[ECS2] Map Submissions

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Map Name: River Village
Creator: Reggae
Type: Mixed/Open

Download Link: River Village Download
Terrain Code:
Code:
scn_multi_custom_adimi_tool_scene_89 multi_custom_adimi_tool_scene_89 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b  
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Map Name: Silk Road
Creator: Eyecatcher & Levyi
Type: Open map

Download Link: https://www.dropbox.com/s/hvz7o1sgftuat9t/scn_multi_scene_custom_3.sco?dl=0
Terrain Code: 0x00000001300389800003a4ea000058340000637a0000399b

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gghscintb8dk.jpg
9c33w4l3o99p.jpg


Map Name: Kupatikana
Creator: Eyecatcher & Vivar
Type: Closed

Download Link: https://www.dropbox.com/s/5gjiitpno3otnct/scn_multi_scene_custom_7.sco?dl=0
Terrain Code:0x00000001300389800003a4ea000058340000637a0000399b

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Oh, and theres a tunnel btw., forgot to draw it.
 
Firunien said:
Map Name: Stallions Playground

Okay we had a few issues going forward with this map. We felt like:

  • Cavalry can only really ride around the outside of the map as approaching the middle would be suicidal
  • The flag locations are a little linear and don't offer much tactically.
  • There's too many irritating archers positions on the centre, whilst the outside is extremely exposed. We don't think the gameplay on the map would be great for competitive play.

Map Name: Naval Outpost

There was a lot of positivity surrounding this map though we're not sure we agree with your classification as as a closed map as it is more mixed in parts.

  • Catapult area is too difficult to approach for cavalry. We would like cavalry to be able to access the raised area more easily. Perhaps the addition of a ramp would solve this.
  • Purely aesthetic this one, there's a lot of grass for a town. Perhaps repaint some of the floor so the cobblestone is the predominant texture.
  • Similarly to the first issue we'd like the boat to have easier access for cavalry. To make the flag a more interesting fight. Perhaps ramps could be added once again.

Firunien said:
Map Name: Prison Hill

Pretty solid map overall. Here's out thoughts:

  • Remove the openable door at the top of the hill.
  • There's some map border issues that need fixing. Particularly down by the water where the fence which should be the map edge is behind an invisible wall.
  • Remove the barrels from the dyeworks over the water. They're not suitable for competitive play.
  • Not a deal breaker this one but the general consensus was against the grapevines. They have some very strange collision meshes which are just awkward.
  • The cliff area near the top spawn needs smoothing as it looks extremely jagged.

ThunderonCZ said:
Map Name: Hunterwood village

We liked the layout of this map but it needs some polishing.

  • The map looks extremely bare, to the point that it looks a little unfinished.
  • The map is extremely flat with almost no height.
  • Almost no cover for archers not to get flattened by cavalry
  • The map borders are really ill-defined and go on for too long..

Briann said:
Map Name: Island Castle

People were pretty positive about this map. A few tweaks need though:

  • Too many bushes.
  • There's a few roofs you can get on to unintentionally. There's the church and the roof near the church where you can jump over a fortification onto a roof.

Sir Marek said:
Map Name: Two Towers

Honestly we felt like this map needs a lot of work to make it suitable.

  • The tower in the middle is totally imbalanced and the only place worth heading to.
  • The water is the wrong prop and does not act like water.
  • The map is absolutely huge with large amount of area having little of interest
 
Arys said:
Map Name: Miami ocean Drive

We don't believe the joke aesthetic is suitable for competitive play. The creative use of props to make the skyscrapers is cool but doesn't really fit with the rest of the map pool. Sure it's fun on public though.

JarvisAndPi said:
Map Name: City Center

Cool layout but needs tweaking. Also has some glitch roofs. Will link pictures later.
  • Far too many props
  • Very flat with little cover near the flags
  • Needs more visible landmarks for teams


Dasvi2018 said:
Map Name: Moriendan

A few problems with this mean it's unlikely to get accepted. It also suffers from a few glitches.

  • The cave effect is cool but messes up environment shadows and we have reservations about its suitability for competitive play
  • The map is actually gigantic.

Kabrux said:
Map Name: Yurts_by_Halmar

Really cool use of props to make the hurts be we think it's just unsuitable for competitive play. It doesn't really offer anything tactically and the turnaround be a strange gameplay element.

Kabrux said:
Map Name: Medieval Ballistics

There was a fair bit of positivity regarding this map.

  • The top of the siege tower looks like too strong a position. Perhaps block the stairs.
  • The castle walls need to be moved forward as there's an invisible wall in front of it.
  • The texture surrounding the river is horribly jagged and needs sorting out.
 
ThunderonCZ said:
Map Name: Raven's nest (v3)

Definitely improved over the original. Our reservations regarding the map is that it's still extremely tough for cavalry to cross their half of the map.

reisleK said:
Map Name: Pine Valley

Our only major complaint about this map is that it generally lacks any elevation. It's all extremely flat which might cause it to be a little boring.

reisleK said:
Map Name: Canal Qaurter

  • Some of the walls are way to high. This means it's extremely difficult to get any scouting information but also that you can never see the canals which is a shame as they are what give the map it's character
  • Once again the map is very flat. I'm sure it will play fine but it lacks some interesting elements because of this.

