such thorough feedback!!  I really do appreciate it.

I'll got item by item:
(struck through items already done)

- Entry point 0, will do...somehow i missed it :)
- I was thinking I might need to alter defense spawns to spawn more of them AWAY from the flag, will do NOW ONLY 4 SPAWN ON FLAG PLATFORM
- Will change postern to 1 door rather than 2
- Will probably move Attack Spawn 1 a little closer I think its ok for now compared to other siege maps in rotation, gonna have to see it in  action to really judge.

- I will reduce props in areas that aren't going to be highly trafficked, like behind attacker spawn 2.
- I had tried sea_outer_terrain_1, are there any others that have water as most of the horizon? Think I actually do like sea2 the best for this one...least distracting and wanted this to be mostly surrounded by water or at least marshy lowland.
- The wall that ends in mid air... think i found it.

- I know it isnt easy, but I enjoy siege maps and if i can get some feedback from you guys I can revise it and learn from it :)  I want to start making some maps, I think this community needs more mappers and people interested in that side of things.  Players also need to realize that they need to give proper feedback, yeah.

- I am ok with the map not going up for a bit - gives us time to work out kinks like this!  Although it is hard to fully test until its up.

- I used Kong Ming's guide for getting started: http://forum.c-rpg.net/index.php/topic,1385.0.html
Gonna transfer my files over to CRPG now though

============================================================================

**Not sure how to add my scene info to the CRPG scenes list so I can modifier it in there....
cant find it when i try...is there a guide to this?
Copied CRPG, called it something else
Added .sco file to appropriate folder, and added the scene info into the scenes.txt
Loaded the copied mod, selected HOST, selected SIEGE, clicked through maps and didnt see it....

EDIT - ok Branches helped me with this.


Would really help if there was a basic "heres how to start a new scene in the crpg editor" guide
Peasant_woman, myself and others are working on this now ;)
« Last Edit: June 21, 2012, 06:30:27 PM by Elindor »
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #5 on: June 19, 2012, 07:45:50 AM »
0
Also, thinking about making the gates breakable....and moving a couple defender spawns back up top, to make it more about the ascent of the keep....not sure. 

kinda need to see it played out on a server lol :)
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
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Offline Branches

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #6 on: June 19, 2012, 07:50:38 AM »
0
First off, the map looks great so far! NICE WORK! ^^

**Not sure how to add my scene info to the CRPG scenes list so I can modifier it in there....
cant find it when i try...is there a guide to this?
Copied CRPG, called it something else
Added .sco file to appropriate folder, and added the scene info into the scenes.txt
Loaded the copied mod, selected HOST, selected SIEGE, clicked through maps and didnt see it....

Would really help if there was a basic "heres how to start a new scene in the crpg editor" guide

=====================================================================================================
I had this same issue. Here is how I solved it:
-Rename your map(temporarily) to a pre-existing siege map's current name. I used "scn_Heisenberg.sco".
 (you could use "scn_sorrows_anchorage.sco", nobody likes that one anyways! ^^)
 So just call "scn_Heisenberg.sco" "scn_Heisenberg1.sco" or something (to save it) and name your map "scn_Heisenberg.sco".
 Heisenberg will show up on that list, so just load that one and TADA you have access to your map (but not the terrain info yet. SEE BELOW)!

-You will also have to do this same process within scenes.txt file to give Heisenberg your maps terrain info. Again just
 rename the current Heisenberg to something and copy in your scenes.txt info then change its name to Heisenberg to match your now changed ".sco" file.
 *Make sure you note the format on the original Heisenberg line in scenes.txt before you change it. Make your map's name look just like that! xD
 
-When time comes to submit your map simply rename the ".sco" file and "scenes.txt" info to whatever you want the name to be and submit.
================================================================================================================

I hope that was clear enough... sometimes I can be very hard to understand. Please let me know if you have any questions! ^^
« Last Edit: June 19, 2012, 08:03:43 AM by Branches »

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #7 on: June 19, 2012, 08:14:40 AM »
0
hmm that makes sense but why is this so complicated? no wonder we dont have maps ;)
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Branches

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #8 on: June 19, 2012, 08:21:49 AM »
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lol, yea there is a lot of sorcery going on behind the scenes that I don't quite follow. ^^

Let me know if you can't get that working.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #9 on: June 19, 2012, 08:38:28 AM »
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Works....weird.

So you just take a map like Heisenberg, remake it entirely under the guise of Heisenberg while you're making it, and then at the end change the name for submission?

Map looks better in crpg btw.
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline Branches

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #10 on: June 19, 2012, 08:45:07 AM »
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lol yea, pretty much. glad it works ^^

And I'm not positive but I'm pretty sure CRPG has different items so you probably want to work on it the whole time in the crpg editor. If I understand the situation properly ^^

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #11 on: June 19, 2012, 08:47:30 AM »
0
Yeah.

So did you just open up Heisenberg and delete everything and start over when you made Sorrow's Reach?
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Re: Elindor's Maps Feedback & Updates Thread
« Reply #12 on: June 19, 2012, 08:59:56 AM »
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Nah I used blank1. I think maybe that only exists with crpg not sure if they have them in native or not. I forget.

Offline Elindor

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #13 on: June 20, 2012, 05:09:39 AM »
0
Updated Rochester Castle with a couple things:

Rochester Castle V1.2   6/20/2012
- Updated to move most defender spawns OFF of the flag area and down to walls, and made postern have 1 door, rather than 2.
  (Also some extraneous items removed)
- Updated to fit cRPG specs (removed invalid items, etc)

FILES (up on google drive, access rights given to anyone with link)
SCO : https://docs.google.com/open?id=0B0bUrKT_N7X4X1RjeGdiM1pxSk0
SCENE TXT : https://docs.google.com/open?id=0B0bUrKT_N7X4cy10XzdaZ2hvbGM
Elindor, Archon of the Holy Guard
Holy Guard Thread :HERE
Banner Shop : HERE // Map Thread : HERE

Offline spl00gedon

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Re: Elindor's Maps Feedback & Updates Thread
« Reply #14 on: June 20, 2012, 10:55:06 AM »
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Damn Elindor.... what DON'T you do hahaha
How do you work this thing??

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