Posts: 242
Threads: 270
Joined: May 2013
27-07-2015, 03:14 AM
(This post was last modified: 29-05-2024, 06:33 PM by Midren.)
Poll will be cleared each update so that people can report new map bugs, or ones that were forgotten.
Hey Everyone, as my original map projects are taking some time, and frankly we have a TON of maps, Id like to hear everyone's opinions on maps that need a refresher/Changed. Any maps you feel are not played, boring, or generally unbeatable, leave the names and any thoughts you may have in the comments. I will reply to all suggestions asap, and will try and figure something out for any map requested..... unless it was recently changed to that version, or is catering to a small group, I.E a house wanting a map changed so they can spam it. Thanks in advance!
This Thread may seem a little barren for a while, some maps are in the works and will be posted at a later date!
Ive started editing and creating maps, mostly from what i hear from people. Will progressively add more pictures.
All names with * are not finalized
TOURNAMENT?
There is nothing here, bad job for trying to get a sneak peak
Swadian Villiage Change (WIP):
Most Recent
Swadian Night Raid (Cav) -IN GAME-
Retake the City* (Cav) - Pictures To Come
Fields of Glory* (Cav) - Pictures To Come
Battle Of Praven (Cav) -IN GAME-
Mountain Outpost
Swadian Island City
Original
Winters Respite:
A Cav map of EPIC proportions! Snowy AND night time, what is this witchcraft!!!!!
Swadian Southern Outpost (WiP):
Woah an original map!?! Current needs are Filler props, Fine adjustments to placing. I Fixed bot pathing! Bots no longer get stuck on the outside of walls.
Test map?
Idk i got bored, may be doing more with this
Swadian castle cav map thing (WIP):
A cav map in the city streets of a swadian castle. Idea provided by tsuki
Dodgeball Map V.1:
Made for lemon
PAC MAN!!!
Completely Different, updates to come
Trying to peek are we? if your reading this pm me the word secret and youll get a cool response or maybe even a hint at the upcoming secret map
Credit to all original map makers.
Change to Swadian Temple
Changed overall path of the map, and added a platform looking toward spawn.
Minor edit to Hypers castle
spawn fence :
Anvil and Ammo:
Stair AI mesh:
Changed fences in spawn to prevent nords from getting stuck, edited AI mesh in order to allow nords to use left stair well, and added an anvil and ammo crate in order to allow an additional cade spot
Swadian folley spawn Fix?
As pointed out by wambo:
fix:
simply rotated a fence to be lay on the ground and allow nords to pass, needs testing but should fix the issue
Backwood Raid Fix:
Removed some trees and rocks to open it up for cav, moved spawns slightly to stop bots from getting stuck.
File:
Swadian Temple Entrance:
Moved spawns down to the Small town that is visible from the Temple. Added in Health, and ammo refills, shield repairs and shrines. Working on Bot spawn issues currently.
Swadian Overgrown AI Fix:
Added 2 16 meter AI barriers to stop the bots from getting stuck in an unreachable area
Medieval Fields Pole'Be'Gone:
Removed the four random poles outside the three entrances to the town, not a huge thing but they do tend to cause horse collisions.
File:
An alternate look for Royal Observatory:
Only did a small portion of the wall, but its a more battle torn look. Given the bits of battle damage on the map it seemed like a good idea to add more damage to the area, lemme know what you think/if i should keep it going!
Old Shire Fix:
Fixed an issue where enemys could shoot Through the walls, look closely at the screen shot to see how!
File:
Great Hall Change:
Moved Player limiters further into the hallways to prevent bots from sitting inside requireing ranged to take them out.
File:
Swadian Bay Fix:
Pushed back the bridge to stop enemys from getting stuck on the end.
File:
What happened before: (img provided by Nka)
When things are fixed by request they will go in here
Ancient Bastion Fix:
Cleared some things up to hopefully reduce fps lag for people
Tell me what you guys think, feel free to leave all feedback positive and negative, and leave suggestions for maps to fix or ideas for maps to make.
Posts: 242
Threads: 270
Joined: May 2013
27-07-2015, 08:05 AM
(This post was last modified: 21-08-2017, 06:44 AM by Midren.)
8-21-17 Update 34:
- Back from a long break, starting mapping again
4-23-17 Update 33:
- Updated the Swadian Villiage Rework
- Resurrected the thread after several months of being dead
12-24-16 Update 32:
- Swadian Villiage Rework added
- Updated after several months
8-18-16 Update 31:
- Disclaimer added for a little :3
- Added Swadian Night Raid (Cav) - Pictures To Come
- Added Retake the City* (Cav) - Pictures To Come
- Added Fields of Glory* (Cav) - Pictures To Come
- Added Battle Of Praven* (Cav) - Pictures To Come
8-1-16 Update 30:
- Added start of a Mountain Outpost Rework
7-19-16 Update 29:
- Added a request to the community!
7-18-16 Update 28:
-Reset Poll
-(not Posted) Graubergan........
3-26-16 Update 27:
- Reset Poll for recent update
- Midren got an original map in!
2-27-16 Update 26:
- New "Island" map
- Reset Poll
2-14/15-16 Update 25:
- Added a Major change to Swadian Temple
- Added Cool Banner to the top
- Added a new test map, may continue on
2-3-16 Update 24:
-Added Winters Respite, a new original Cav map
-Cleared Poll in order to get new votes
1-27-16 Update 23:
- Pacman Map Completely overhauled, pics to come
1-23-16 Update 22:
- Added requested fix area
- Fixed* Ancient Bastion
1-15-16 Update 21:
- Minor edit to Hypers castle
1-11-16 Update 20:
- Swadian Folley map fix added in Mondays patch!
