Competitive Map Pack: CoMP

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I'd like to thank TMW and Balion for the playtest tonight, and Fehnor for hosting it. We managed to play through all four maps in the pack as well as Vendigr's River Valley. I've got lots of great comments and suggestions, and had a lot of fun watching the teams compete on maps they've seen for the first time. Maps are definitely going to reflect the feedback. I hope more clans/teams show interest in testing the maps.
 
No one has said anything here yet... I'll start.  :smile:

I was listening to both teams (and recorded some for review, not ever posting that ****  :lol: ).

My first impression... people were bored. Suno quickly turned into cav or archer spam and wait for master, and the map that followed was the green square with 4 trees. I repeatedly heard comments about being bored, about how random plains adds an unknown element. I could see people hating these maps at the end of a tournament.

Bay Farm: Only one usable side. The field is too open to bother sending archers/inf. The wall wasn't abused at all during this playtest, but an archer can dance over it and avoid cav too easily. There aren't easily defined borders. It might be too small (I'm biased on this map, I'm sure there's more probs).

Suno: Cav spam and charge the other spawn before they can get to cover. Master spawns on the other side, it is impossible to reach on foot. This might be too open. Cav spam was very successful here. The hills on the sides added a lot to the map.

Green square: Does this even need a map code?  :lol: Far flatter than any plains map I've seen rolled. I think it is too limiting on viable strategy.

River: Probably the best of the bunch. I think the river should be a bit deeper to prevent cav from easily passing through any part.

Other thoughts: The borders are awesome. I don't think this is a replacement for random plains. I think we should stop here before putting more time into these maps, and wait for some more feedback. I think we are taking this in the wrong direction, and if we are making maps, we should make them as new competitive maps, not replacements for something that was already good, just implemented unfairly.

Proposal: Change the rules for plains to not have the map always benefit the team that chooses. Currently, the swap is a farce.
1: I think rolling until no cliffs are visible is acceptable, with no rerolls.
2: I also think EXTREME PLAINS with mountains would be a fun addition, and change the map from cav and archer spam to using truly random terrain to your advantage. First map roll is live, regardless of whether your whole team spawns.
 
Was too tired to post anything yesterday, but I did discuss the maps with teams afterwards. Thanks to Eternal, crazyboy11 and Mad Dawg for enlightening discussions! Here's a summary of the notes I took during the playtest and during the discussion afterwards, so it's a mixture of my comments and the comments of the teams. Btw, we also tested Vendigr's River Valley afterwards.

Bay Farm
The map is "one-sided", the bay (dunes) are where the action is with the field and the road being rarely used (and when used it was mostly cav fights only). Although some archers/inf have flanked from the road, it was to mixed success as they were frequently easy prey for cavalry.
Some said that putting some buildings in the field, maybe even a tower in the center would give more cover in the field making it a viable route for ground troops and "something to fight for".
What I liked is that the map has a welcome change from the Random Plains' usual set-up (archer/cav split, or even more cav): we have seen layouts that were heavy on ground troops (infantry and ranged) and few cavalry, not to say that cavalry wasn't effective.
Overall, everybody had the impression that the map has a great potential and is a lot of fun to play.
I'll think about it more, but here's one suggestion I had in mind: what if we make the dunes part more narrow, so one  couldn't effectively flank while staying in dunes. That way the risky flanking move via the road will have more reward. And I'm not sure what to do with the field: I'd be weary of adding buildings/ruins there as that has the potential of making the map mixed instead of open. Maybe, put some more trees or rocks in the field?

Suno Valley
I was surprised that Suno Valley favored cavalry (especially an all cav approach) so much, although in hindsight it should have been expected. Also, the map seemed too big to me when it was played; I think Marnid might have had a smaller map size in mind when he was making the draft. Also, I think the map will definitely benefit from having more trees/rocks for archer cover, especially in the central area.
There were some comments about poor texture work, but that's to be expected as I haven't spent time perfecting them.
The map was deemed too symmetrical, balanced and, hence, boring by some.
There were comments about heavy use of cliff textures and steep walls of the canyons being potentially "glitched" (it was claimed that this fact is the origin of the "no cliff faces" rule when rolling random plains). Personally, that was the first time I've heard that there was something wrong with steep edges and cliff textures apart from their poor accessibility (which is the point of using them in that particular map). If anyone is aware of other specific concerns regarding steep cliff edges, please, post or PM me.
Some thought that making the MoTFs closer to the center of the map would help. One suggestion was to make a hill in the middle of the map (where one of the MoTFs is); the hill should be flattened at the top to make cavalry usable. It was also suggested that canyon walls should be less steep.
I'd personally try to put a hill in the center, make the two existing hills lower, smaller and closer to each other, make the canyon walls less steep and the canyons themselves less deep. More trees are necessary too. Stretched bridges are ugly and a better solution should be found.