Husselism said:
Map Name: River Village

The beginning of a very nice map.

  • We feel like the central village area is far too strong. It has multiple positions which offer very strong crossfires. It also has too many annoying archer areas such as stairs and corners which would make it very difficult to attack.
  • Perhaps move the flags away from the village a little more or heavily nerf some of the firing positions within the village.

Vivar said:
Map Name: Silk Road

Some mixed feelings on this but I believe overall it was positive.

  • You'll have to change the gravestone that has "IR" written on it.
  • Get rid of the McDonalds sign.
  • The water needs to be made more shallow or so it can't be accessed.

Vivar said:
Map Name: Kupatikana

Solid looking map but not sure how it would play in competitive fixtures.

  • Too many small alleyways and dead ends which feel unsuitable for competitive play.
  • You can glitch through the tunnel at the stairs in the tower.
 
Please if you want to see your map in the ECS listen to the criticism and make the changes as soon as possible. Realistically only a few will make it but we see some maps in this pool with huge promise. We'd love to have them.
 
Silkroad:
- everything fixed
- water is more shallow
FE241F6B3CA541F67C080FE9563032B251093F7A
- better marked mapborder
A13A234EB235E581F70CE4C58705B3065EA4FE75
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https://www.dropbox.com/s/w99x1hyebyf21yc/scn_multi_scene_custom_3.sco?dl=0


Kupatikana:
- deleted one alley to an archer position
https://www.dropbox.com/s/7a4w30tz7y31yfd/kupatikanaoverview.jpg?dl=0
- gatehouse glitch fixed
EB0572939922232FD87C0EB0179613CD1A891CF8
- some bugfixes
Solid looking map but not sure how it would play in competitive fixtures.
Until we know this, we probably have to wait until the first match is played, but while creating the map we thought about all positions for flags and tried to make them as balanced as possible. Also the amount of alleys is made on purpose, because we thought it would give the map more tactical depth and a lot more tactics that can be played on it and not just camping 1 1/2 flag all the time (like on Nord Town).

https://www.dropbox.com/s/xbwjzisu5jvoeoa/scn_multi_scene_custom_7.sco?dl=0
 
I updated Island Castle, I fixed the glitchs and remove some bushes.

Download Link: Island Castle Download
Terrain Code:
Code:
scn_multi_scene_custom_16 multi_scene_custom_16 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
0
0
sea_outer_terrain_2 
 
Update for City Center:

  • Removed a lot of the props from the stands
  • Made the terrain slightly less smooth
  • Added a blacksmith as something of a landmark
  • Added some raised areas as slight protection from cav
  • Added some cover near the flags
  • Fixed the glitch roofs that I was aware of

Download Link: City Center Download
Terrain Code:
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 
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Edit: Smoothed out the terrain a little after a couple of complaints about it being too bumpy.

New Download Link: City Center Download
 
Download Link: Canal Quarter Download
Terrain Code:
Code:
scn_multi_scene_18 multi_scene_18 4352 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000b00037630002308c00000c9400005d4c00000f3a
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-lowered walls
-added some cover around the flags
-added minor details
 
Update for Hunterwood village:
- added more hills (but I think I have seen flatter maps :roll:)
- added couple buildings
- more high post for arhcers to hide from cav
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I couldnt find out how to expand map borders. I think it is something in terrain code if you know how feel free to edit it or tell me how.

Download: Hunterwood village Download
Terrain code:
scn_multi_scene_custom_2 multi_scene_custom_2 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
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Update for Medieval Ballistics
- no way to go on the siege tower anymore
- moved citywalls

Download Link Medieval Ballistics:
https://www.dropbox.com/s/4hteruabmz3a9lo/scn_multi_custom_adimi_tool_scene_35.sco?dl=0
Terrain Code:
Code:
scn_multi_custom_adimi_tool_scene_35 multi_custom_adimi_tool_scene_35 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000a001d8a28004511200001c79800013560000669f 
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We've found no way to change the ground elevate on the map. On every other map is the saving of the terrain code or rather the ground elevate possible but for some stupid reason not on this map! :evil: If you have an idea what the problem is tell me or Guppy the mapbuilder. Feel free to add him on Steam. Guppy on Steam: http://steamcommunity.com/profiles/76561198047211731/
 
Updated Naval Outpost with the changes proposed, here is the new downloadlink :
http://www.file-upload.net/download-10591135/scn_multi_scene_12.sco.html

Code:
scn_multi_scene_12 multi_scene_12 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013003d7e30005053f00003b4e0000146300006e84 
  0 
  0 
 outer_terrain_beach
 
What about testing some other maps in ECL? There are some maps suggested here, that are more interesting than some of the map pool in my opinion.
 
Vivar said:
What about testing some other maps in ECL? There are some maps suggested here, that are more interesting than some of the map pool in my opinion.

Yeah I was considering that. Will be easier given that there will be set maps/fixtures instead of pick/bans.
 
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