And then there could be purists (I'm thinking Church of Any-color-you-like-if-the-color-is-black shields) that would consider penetration via zaffa's gap to be a mortal sin... Oh wait, are we still talking about maps?Zaffa 说:

Zaffa 说:I think the message needs to be made that although the battle community can always use more maps, we need to make sure that we are focusing on quality over quantity. One merely needs to log onto the siege server to see the problem with the later approach, and considering that battle is at least in part about meaningful competition, the maps should be designed with balance and quality of play in mind.
Zaffa 说:I also had the chance to participate on these maps last night. Though my criticism of the maps will be harsh, I will try to keep it as accurate as possible.
Long story short, neither map actually works. It is not just an issue of balance, but the intrinsic design for both maps simply does not promote fun play. Though I appreciate you taking the time to create maps, the two that I played felt far more like someone was just making a map to make a one as opposed to trying to make something worth playing. Before I delve into specifics, let me just say that my negative view of the maps was not held by me alone. My entire team disliked them to the point that everyone quit the pickup outright.
Now let's actually go into pointing out what was actually wrong with the maps.
For BestOpenMap, there is quite literally nothing either team can do on the map but camp. There is essentially no meaningful cover outside the starting locations, and what little cover does exist (The forest) requires teams to become shooting targets in an open plain to get to. This is despite the fact that no tactical advantage actually exist in accessing these trees, in part because of the absurdly small size of the map and the extreme vulnerability that teams have to open themselves up to reach them (for no tactical advantage mind you). As such, the map basically just degenerates to camp at or next to spawn (church/ruins) for 4 minutes and wait for master to spawn. At this point, it just becomes a matter of shooting each other in an open field. The way the map plays, you could have literally placed any 3-4 buildings/large props on the map and had the same result. As it is, the map plays more like a collage of props than an actual map.
For Urubhaya, the map simply doesn't make sense conceptually. On it, both teams start off across from each other standing in front of the only elevated terrain on the entire map. Besides the obvious problem of having only 1 elevated area that looks over the entire map, the area has 0 cover from those actually up there. The top of the buildings is completely flat, which means you are going to have archers/xbows literally just shooting at each other in the open. Also, as noted by kiss, the map forces teams to devolve their tactics into rushing each other at the beginning. The map does not allow for proper/complex tactics and is ultimately just unfun to play on. Though admittedly this map was not fully played as everyone just rage quit the map after a few rounds, the point is that a battle map needs to allow players to feel like they are doing more than just playing on a death match server. Urubhaya as it is now, just involves teams throwing their bodies at each other at the start without much thought or reason.
Though I apologize if I have offended you with this critique, I think the message needs to be made that although the battle community can always use more maps, we need to make sure that we are focusing on quality over quantity. One merely needs to log onto the siege server to see the problem with the later approach, and considering that battle is atleast in part about meaningful competition, the maps should be designed with balance and quality of play in mind.
Rhade 说:The only balanced map is a completely open map that allow both sides to live or die based on movement, not how much cover you have and how long you're willing to sit and camp and bore the other team to come out of camping themselves.
A huge problem with the Warband meta always has been this mentality, it's especially strong in Euro land but honestly with the exception of us and Spaz/Swift's clans, it's prevalent in NA too -- which is why we attack 95% of the time in our scrims. While you may argue it's effective, it creates a very boring to play and very boring to watch situation. That's why we always used our map choice for plains in the old battle tournaments, so neither side had a true advantage besides the skill and cohesion they possessed, not VILLAGE INSIDE RHODOKS LOL type map favoring.
Hopefully Bannerlord will find a way to rectify this issue, but until then you guys can do yourselves a favor by creating more open maps with little to no static cover.
Woot. Do I understand correctly that Lord Rhade has just endorsed Open Plain?!Rhade 说:Hopefully Bannerlord will find a way to rectify this issue, but until then you guys can do yourselves a favor by creating more open maps with little to no static cover.
Just received the file, Romans. The screenshot looks spectacular, as always. You gotta stop shaming all the mappers with your photorealistic maps!Balion-Romans 说:The town of Rock Port, wonderous, enchanting and oddly unsettling - given the local communites fellowship with one particularly large rock (not pictured) Will e-mail the files to the map authority for testing.
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The problem of camping is not a problem with having a lot of structures on a map. It is a problem of poor map design. Take Reveran Village for instance. Save for arguably one pocket the corner on the map, it does not allow for long term camping. If a team camps, they will be surrounded and lit up by archers/cav. I'd argue that the newly implemented Snoop's exile also does not allow for such camping to take place.Rhade 说:The only balanced map is a completely open map that allow both sides to live or die based on movement, not how much cover you have and how long you're willing to sit and camp and bore the other team to come out of camping themselves.
Hopefully Bannerlord will find a way to rectify this issue, but until then you guys can do yourselves a favor by creating more open maps with little to no static cover.
Zaffa 说:The problem of camping is not a problem with having a lot of structures on a map. It is a problem of poor map design.
valent69 说:That's what I always loved about Random Plains... you never knew what to expect.... you need a new strategies and you can use different objects different ways. If it turns out to be a completely flat map... then by all means... have an all out cav battle... every team should be ready fr such a situation... and if the map ends up being hilly and rugged... then have an all out archer and inf battle.... every team should be ready for such a situation as well.Zaffa 说:The problem of camping is not a problem with having a lot of structures on a map. It is a problem of poor map design.
