The_Beehive - Competitive European Battle Server | Happy Hour: 20:00 BST

Alex_C

Baron
WBWF&S
Best answers
0






The_Beehive is a new European Battle server, being set up with competitive play specifically in mind. It has twenty slots in order to more-or-less replicate the numbers used in a clan match. It will also be using settings based on the current European competitive standard, typically mirroring the settings used in the European Native League.

Since we’re trying to encourage competitive play, the server will have a password on it at all times: honey. This is to ensure that everyone using the server is aware of its purpose and its rules, and to attempt to ensure that it is insofar as is possible used by experienced players.

With regards to server administration, we will only really be interested in preventing intentional team-killing and team-damaging where it actually makes a difference to how a round is played out (there’s really not much harm in kicking a clan-mate after a round is over), and the more extreme levels of trash-talking. We will also take measures to appoint ‘community admins’ who are not members of AE, but who we know and trust to be reasonable. If you wish to report a player who was breaking the rules, you can either contact an AE member or write a report here.

We also run a Happy Hour every day at 20:00 BST (GMT +1). We'll try to hop on there then, and encourage others to do so so that both of the teams can be full and everyone's able to enjoy a competitive-style battle experience.

In order to receive news regarding our server, and easily communicate with others playing there, join our Steam group: TheBeehiveServer!

If you want to appeal a ban, please do so here on our forums.






Server Name:
Password:
IP:
Friendly Fire Ratio:
Round Duration:
Gold:
Spectator Setting:
Team Point Limit:
The_Beehive​
honey
176.31.122.44:8880​
100%​
300 seconds​
100%​
Free​
5​

Map List

  • Closed ENL maps:
    • Nord Town
    • Port Assault
    • San’di’boush
    • Vendetta
    • Village
  • Open ENL maps:
    • Field by the River
    • Frosty Battle
    • Reveran Village
    • Ruins
    • Snowy Village
  • Closed Custom Maps:
    • Shariz Village
    • Verloren (a.k.a. Rat Market)
  • Open Custom Maps:
    • Snowy Village 2.0
    • Dry Valley

Faction List

  • Nords
  • Rhodoks
  • Sarranids
  • Swadia
  • Vaegirs






The_Beehive will be accepting custom map submissions in order to test them for competitive play, and of course to introduce new competitive maps to the community. We will be hosting a maximum of four maps for testing purposes at any time (if a map were to be accepted as meeting our strict criteria, it would not be counted against this number) and each map would be on rotation on the server for a period of one month during which it can be fixed, judged by the community and so forth. We retain the right to remove a map during this one month trial period if it has glaring faults which the designer is unwilling to fix.

There are three potential stages to a map’s life-cycle on The_Beehive: Review, Trial and Acceptance.

The Review stage involves members of AE - and anyone else who might wish to offer their advice - testing a submitted map privately to ensure there are no huge problems. For further guidance on what is likely to be accepted in this phase, read the following post by captain lust regarding ENL map submissions (any alterations to the original highlighted in red):

