Proposition of new maps for competitive Warband.

Which maps you want in competition ?

  • Lost Realms by Noxx (Close map)

    Votes: 13 17.1%
  • Brezeliad by SpheRe (Close map)

    Votes: 15 19.7%
  • Raven's Nest by Thunderon : (Close map)

    Votes: 19 25.0%
  • DarkWood fort by Thunderon : (Close map)

    Votes: 13 17.1%
  • Stronghold by AZAN : (Close map)

    Votes: 24 31.6%
  • Naval Outpost by Firunien : (Close map)

    Votes: 14 18.4%
  • Riverside by Noxx : (Middle map)

    Votes: 18 23.7%
  • Courtyard by Farkwad : (Middle map)

    Votes: 17 22.4%
  • Port Azur by Ryurk : (Middle map)

    Votes: 23 30.3%
  • Ruins Rebuilt by Erminas : (open map)

    Votes: 18 23.7%
  • "Call it Mitchells_map or something" By Mitchel (open map)

    Votes: 11 14.5%
  • Goldrush by AZAN : (Open map)

    Votes: 18 23.7%
  • Prison Hill by Firunien : (Open map)

    Votes: 20 26.3%
  • Bosh Yuva by Captain Lust : (Open map)

    Votes: 5 6.6%
  • Hunterwood village by ThunderonCZ : (Open map)

    Votes: 1 1.3%
  • New Port Assault by Erminas (proposed by aD_RaGe) : (close map)

    Votes: 7 9.2%
  • The two towers by Sir Marek : (Open map)

    Votes: 0 0.0%

  • Total voters
    76

Users who are viewing this thread

ThunderonCZ said:
It will sound selfish but Ravens Nest is really enjoyable public map maybe the best. Because there is one big point of interest so there are big battles on the midlle wall (and thats what majority of public maps missing thats why are battles so long and boring). But I realize that Cav players would cry if it would be added to next tournament.
Darkwood fort was made mainly for aesthetics reasons. It was just a test to make good looking map that can be played competitively because I was tired of all same looking maps. Still dont know why is there so much hate on the open house.
Agreed about Raven's Nest.
Good map for public play,but we tried it yesterday in scrim and I can tell you playing as cav on it is very very very limiting...

Basically you are forced to stay on your side on Wall and wait for flag.And in case teams actually want to fight(before MotF) it usually happens on the Wall,so you have to climb up there and try your best.
 
These are the changes I think Ravens Nest would need, because I also think it has a lot of good points and is a well made map:

1. Add a second gate through the wall for cavalry. A single entry point is too limiting considering the wall is already a dominating and cav unfriendly area.

2. Limit or remove the back wall area (the one people hide on until the end of the round).

3. Add a second route to the top of the tower, most likely a ladder.

4. Move one of the flags that are in view of the tower, it is a very strong position so should only be able to see one flag at most.
 
Killfacer said:
@Lust: Spawn 1 looks a bit exposed compared to the other spawn. Rangers from Spawn 2 will be able to shoot on any enemies on foot whilst they are still pretty much in no mans land.
Yep fair point. Will shuffle both of the spawns upwards and make gaps in the fences towards the upper (on image) corners of the field. That should solve things.



EDIT: BOOM

Update to Bosh Yuva (v4): https://dl.dropboxusercontent.com/u/49546231/scn_newmaps_custom_2_v4.zip

-Moved spawns for balance
-Created gaps in field fences.
-Fixed some corner collisions for archers
-Minor Fixes

New pic:

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Hunterwood village (open map)
Here is new open map that I have just made.
-Small and simple but still lot of free space for cav
-Not flat
-High importance of the center of the map but still some good spots for archers around the village
-Buildings and flags are close so higher chargeability for inf

Download: http://ulozto.net/xqU7BUye/scn-multi-scene-custom-2-sco
MapHunterwoodvillage.jpg

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0C855CCC94F611529D75D50DE1A2D3B890DD16E5

I will appreciate feedbacks. Cool introducing video tomorrow (after some feedbacks)
 
We played in the WWC recently and there was a map called New Port Assault (edit Erminas). I've added and removed some things. Maybe you will find it interesting.

http://www.mediafire.com/download/1s2l5pb6mcd3qgz/scn_multi_scene_12.sco

Code:
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port-assault.jpg

flag1.jpg


flag2.jpg


flag3.jpg
 
Here is a map I created two days ago. It hasn't been properly tested and it is still in progress. I am really interested to get more feedback from community members and respected players. I aim to create a decent competitive map, which can be enjoyable in public playing in the same time.

Original thread about my map can be found here.

UPDATED
35mmdl5.jpg

I’ve intended to create an open map, which is completely different from other ones. As you can see on pictures above, the map is characterised by two towers in the middle of the map and they are connected with each other by two routes. I am aware this is a bit an extra-ordinary thing even on closed maps, however to be honest, I am quite tired by seeing many maps, which are quite all the same, also this is one of the reasons, why I’ve created my map.

This spot offers really strong positions for archers, but they can still be pushed by infantry easily. In my opinion, on the field infantry has wide amount of possibilities what to do. They will play an important role when the flag spawns and in protecting archers etc. I believe that team commanders will come up with many ideas how to use infantry effectively.
Well, this is an open map and surely cavalry has a lot of advantages, but I’ve tried to make it more challenging for them. All in all, I am sure each class will play an important and unique role on my map and none class will really dominate over others.

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I've changed several things:
[list type=decimal]
[*]The map is not flat anymore. I've added a few hills across the entire map.
[*]Flag 1 has been moved to different position - see screenshots.
[*]I've removed many trees.
[*]I've added and removed several minor things
[*]Stairs at the tower (only at one tower to make it fair for the second spawn) have been turned over.
[/list]

Download link - OLD: http://uloz.to/xLPsuNFt/scn-multi-custom-adimi-tool-scene-2-sco
Download link - NEW: http://uloz.to/xAFzPhkU/scn-multi-custom-adimi-tool-scene-2-sco

Code:
scn_multi_custom_adimi_tool_scene_2 multi_custom_adimi_tool_scene_2 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000012002a0b20004992700006e54000007fe00001fd2 
  0 
  0 
 outer_terrain_steppe

I appreciate any feedback or constructive criticism, as this is my first competitive map and I have to admit I am not really skilled compared to other famous map makers, who made really good maps.

EDIT. I was asked to rename this map to the new name Two Towers, because someone might take it offensively, so to avoid starting pointless disscussions, I've rather renamed it. I know, the new name is not really inventive, but right now, I fail to come up with as good name as the previous one.

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I am speaking wiht Oliveran to put some maps on IG_Battlegrounds in the next weeks ^^

(i will add your maps in the poll but guys can't re-vote)
 
Update to Two Towers.
I've changed several things:
1. The map is not flat anymore. I've added a few hills across the entire map.
2. Flag 1 has been moved to different position - see screenshots.
3. I've removed many trees.
4. I've added and removed several minor things
5. Stairs at the tower (only at one tower to make it fair for the second spawn) have been turned over.
 
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