Castle Conquer Championship [Multiplayer Siege Tournament]

Which clan will win the championship?

  • Defenders of Faith

    选票: 1 1.3%
  • The DarkCloud Clan

    选票: 1 1.3%
  • Brothers at War and Peace

    选票: 14 18.7%
  • The Turk

    选票: 7 9.3%
  • Aquilae Calradiae

    选票: 7 9.3%
  • Wolfpack

    选票: 9 12.0%
  • Apis Europae

    选票: 21 28.0%
  • The Castellans (resigned)

    选票: 3 4.0%
  • None! Cause the organisers will mess it up again :D

    选票: 11 14.7%
  • Bloodravens

    选票: 1 1.3%

  • 全部投票
    75

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SIEGE CHAMPIONSHIP!

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Tonight at 19:30 GMT - Don't miss it!
 
first map was insanely fun so thank you for going to the effort of organizing, hope its smoother next time!

thank you tho anyways.
 
Aye, the first map was awesome and loads of fun!  Thanks for going through all the work to organize this and I hope this little hiccup with the server is easy to fix and doesn't discourage you guys from trying again/hosting more events like this.
 
Yes I echo above, thanks for organising, a nice idea and hopefully we can re-organise something later.

Some ideas for next time:

When looking at spawns, possibly have all spawns closer to the flag? Had some silly situations of spawning behind enemy crossbows when they had gotten so far, but also made it impossible to defend the flag because you spawned into a fight!

Class limits on archers?

Ban Ceasar.

Thanks again and don't hesitate to ask for any help!
 
I run out of words to explain how deeply I'm sorry that this was an
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We were prepared for almost any case but not for spawn points that are scrambled for an unknown reason.

But we won't give up and we will hopefully figure out what has happened to the entry points on most of the Native maps.
We already checked the scene files, but the entry point numbers are correct and have yet worked properly. So if anybody has any idea what might cause an entry point swap please give us a hint.


At least we got the scores of the first map:
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Round 1
Defenders
Attackers
Round 2
Defenders
Attackers
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swadia.png
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Sarranids​
Swadia​
Sarranids​
Swadia​
The Castellans 44​
Brothers at War and Peace 129​
Brothers at War and Peace 44​
The Castellans 118​
Darkcloud 25​
Aquilae Calradiae 122​
Aquilae Calradiae 46​
Darkcloud 105​
Defenders of Faith 17​
Wolfpack 116​
Wolfpack 28​
Defenders of Faith 100​
Apis Europae 59​
The Turk 124​
The Turk 29​
Apis Europae 138​

Top Teams after Map 1
1stApis Europae197 Points
2ndBrothers at War and Peace173 Points
3rdAquilae Calradiae168 Points

Top Players after Map 1
1stAquila_Neathar22 Kills
2nd AE_LeRoux19 Kills
3rdAE_M18 Kills
 
OurGloriousLeader 说:
Yes I echo above, thanks for organising, a nice idea and hopefully we can re-organise something later.

Some ideas for next time:

When looking at spawns, possibly have all spawns closer to the flag? Had some silly situations of spawning behind enemy crossbows when they had gotten so far, but also made it impossible to defend the flag because you spawned into a fight!

Class limits on archers?

Ban Ceasar.

Thanks again and don't hesitate to ask for any help!

I would definitely recommend using the wolfpack siege version since limited lives for defenders make the hard siege maps actually possible and the maps used there were also mostly better than native ones. The only decent native map is the one we played on the first round and the rest are generally horribly unbalanced one way or the other and encourage gameplay little different from TDM.

Having concentrated spawns is pretty necessary for a good siege map, nothing more frustrating than spawning right at the front of the castle when the enemy have already overrun it and you need to defend the flag.

If I had any input as well, siege would benefit a lot from capturable forward spawn locations for attackers and respawn waves for defenders and attackers. That stuffs just a pipedream though and sadly the dominant siege mod (GK) seems to concentrate only on adding catapults, boats and other glitchy distractions instead of trying to improve the gameplay.
 
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