Author Topic: Jarold's Maps  (Read 8534 times)

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Offline Jarold

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Re: Jarold's Maps
« Reply #15 on: April 15, 2013, 06:40:48 AM »
0
Added two new DTV maps : Ruined Castle DTV and Beach Assault.

Offline Phantasmal

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Re: Jarold's Maps
« Reply #16 on: April 17, 2013, 06:52:50 AM »
+1
So you're the one who designed the new battle maps! I was wondering where they came from!

They're great by the way. I enjoy seeing new maps to change up the pace of the game. I cant wait for cultist hill to be added! Thank you for the maps!
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Offline Dalfador

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Re: Jarold's Maps
« Reply #17 on: April 17, 2013, 10:38:08 PM »
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Your DTV maps look good. Hope to see them implemented soon.  :o
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Offline Wolfsblood

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Re: Jarold's Maps
« Reply #18 on: April 18, 2013, 01:33:36 AM »
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Jarold you need to get better internet. This way you can actually play instead of map making and jerking off with your own tears.

Just saying.

Offline obitus

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Re: Jarold's Maps
« Reply #19 on: April 18, 2013, 06:17:04 AM »
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Jarold you need to get better internet. This way you can actually play instead of map making and jerking off with your own tears.

Just saying.

Fuck that he's like the one mapper currently making any new maps.  Even a contest with assloads of gold and loom pts could only encourage the creation of ~7 or 8 maps

Offline Fips

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Re: Jarold's Maps
« Reply #20 on: April 18, 2013, 04:21:00 PM »
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Fuck that he's like the one mapper currently making any new maps.  Even a contest with assloads of gold and loom pts could only encourage the creation of ~7 or 8 maps

Because all that won't change the fact that you have to wait weeks/months to get them implemented and then another eternity to get the fixed versions on the servers. At least that's why i can't be arsed making any new ones.

Offline Jarold

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Re: Jarold's Maps
« Reply #21 on: June 08, 2013, 03:46:08 AM »
0
Added two maps, Crossing and Ruined Fort. Battle maps.

Offline Elindor

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Re: Jarold's Maps
« Reply #22 on: June 10, 2013, 07:37:36 PM »
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Because all that won't change the fact that you have to wait weeks/months to get them implemented and then another eternity to get the fixed versions on the servers. At least that's why i can't be arsed making any new ones.

^ This is also why I don't create maps anymore.

They change this and I will - have one almost finished actually.

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Jarold - I like the siege one, hope it gets in soon.
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Offline Jarold

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Re: Jarold's Maps SIIIEEGEE
« Reply #23 on: July 09, 2013, 07:21:18 AM »
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Added in a new siege map, Windfall castle.

Offline Elindor

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Re: Jarold's Maps SIIIEEGEE
« Reply #24 on: July 09, 2013, 07:59:29 PM »
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I like it Jarold...wondering though if there might need to be some small things added to the second wall where the side walls meet it that helps defense hold those corners (if that makes sense).  Since you can access the walls from the first tower near the offense spawn, I feel like most will just rush up that, along the walls, bypass the second gatehouse entirely and just pour into the flag area. 

So particularly there might need to be some elements added to the right side wall (when viewing from the attacker spawn)

Just a thought.
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Offline Viriathus

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Re: Jarold's Maps SIIIEEGEE
« Reply #25 on: July 09, 2013, 10:37:32 PM »
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Elindor, the thing about atacking a wall with a gatehouse, is that 2 ladders are never enough, there has to be another way in besides de BD, (this also depends onthe size of the castle ofc.)

I like it, dont see why it shouldent work, standard siege castle type. Id work on the visuals a bit more tho, i dont like seeing trees growing inside the walls, neither i like to see beautifull patches of green grass instead of mud and grass.

Offline Elindor

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Re: Jarold's Maps SIIIEEGEE
« Reply #26 on: July 09, 2013, 11:08:12 PM »
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Elindor, the thing about atacking a wall with a gatehouse, is that 2 ladders are never enough, there has to be another way in besides de BD, (this also depends onthe size of the castle ofc.)

Oh I agree, Im just saying that he might wanna add some props that constrain the attackers some - make defensive chokepoints along the walls to allow defenders to slow them down.

Thats all.
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Offline Jarold

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Re: Jarold's Maps SIIIEEGEE
« Reply #27 on: July 10, 2013, 12:01:19 AM »
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Yeah I kinda go overboard trying to do the aesthetics on my map, i'll look into it.  :lol:   I was scratching my head on how to help the defenders without gimping the attackers. I figured that ladder at the very start would casue some imbalance since everyone would rush it. I might just remove it and let the attackers go up the two ladders and have a third path by taking the long way to the second walls by going up the steps.

My original idea was to keep the three ladders as they are and just put some sort of barrier in the way. Like on the right hand corner of the second wall add a door somehow. Still trying to figure out how to do that....maybe I could just make a custom prop like I did with the flag area. 

Offline Jarold

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Re: Jarold's Maps SIIIEEGEE
« Reply #28 on: July 10, 2013, 01:49:21 AM »
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I think I figured out what to do, also hired some lumberjacks!
(click to show/hide)


Also here is a picture of possible paths to the walls.
(click to show/hide)

I'm thinking about adding the same door on the left hand side also, maybe that's a little too much for the defense?

Offline Fips

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Re: Jarold's Maps SIIIEEGEE
« Reply #29 on: July 10, 2013, 02:19:47 AM »
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If it's only 1 i guess it should be fine. It's a little delay anyway. But as always, needs to be on the server to really figure that out. From the looks of it, it should be a great map.