Posts: 476
Threads: 121
Joined: Nov 2014
17-01-2015, 05:58 AM
(This post was last modified: 17-01-2015, 08:10 AM by Looter.)
Hi, I recently started making a NordInvasion map in hopes of it possibly being in the future used by the community. I only started it 2 days ago, but so far i want some feedback on the layout and design i have currently. So far, i have the main area's of the map completed and basic barriers/death area's set up, and i plan on adding in more fauna to the surrounding countryside and other decor later on. I have not added in the AI pathing/etc. yet however, and have no idea on how to do so/How it exactly works. Anyway, here are some pics of what i have so far, enjoy.
[Also, yes, i will change the surrounding backdrop outside the map boundaries later on, it won't be mountains forever]
http://steamcommunity.com/sharedfiles/fi...=376320481
http://steamcommunity.com/sharedfiles/fi...=376320499
http://steamcommunity.com/sharedfiles/fi...=376320518
http://steamcommunity.com/sharedfiles/fi...=376320537
http://steamcommunity.com/sharedfiles/fi...=376320560
http://steamcommunity.com/sharedfiles/fi...=376320560
http://steamcommunity.com/sharedfiles/fi...=376320585
If you have any questions on the map, please go ahead and ask away,
criticism and encouragement will be embraced c:
Looted A Frying Pan 11/25/14
Posts: 49
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I love it good work!
"Everyone knows, deer has bad archery"
Posts: 476
Threads: 121
Joined: Nov 2014
17-01-2015, 08:04 AM
(This post was last modified: 17-01-2015, 08:13 AM by Looter.)
Quick Question, why was this topic moved exactly? Isn't this section for completed maps that want to be submitted? Not maps in the beginning stages.
Edit: Anyway, thanks for the support, what exactly do you like about the map?
Looted A Frying Pan 11/25/14
Posts: 130
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Joined: Jul 2013
Looks nice so far but maybe you could add a second path for players/bots.
Please don't forget to put barriers(not ai_limiters) everywhere! Even the walls need some or else cades may glitch through... Also dont put all the bot Entry Points at one place (at least leave some space between).
Furthermore you should work with the waypoint system so the ranged bots don't get stuck at all these walls/props.
Prince: 11x (twice in 1 hour) Torturer: 39x
Ragnar: 4x Nord War Marshal: 9x
Thor: Not my Brother! Loke: 5x
Odin: 2x Nord Siege Cpt: 19x
Princess Dortea: 1x ALCHEMIST LEVEL 18!
Got KICKED to death by HANDE twice || looted 30+ Aketons
Posts: 476
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Thanks for the feedback let me awnser some of what you said.
-There IS going to be a second planned path, it will be via the seige camp where they climb a ladder [I didn't put it in yet, but I have a broken wall section on the walls for them to get in already], I already set up barriers to separate the coastal area and the camp to prevent bot from running around the map.
-I am using barriers atm, I don't even understand how Ai limit works.
- The Ai spawns will be in 4 different areas, 2 in the port, 2 in the camp. However, how many individual spawns are needed?
-Finally, how does one use the Ai mesh and waypoint system? I am unfamiliar with Ai Pathing which is a major block since this is after all a human vs bots mod.
Anyway, thanks for the feedback!
Looted A Frying Pan 11/25/14
Posts: 415
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Joined: Jan 2013
I saw a horse flying in your screenshots ?
Quote:However, how many individual spawns are needed?
You can placed 10 AI spawns : VAR 30 to 40.
Don't forget top ut players spawn, var 0 e
Beside, I don't think arabian props are well placed close to your harbor.
NI maps (The forgotten bay / Nordic Fortress / Frosthaven / Medieval fields / River's conflict / Swadian Mines )
Posts: 476
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Joined: Nov 2014
(17-01-2015, 07:26 PM)AlphA-Fr link Wrote: I saw a horse flying in your screenshots ?
Quote:However, how many individual spawns are needed?
You can placed 10 AI spawns : VAR 30 to 40.
Don't forget top ut players spawn, var 0 e
Beside, I don't think arabian props are well placed close to your harbor.
Alright thanks for answering, though i want to ask, what arabian props? I don't recall placing any of them.
Anyway on the harbor, i don't plan on allowing players to go out that far into it, so its not of high concern since it should only be a distant area for players to look at. The majority of the fighting should be on the walls or by the gates/just outside it.
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Edit/Repost
Ok so, let me also awnser the previous question on the horse with the warmarshal's helm, it is an intentionally there and can/likely will be removed until the final version, just a little easteregg among others on the map. Anyway I finished up on adding barriers to the map to prevent cade glitching, put in the ladder for the 2nd entrypoint for the Nords to assault, added in a couple of extra details to the scenery in the streets, and i added in the fauna to create a forest+Road next to the siege camp. I plan on continuing edits to the map's main areas as well as going on to add some detail to the empty section near the port before going on and figuring out the ai waypoints and pathing [comment tips if you got them]. Thanks for commenting! Really helpful tips you guys have given.
http://steamcommunity.com/sharedfiles/fi...=376981668
http://steamcommunity.com/sharedfiles/fi...=376981649
http://steamcommunity.com/sharedfiles/fi...=376981627
Looted A Frying Pan 11/25/14