  • Ensure a reasonable level of balance. Symmetry is not essential and infact may be rather boring. Just make sure there are enough options for both teams, to ensure competitive play. A map with imbalances like Port Assault or Village should be avoided.
  • Modifications (including but not limited to alternate spawn points) to Native maps will be considered. However, try to make sure that the modifications you make give a very different feel to the map.
  • See this guide for information about spawn points: http://forums.taleworlds.com/index.php/topic,89831.0.html . Try to include as many of those as possible, to make the map viable on all game modes. Obviously, the essential ones are battle and master of the field entry points.
  • Use only version 1.143 and below Native scene props. That should be clear but these maps must be Native version 1.143 and below compatible.
  • No ugly **** or weird use of scene props. This is a little vague but I don't want to see props stretched out halfway across the map or a bunch of tables put together to make a hut (just random examples). The maps should have good aesthetics.
  • No excess detail. This ties in with the last point but I don't want to see a market place with 100 apples on each stall or anything like that. Keep performance in mind and try to find a balance.
  • Don't include credits or plugs. Don't spell out your name with scene props. This isn't appropriate.
  • Try to make your map clearly open or closed. To fit in with the ENL rules, the distinction here is quite important. Don't have a castle interior and next to a massive field.
  • On that note, no castle interiors. I don't think they're suitable for competitive play.
  • Think about what ought to be possible on your maps. Test for "glitches" yourself and place "barriers" appropriately. Although, by the same token, don't just put invisible walls in places that look like they could or should be accessible. Try to plan for these things and create your map to limit issues like this.
  • Try to keep them interesting. The maps don't need to be works of art but as Alex said, preferably avoid making a bunch of "Ruins" clones.
  • New maps are strongly preferred. If you are thinking of submitting a map from another mod or something... it will still be considered but new maps are much preferred, so that everyone is more or less, in the same position, with regards testing.
  • Avoid a clear, direct line of vision between spawns. The only map, in the ENL, that has this is "Ruins". It's not the end of the world but it reveals information about opposition classes and allows for missiles to be directly.
  • Don't make them too big. This is a common mistake.
  • Try not to include Flora as an essential feature. There are ways to remove it visually and it's best to avoid allowing cheaters, who would do such things, too much of an advantage. The same applies for piles of hay. Either avoid using them or place them lower, so that people can't "Hay Shark".
  • Don't bother with an AI mesh. Infact, it's better not to include one.
  • Don't use giant cliffs to signal the edge of your map. Be more inventive and create something that's believable. See Native maps for reference and how to handle the edge of maps.
The Trial stage involves our hosting the custom map in one of the aforementioned testing slots. The designer will have an opportunity to listen to criticism (and praise obviously) and make necessary adjustments to their map. At the end of a map’s month long Trial stage it will be discussed by a group of community members, who will then hold a vote as to whether it should be accepted or not. Public comments regarding maps are welcome on this thread, and will be taken into account by said community group.

The Acceptance stage occurs once a map has passed through the previous two stages and finds a permanent place on our server. Note that a map must be fully viable in terms of competitive play, and pass the judgement of community members to reach this stage.

In order to submit a custom map, please fill out the following and either message it to an AE member, or post it in this thread:

Code:
[b]Map Name:[/b]
[b]Aerial Shot:[/b]

[IMG][/IMG]

[b]Other Screenshots:[/b]

[spoiler=Screenshots][IMG][/IMG][/spoiler]

[b]Flythrough:[/b]
[b]Description:[/b]
[b]Tactical:[/b]
[b]Potential Issues:[/b]
[b]Download:[/b]
[b]Terrain Code:[/b]
[b]Outer Terrain:[/b]





Every AE member is an admin on the server, and you can talk to them if you have any difficulties with it. We will also be appointing admins from the community to share some of the burden. In order to be appointed, we will have to know and trust them, they should generally have a positive reputation and they should ideally have previous admin experience.

The following is a list of server admins in no particular order with contact details:

Name:
Taleworlds:Steam:
Beardface
Motus
Beardface
Deacon_Barry
Killfacer
Killfacer
Shemaforash
Shemaforash
Shemaforash
AZAN
Lord Rich
richzap
LeRoux
Le Roux
LeRoux
Morii
Morii
Chikin
Crusader
ramboTotalWar
Crusader
axL
axL
axL
Razer
Targon
Razer/Intermezzo
Cleric_Johnson
Cleric_Johnson
TALI + HAYLEY <3
David
Lord_David
David
Legion_Six
Legion_Six
Legionella
Blivandefar
Blivandefar
blivandefar
Moerk
Razid00
iLoveUnNorm
iLoveUnNorm
EtTan
EtTan
EtTan
M
[M]
Mork
Alexander
Alex_C
Alexander
WiH_RoboCop
RoBo_CoP
RoboCop_WiH

In order to apply to be a server admin, please fill out the following and either message it to an AE member, or post it in this thread:

Code:
[b]Name:[/b]
[b]Previous Admin Experience (if any):[/b]
[b]Confirmation of Understanding of Rules:[/b]





We’re always accepting donations for our server to help keep it running! In order to do so, please use the following Paypal donate button:

 

RoBo_CoP

Count
M&BWBWF&SNW
Best answers
0
So a competitive styled battle server in Europe? So we all camp ruins? jk

Anyways, goodluck guys  :mrgreen: :mrgreen: :mrgreen: :cool:

 

sotamursu123

On probation
WBNW
Best answers
0
any booking table or something like that? i guess it would be useful for the thread.

like this?