Open Plain
Predictably, Open Plain has favored a cav-heavy approach. However, while I have expected a more balanced archer/cav split, the teams chose an all-cav approach most often to great success. There were two curious rounds, though, when one of the teams went all-archer and the other team went all-cavalry, and as far as I can remember, the archer side won.
The map has been called "bland", "lacking variety" and "not offering tactical options" by one team and a "perfect open map" by the other.
One of the teams has asked for more cover for archers (hills, trees, rocks). I'll definitely add more trees and rocks to foster a more balanced approach to team layout. The teams will definitely have relatively safe forests close to spawns, however I do believe that contesting the small central hill should be a challenge.

Riverworld
Riverworld started with teams assuming layouts heavy on ranged units, but gradually shifted to predominantly horsemen (or even all horsemen). I imagined the rivers would be a sufficient deterrent for cavalry, encouraging a more positional, ranged heavy play that frequently went to MoTF. However, it didn't play out like that at all: cavalry was bold and audacious. One of the team captains said that it might have been due to the all-cav mindset carried over from the previous map, Open Plains. But the fact still stands that the map does not deter a direct all-cav approach. The map definitely warrants changes to hinder cavalry capabilities.
Some suggestions included:
- make water shallower and make riverbanks higher (but not steep). The other team suggested leaving the water depth as is and definitely not touching the banks, but increasing the width of the rivers.
- add more hills and trees (unanimous)

Also, the team spawns are in a direct line of sight, which one team has deemed undesirable. Adding more hills will alleviate that.

River Valley (Vendigr)
This was probably the best looking map we've played that night (very closely followed by Bay Farm). All the players have appreciated its level of detail. One of the teams seemed to like it more than all others.
The map was also quite fun to play, leading to intense battles while teams contested the island. The team builds were predominantly infantry/archers with at most 1 or 2 horsemen. The small size, the wide river and a lot of trees/rocks definitely hinder cavalry a great deal.
The map seemed to offer a variety of tactical options starting from a head on storming of the island to archers flanking on both sides of the island and establishing crossfire. Cavalry has rarely seen much play.
One of the question I've asked the teams after the match whether they thought it was an open map (I penned as mixed), and both thought that it was. But the small size was noted as well.

Some specifics comments included:
* top spawn has a distinct advantage as they spawn closer to the river and can get to the island faster
* one of the trees on the island is possibly glitched: one could shoot through it (I'll post a screenshot later, but I haven't had a chance to verify it yet).


General suggestions:
* maps should not be symmetrical
* spawns should not be visible from the location of the other spawn


I've got a few map ideas that I'd to work on:
* something the random plains generator will never generate: a swamp. This has the potential of being a relatively flat map that does not favor cavalry so much as to warrant dropping all the other classes (the all-cav charge).
* I remember enjoying the random plains maps that had a few major hills. That led to varied positional play for archers (flanking, circling etc) and short surgical strikes by cavalry. The rounds often went to MoTF, and the fights on the flag were intense and a lot of fun. I think a map with 3-4 big hills would be very interesting to play.
* Bay Farm has shown that sand dunes are a lot of fun. How about a desert map with dunes? This pack has a desert map with dunes, but it is a bit bland. Maybe we can modify it?

Also, I think I have figured out how to select a map from a list at random on the server: might help in bringing the randomness factor back. I'll post details and a demo later in the week.
 
@Kiss: Bah sorry to blow it off again Kissmyaxe, I am a terrible procrastinator since I usually end up putting too much time into it once I do get going. Wish I'd realized when the tests where going on, too -- would have loved to see how they played out. And thanks for all the nice feedback @Fehnor and Kiss on River valley. I think I'd like to incorporate those ideas into a fully redesigned version of the map, though.