1-3-16 Update 19:
- Added a fix for Swadian Folley spawn issue, needs testing
11-12-15 Update 18:
- Top Secret map in the works, further updates coming soon
9-29-15 Update 17:
- Added Progress of a castle style cav map
8-17-15 Update 16:
- Added Dodge ball map
8-17-15 Update 15:
- Fixed Swadian Southern outpost, screenshots to come Added
- Great Hall Barriers Pushed into halls
8-16-15 Update 14:
- Newest versions of each map have images
- Condensed thread with spoilers
---------------------------------------------------------Change log added-------------------------------------------
Posts: 242
Threads: 270
Joined: May 2013
27-07-2015, 08:05 AM
(This post was last modified: 29-05-2024, 06:34 PM by Midren.)
To Do List
- Any map fixes presented to me
- Everything and Anything!
Posts: 415
Threads: 126
Joined: Jan 2013
27-07-2015, 03:00 PM
(This post was last modified: 28-07-2015, 02:55 PM by Alpha.)
Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
EDIT: use the beacons to insert your images
NI maps (The forgotten bay / Nordic Fortress / Frosthaven / Medieval fields / River's conflict / Swadian Mines )
Posts: 242
Threads: 270
Joined: May 2013
(27-07-2015, 03:00 PM)AlphA-Fr link Wrote: Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
Regards,
Alpha
EDIT: use the beacons to insert your images The pac man map is not a traditional map, it is there for one specific event that we are planning, we being myself, Xen, Tsuki, Nana, and Kip, i only have it listed their for the sole purpose of them being able to see it.
Posts: 439
Threads: 123
Joined: Mar 2013
(27-07-2015, 03:00 PM)AlphA-Fr link Wrote: Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
Regards,
Alpha
EDIT: use the beacons to insert your images Backwood raid is the only map on cav that NOBODY will play because of the ridiculous obstacles making riding near impossible, its a good fix. Who decided every map maker had to have amazing unique maps?
StuStu-All I'll say buddy is Arbilest or however it's spelt, crafting price means nothing in NI, if you are a long time player you should know that yourself, I'm done arguing with someone who's naive as ****
Posts: 415
Threads: 126
Joined: Jan 2013
(27-07-2015, 03:58 PM)FV_HappyMonk3y99 link Wrote: [quote author=AlphA-Fr link=topic=45667.msg236956#msg236956 date=1438009224]
Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
Regards,
Alpha
EDIT: use the beacons to insert your images Backwood raid is the only map on cav that NOBODY will play because of the ridiculous obstacles making riding near impossible, its a good fix. Who decided every map maker had to have amazing unique maps?
[/quote]
Before trying to modify some scenes in a game, if you want to practice and become a good scener you have to create by yourself, your imagination is your main ally. This is what I recommend.
About Backwood raid, those ridiculous obstacles like you said are part of the scene, if you don't want to play with some difficulty try to play in an empty random play, boring is that.
NI maps (The forgotten bay / Nordic Fortress / Frosthaven / Medieval fields / River's conflict / Swadian Mines )
Posts: 371
Threads: 162
Joined: Aug 2012
(28-07-2015, 02:50 PM)AlphA-Fr link Wrote: [quote author=FV_HappyMonk3y99 link=topic=45667.msg236966#msg236966 date=1438012733]
[quote author=AlphA-Fr link=topic=45667.msg236956#msg236956 date=1438009224]
Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
Regards,
Alpha
EDIT: use the beacons to insert your images Backwood raid is the only map on cav that NOBODY will play because of the ridiculous obstacles making riding near impossible, its a good fix. Who decided every map maker had to have amazing unique maps?
[/quote]
Before trying to modify some scenes in a game, if you want to practice and become a good scener you have to create by yourself, your imagination is your main ally. This is what I recommend.
About Backwood raid, those ridiculous obstacles like you said are part of the scene, if you don't want to play with some difficulty try to play in an empty random play, boring is that.
[/quote]
I don´t think that´s every1s opinion. You can´t manage all 20 waves on that map without wasting so much time, takes enough anyway (not to mention the bosses).
Also I do not think there is only 1 way to become "a good scener" and I guess Midren has his own.
Posts: 242
Threads: 270
Joined: May 2013
(28-07-2015, 02:50 PM)AlphA-Fr link Wrote: [quote author=FV_HappyMonk3y99 link=topic=45667.msg236966#msg236966 date=1438012733]
[quote author=AlphA-Fr link=topic=45667.msg236956#msg236956 date=1438009224]
Hello,
Pac-Man is not adapted to be implemented to this kind of mod. No need more informations about it. We can't accept these sort of maps. About your modifications, I really don't think that they are useful. IF you would start with map making try to be creative. Invent new original spots and places, think by yourself how to place good items/objects at the right place.
Regards,
Alpha
EDIT: use the beacons to insert your images Backwood raid is the only map on cav that NOBODY will play because of the ridiculous obstacles making riding near impossible, its a good fix. Who decided every map maker had to have amazing unique maps?
[/quote]
Before trying to modify some scenes in a game, if you want to practice and become a good scener you have to create by yourself, your imagination is your main ally. This is what I recommend.
About Backwood raid, those ridiculous obstacles like you said are part of the scene, if you don't want to play with some difficulty try to play in an empty random play, boring is that.
[/quote]
The problem with the map was that noone was playing it BECAUSE of those obsticles. its better to remove some while keeping the map look and make it more likely to be played, rather than have a map with tons of trees that noone wants to play.
Posts: 269
Threads: 155
Joined: May 2013
Ignore alpha midren your maps are looking great, hopefully they dont have broken spawns like overgrown
pacmans map would be good for a event of some sort
barbutte with coif
aurora blade
yea sharpthorn
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