Map Ideas

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CalenLoki

Grandmaster Knight
Thread for posting your map ideas. Please, post only complete ideas - Devs already know that we want "some town map" or "some more castles".

Current castles are quite nice, but have defects - it's easier to attack than defend. It looks like someone design castle to be easier to attack.
Castle1: battlements block half field of fire, so holding enemy on ladder to shot them from flank have no sense. After attackers capture walls, they have perfect cover for their archers, most elevated position on the map, good angle to shoot at flag and stairs (which are currently less important, due to no fall damage). defenders have only open wall with no cover and building from which they can't get back on walls. Also trees block field of fire.

Castle2: is so huge. Unless we have possibility to run 128 players server, there will be always place for ninja actions. But for archery defend it's quite good.

So I decide to project castle that will be easier to defend and require a lot more time to capture:
Map - without decorations like rocks, trees, siege engines, etc.
mnb004.jpg

Plan of the castle. From those small turrets on gatehouse and keep should be line of fire to shoot at those who try to destroy doors. There are also tunnel from spawn tower to keep (under sally door wall)
mnb005.jpg
 
That is a Nice castle, but if they get in, they'll slaughter the defenders as they spawn...

Snowy mountain pass, with lots of trees! (and enough room for horses)
 
Indeed it's drawback of only one spawn-point. So 3 spawn-points: gatehouse (if gate is closed) spawntower (random floor) and keep (random floor)
 
I've been thinking about a certain kind of map that I was going to put into my mod, but this seems like the perfect time to tip my hand.

The map is a cemetery. Yeah, it's full of tombstones that you can use for cover. But also there would be a handful of mausoleums that may even have second stories or roof access.

Here's why this idea would work:

Currently there is no environment in-game that replicates a landscape like this.

It would provide a variety of battlefield elements in a denser fashion - cover would be plentiful, but not universal unless you're hiding in one of the buildings. Hence, hiding behind a grave marker would be easy, but it would protect you only from one angle.

I could see something like this really working for CTF, particularly because it would give infantry more of an opportunity to stop cavalry. Also, for deathmatches, the mausoleum structures would be good for those who want to break away from the main battle and simply duel.

Concerning battles, of course you're going to have the problem with easy access to campsites (the structures), which might be either good or bad. To balance things out, I'd say that they shouldn't be quite big enough to fit a whole team in there. Maybe four or five guys comfortably and that's it (about the size of the center tower in Village).
 
@Johnny Morphine: medievl cementary does not look like that.

@Calen Loki: the map looks quite good, but siege tower seems to be to far away to be any good.
 
Funny, I just typed "medieval cemetery" into an image search and they all looked like that. And yes, mausoleums were invented by that point in history. Regardless to that, it would still be a fine map.
 
Here is a previous post of mine with a map suggestion for a conquest style map. It has a pretty picture and everything.


OK here is a picture to help illustrate what I would like to see conquest become:

gfg.jpg


Ok so when it starts team red could be all holed up in their castle and team blue at theirs. They then have to take 2/3 objectives that are "in the field."
However looking at that picture you should see there are a lot more than 2/3 potential objectives. There is the church/docks/forest fort thing/bunch of fields/town gate/bridge/foresters hut. Prob would work best with 2 though, 1 random objective on either side of the river. Or a random one on each side and either the bridge or southern crossing point if you wanted 3. You can't have them all entirely random or it would be extremely unbalanced on occasions.

See the best way I have seen this stuff implemented is by Project Reality a mod for for BF2. In that game the objectives you have to capture can be randomly selected on some maps. One time you play it there may be the 2 castles, the bridge, the north west field town gate. Another game it may be the tree fort the docks and the church. This keeps things interesting allowing more variation of plans in different playings of the same map.

Also you have to take the objectives in a certain order, as has been suggested. So for example if your playing as reds and the objectives are your castle, the tree fort, the church and the enemy castle. You must have your castle to take the tree fort, the fort to take the church and the church to take the enemy castle. This is far better than the free for all that is the current conquest mode where you can take them in any order.

I also hope bigger maps are possible, the randomly generated ones are pretty masive but none of the current designed maps are big enough. However I have used custom scenes in the past with certain mods which certainly would be big enough. For example Squarodin in Custom Settlements. It is massive.


 
Plazek 说:
Here is a previous post of mine with a map suggestion for a conquest style map. It has a pretty picture and everything.


OK here is a picture to help illustrate what I would like to see conquest become:

gfg.jpg


Ok so when it starts team red could be all holed up in their castle and team blue at theirs. They then have to take 2/3 objectives that are "in the field."
However looking at that picture you should see there are a lot more than 2/3 potential objectives. There is the church/docks/forest fort thing/bunch of fields/town gate/bridge/foresters hut. Prob would work best with 2 though, 1 random objective on either side of the river. Or a random one on each side and either the bridge or southern crossing point if you wanted 3. You can't have them all entirely random or it would be extremely unbalanced on occasions.

See the best way I have seen this stuff implemented is by Project Reality a mod for for BF2. In that game the objectives you have to capture can be randomly selected on some maps. One time you play it there may be the 2 castles, the bridge, the north west field town gate. Another game it may be the tree fort the docks and the church. This keeps things interesting allowing more variation of plans in different playings of the same map.

Also you have to take the objectives in a certain order, as has been suggested. So for example if your playing as reds and the objectives are your castle, the tree fort, the church and the enemy castle. You must have your castle to take the tree fort, the fort to take the church and the church to take the enemy castle. This is far better than the free for all that is the current conquest mode where you can take them in any order.

I also hope bigger maps are possible, the randomly generated ones are pretty masive but none of the current designed maps are big enough. However I have used custom scenes in the past with certain mods which certainly would be big enough. For example Squarodin in Custom Settlements. It is massive.
I like the objective-oriented nature of it. Right now the conquest points seem far too arbitrary and pointless - it would be nice if in conquest you actually felt like you accomplished something instead of just raising a flag next to a pile of rubble ("Yes! This rubble is OURS now!"). So what? You could have taken the flag next to that pile of wood and boulders across the way and been just as well rewarded.

In other words, yeah, I love the concept of this thing.

Bigger maps would also be nice, but as long as the spawn points are properly moved throughout the game so that it doesn't take too bloody long to get into the action if you're on foot. Otherwise everyone will just play cav, which is never particularly fun.
 
We need to get a ship battle map going.  Not sure if the ships start connected or they manuever to get in position.  #1 on my wish list would be a controlable ship that you could steer from one position.

There are 4 different kinds of ships in the Warband Brf file already. :razz:
 
Berserker Pride 说:
We need to get a ship battle map going.  Not sure if the ships start connected or they manuever to get in position.  #1 on my wish list would be a controlable ship that you could steer from one position.

This, then we might be able to have ship battles with cannons in futuro mods. Like Napoleonic. I hope things like ships are destroyable. Sure would suck being stuck on a sinking ship in Warband though, no one knows how to swim :grin:
 
If they're just regular scene props it should be easy to destroy them or even just parts of them. Sounds like a hell of a good time. I'll be a pirate.
 
To wake up this thread, because it seems that nobody remember it...

Castle that I drew some time ago for this topic
mnb001.jpg
 
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