Fehnor 说:
(and recorded some for review, not ever posting that ****  :lol: ).
:cry: If you change your mind I'd love to see some of the play-throughs


Fehnor 说:
River: Probably the best of the bunch. I think the river should be a bit deeper to prevent cav from easily passing through any part.
Was thinking that might be a problem... I hoped though that the decreased speed would make them so vulnerable that you could only cross when you weren't threatened by enemy ranged or nearby inf. Did that pan out? Or did people just jump over the deep bits? :razz:


Fehnor 说:
Other thoughts: The borders are awesome.
Looking for clarification on whether this is regarding river valley or...
KissMyAxe 说:
The map border poll is closed. All the maps in the pack will now show the border using gray ground paint.

Fehnor 说:
1: I think rolling until no cliffs are visible is acceptable, with no rerolls.
2: I also think EXTREME PLAINS with mountains would be a fun addition, and change the map from cav and archer spam to using truly random terrain to your advantage. First map roll is live, regardless of whether your whole team spawns.
1. Disagree since it still leaves all of the problems PiMP was designed to address
2. I really like the idea of a large, mountainous terrain-based map that's mostly inhospitable to cav but create other interesting scenarios. I don't think we have anything like that with the current competitive map choices. But the Warband terrain generator for rocky areas is so terrible that I wouldn't want to play on a "rugged" scene genned by it (the terrain reminds me a little of this http://www2.odn.ne.jp/piyokun/gaming/smb3-snes.png). However, I'd love to see (or work on) some custom-built mountain maps for this kind of game-play.
 
But.... it's random plains.... the one and only purpose of it... is to not know WTF you're are going to get, and force you to adapt to it.
 
There's not really a way to balance random plains, though. The team that gets to call the reroll can just pick a map that's blatantly advantageous for their faction. This is an attempt to retain the plains element while offering a few options and balancing it out.
 
Well this solution has popped up everywhere... change the re roll rules. Make random plains live up to it's name 100%. Only change it if it really is a mountain range, but if there's only one little over-sized hill... leave it. If anything that might eliminate the full team cav spam that has been going on in so many matches.
 
I just saw the comments for the maps.

A very key tenet and desirable quality (even for me) of Random Plains is its variety. You'll get a hilly map one time, a flat one the next. With some rulesets and the way the map is generated this leads to issues, but the variety it had was literally its selling point. You had different strategies, different ways of doing things and approaching the team. These maps don't have that. The purely flat map my team and I personally felt was just a pub game due to complete lack of trees, lack of any sort of strategy and ideas. I tried out what I possibly could, went with all-archer spam and abused the map edge and that was literally the one alternative strategy (which Balions could have abused for an altogether even more boring game by waiting for MOTF).

The other maps suffered the same symptoms. The first map, although enjoyable, (I had real fun leading this one if I didn't have two particular clanmates being idiots and charging the Balions at spawn) also had issues in variety when only the left side of the map was used. The second map suffered from what the first map suffered from. I was lost, didn't know anything I could have done besides an all-cav victory. I believe the Balions thought we were trolling them, but largely what I saw out of them was the same thing. All cav or catch us taking the mountain area. When they used another strategy and attempted to take the hill again, I figured "**** it" and just went for MOTF, which they had no hope of reaching. The bridges are essentially useless except for "wait for MOTF" games (which are boring) and any archer that's going to charge in an open field with no trees is a moron. Riverworld needs some work, I counted 20 trees through the whole map and the extreme flatness also hurt variety, but it was a good idea and I can see it becoming a strong map.

edit: I noticed I just wrote criticism with few suggestions. More trees would be good for all of them. Hills and valleys make maps interesting, and each map must have different viable ways of winning. If you watched us play on Vendigr's map, we tried attacking in three different directions with varying degrees of success and it was fun. That's what makes a map good. That's what makes a scrim a scrim and not a pub match. There needs to be different approaches and different ways towards success.
 
So... I know what TMW and Wappaw did last summer yesterday!
Please, give some feedback regarding the maps you've played: post here or PM me.
 
I think Fehnor could explain a lot based on what we were saying in chat. The two maps we played were Open Plains and Swamp (I think I got those right?.)

Open plains I liked. I won't complain about that.

Swamp was very different, meaning I would probably have to play it again to get a feel for it. There were some issues where cavalry is actually quieter than infantry in the water, and the seemingly randomness of when the water was shallow, or deep was somewhat of a hit and miss. I had fun with it, but I'm not sure that it could really be played competitively, at least in its current state. [insert Fehnor and Crazy's discussion from teamspeak here]
 
The biggest concern for swamp was the varying depths of the water. That was my suggestion... figures it was hated haha. The second was the silent cav. Cav make less noise than a person walking through water, and if you are walking through water you will not be able to hear them at all. Infantry moving through deep water always complained.

From the perspective of someone watching the map... it looked really fun. There was lots of complaining, but it was new. It was the most unique scrim I've seen.

Crazy argues that the map adds too many obstacles that change gameplay in unexpected ways. I argued that every map is an obstacle, and this was just different.

End of the day, they were playing it, not me. Lots of hate for that map. Not sure why Rurin wants me to voice his opinions when I really liked the map haha.
 
I didn't hate it Swamp. It was just different. A few issues, like the silent cav, but aside from that it was alright. With a map like that though, it's going to turn into an archer fest no matter what. Cavalry would be almost useless in a real match and as long as your ranged players use their brains and shift accordingly, melee can be easily shot to pieces before they can reach anyone. The water slows down everyone so much that they get picked apart in little time.

Open plains is the perfect Swadian map. Totally open, few trees and one small hill with only gently sloping sides, not enough to slow down cav too much. At the same time, it's small enough for xbows to get shots off from pretty much any distance.
 
Just wanted to thank everybody for playtesting the maps and posting detailed feedback. I appreciate your time and effort.
Based on the feedback I'm happy to designate Open Plain finished and ready for competitive use.
Swamp will be updated based on the feedback and retested.
Updated Bay Farm still needs to be tested.
I expect two new maps to be ready for testing this weekend.

A combined PiMP/BIT map playtest Sunday 12/8 8PM Eastern GK vs TMW; maps available for testing: Oasis (open), Bay Farm (open), Verloren (closed), Dry Valley (mixed). Also, updated Swamp (open), new Delta (open) and new Solace (mixed) might be available as well.
 
Tested three maps today, all three were enjoyable and I've greenlighted all of them. If there's time I would like some more playtesting done on the map by Azan but I think it's good and I'd love to see what the community can come up for it.
 
Eternal 说:
Tested three maps today, all three were enjoyable and I've greenlighted all of them. If there's time I would like some more playtesting done on the map by Azan but I think it's good and I'd love to see what the community can come up for it.
Azan's map is not in the map pack btw :smile:
We played Delta by Vendigr, Verloren by AZAN and Oasis by Fehnor. I liked all the maps too. Delta needs some minor improvements that I've discussed with Vendigr. We will try to test Verloren again with different teams. Also, there was a bug where a player got stuck behind a cart which will need to be fixed.

We are holding another playtest tomorrow: Balion vs Wappaw, 9PM Eastern. Maps to be tested: Solace by Romans (mixed), Dry Valley by AZAN (mixed), Bay Farm by Fehnor (Open, retest).
 
*Posting here instead of in the BIT thread*

KissMyAxe 说:
Well, it's a pity you've missed the wK vs Balion match in the first round of BIT. I think, as Nords, we had a composition which consisted of predominantly ground troops on Open Plain. In my humble opinion it was quite effective.

To my recollection, the only round we won on Open Plains was when we went all-cav against Balion's mixed loadout.

As far as Open Plains goes, I think other posters have done a good job identifying its issues.  In my opinion, it seems a heavily watered-down version of Random Plains.  In Random Plains, the varying terrain and cover afforded a unique experience every time you played.  That randomness (barring the inevitable "cliff" rerolling) provided a fresh opportunity to see what kind of map you got and provided an incentive to try different positioning, strategy, etc.  With Open Plains, all we've got is an essentially flat map with no real cover or strategy inherent in its layout.  Every pickup/match I've seen played on Open Plains devolves into either: Zerg for the hill and hope you make it first or cower as your enemy takes the hill first and proceeds to pick you off.  None of these are exciting.  Just as a sidenote for Open Plains, the all-cav strats have been enormously more effective than mixed unit loadouts, in the matches/pickups I've seen.

TLDR:

The current layout of Open Plains is neither innovative nor exciting.  It doesn't have any of the pro's of Random Plains (new scenery, new strategies, new loadouts), while still containing all of the cons (i.e. "we don't know what to do, so ALL CAV IT IS").  Not saying it needs a **** ton of cover or houses or trees, but a hill here and there might be nice.  Just a suggestion.
 
WilySly 说:
*Posting here instead of in the BIT thread*

KissMyAxe 说:
Well, it's a pity you've missed the wK vs Balion match in the first round of BIT. I think, as Nords, we had a composition which consisted of predominantly ground troops on Open Plain. In my humble opinion it was quite effective.

To my recollection, the only round we won on Open Plains was when we went all-cav against Balion's mixed loadout.

As far as Open Plains goes, I think other posters have done a good job identifying its issues.  In my opinion, it seems a heavily watered-down version of Random Plains.  In Random Plains, the varying terrain and cover afforded a unique experience every time you played.  That randomness (barring the inevitable "cliff" rerolling) provided a fresh opportunity to see what kind of map you got and provided an incentive to try different positioning, strategy, etc.  With Open Plains, all we've got is an essentially flat map with no real cover or strategy inherent in its layout.  Every pickup/match I've seen played on Open Plains devolves into either: Zerg for the hill and hope you make it first or cower as your enemy takes the hill first and proceeds to pick you off.  None of these are exciting.  Just as a sidenote, the all-cav strats have been enormously more effective than mixed unit loadouts, in the matches/pickups I've seen.

TLDR:

The current layout of Open Plains is neither innovative nor exciting.  It doesn't have any of the pro's of Random Plains (new scenery, new strategies, new loadouts), while still containing all of the cons (i.e. "we don't know what to do, so ALL CAV IT IS").  Not saying it needs a **** ton of cover or houses or trees, but a hill here and there might be nice.  Just a suggestion.

Honestly Ive had good experiences with heavy inf with throwing aka nords and some archers moving into middle hill. However the other points youve mentioned are all true. That is exactly why I was opposed to a plains map in general, random plains is always random and fun you have to change strat depending on each reroll and now its just first to the hill wins. Random plains was always fun and Imo would have been even more so if we didnt have the cliff re rules. You will never have the same map twice in random plains and when was the last time we even did random plains in a pickup? lol
 
Regarding innovation:

Therefore, I don't see anything wrong with a map dominated by cavalry. I believe that with a little bit more cover, and with 1000 gold (with 1500 you would have nothing viable except all cav) the map can have serious strategic fun with various strategies basing off of clever cav play supported by other classes.

It requires tweaking, yes, but the map is working as intended.

More cover will be added. That's in the plan, and it's actually already been done but just waiting until BIT ends. I think you do see innovation. Like Kiss said, Balions have had success in a mixed loadout. I imagine there will be more success once more cover is added. I predict there will be less success in innovation if 1500 gold returns as a standard.



Secondly, here's a tangent of thought I want to bring up.

In the EU scene, there is a lot of focus on infantry and how they act together. Yes, you see this in the NA scene, but we tend to be a lot more focused on individual skill and timing of the hit on the enemy's back. In the EU scene, there's a lot of timing attacks regarding shield stuns and pike stuns and other fancy nonsense that actually works for them. We also have the spear - sword team combination that Wappaw popularized and has since become a semi-standard.

We don't see that with cav, do we? I mean, the extent of cav strategy in TMW goes "let's split up in half and try to force the enemy and kill them in the center." The most I've seen with Balions is making wide circles and smart skirmishes(ofc I'm simplifying, but bear with me). I think there is a lot of innovation that could go into cav. We could see more teaming up, we could see more timing with cav pairs (couch and then stab cav behind). We could see more sword cav play on Open Plains, we could see more of the pro's and con's of a hunter-heavy or courser-heavy cav team. And then you throw in the fact that a mixed-class group does work and you get quite a bit of innovation and strategy.

I was personally against Open Plains originally because, frankly, I hate cav. But there is a lot of ground to be gained in US cavalry play, and the unique environment that Open Plains creates with its cav advantage and yet mixed-class feasibility will allow that cavalry innovation to occur.

And on a side note, Random Plains is legal in BIT. I'm surprised we're seeing so little of it.
 
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