Bookings:
Date16:00 UTC+018:30 UTC+021:00 UTC+0
27.6.Example Clan-Example Clan
28.6.--AE - NO

If you just wanna copypaste it's here:
Code:
[b]Bookings:[/b]
[table]
[tr]
[td]Date[/td][td]16:00 UTC+0[/td][td]18:30 UTC+0[/td][td]21:00 UTC+0[/td]
[/tr][tr]
[td]Date[/td][td]-[/td][td]-[/td][td]-[/td]
[/tr][tr]
[td]Date[/td][td]-[/td][td]-[/td][td]-[/td]
[/tr]
[/table]
 

Killfacer

Marquis
WB
Best answers
0
I think you misunderstand Sota. It's 24/7 open to anyone who knows the password (So anybody who reads this thread). The goal of this is to create a closer replica of the competitive play we see in tournaments such as the ENL or the Nations Cup. We're hoping that this will attract competent players or in the least players who are part of the community and have a desire to play in a competitive enviroment with like minded players. Furthermore we hope the addition of the password which is available here will make it a bit less of a pain to administrate.

So come a long and check it out.

(in b4 Azan: Make sure you Behave on the Beehive.)
 

Lord Rich

Grandmaster Knight
Best answers
0
It has competitive rules on it but its not assumed that each side will be completely on ts with each other. A lot of people dislike the lock to player camera as well and some people get motion sickness from it. Additionally we're going to be hosting custom maps on it so the ability to look around as spec is going to be useful in that regard.
 

🐝 M

Marquis
Best answers
0
Free cam is important so other players can ghost for each other to stand a chance against sick brc clan stack :gwink:

There's nothing to gain from locked camera since even when people are voiped up their group is usually spread over both teams. The point isn't to have public play on the server be actual competition, cause it's not and it can't be. The point is to make it as close to the match environment for the most relevant practice for people who want that and the most relevant testing and feedback for the maps tested there. That means appropriate number of players, appropriate round time etc. Talking of testing maps, having locked camera stops people flying round the maps being tested which means they have to explore during the round instead of playing with their team, which is ****.

azan ninja reply rat
 

sammac

Sergeant Knight at Arms
Best answers
0
'Ghosting' just irritates me, seams noone uses fixed spec publicly these days.
 

Lord Rich

Grandmaster Knight
Best answers
0
sammac said:
'Ghosting' just irritates me, seams noone uses fixed spec publicly these days.
I sympathise but I also think that ghosting really conveys only very limited advantages to a team. At worst it allows you to see where an opponent is moving on a map where they would otherwise be concealed, for instance Village. However the maps where this is the case are few and far between and usually teams can get information on their opponents movements almost as fast by good scouting with cavalry.

The other area where it can make a small difference is in warning a living player about hazards around him such as people coming up behind him. However once again I feel the advantage this conveys is pretty limited, usually the times where you have people giving these warnings while ghosting are when the odds are already stacked against them anyway.
 

Xtrah

Master Knight
M&BWBWF&SNW
Best answers
0
Great idea, I hope you manage to keep it populated - at least during EU prime time. :smile:
 

Arch3r

Count
M&BWBNW
Best answers
0
Nais, new serverz

Map Name:
Snowy Village 2.0
Aerial Shot:

Flythrough:
Airplane and helicopters and bees all flythrough and then it's a very lively map.
Description:
http://forums.taleworlds.com/index.php/topic,235152.0.html

Could be cool to test it on this server, with public people and such and then maybe we can find more issues. Already had a match on this CoR v Wolfpack and it seemed very enjoyable and a straight-forward map. It's still heavily focused on ranged combat like Snowy Village and the lay-out is more or less the same.
Tactical:
Yes, very.
Potential Issues:
There's one graphical bug I know of (nothing serious) and one of the CTF flags might be a bit ill-placed. For battle it works fine.
Download:
https://dl.dropbox.com/u/12128647/Snowy_Village_remake.rar
Terrain Code:
Snowy village terrain code, originally meant as replacement, but it's understandable if you prefer to just copy the original Snowy Village terrain code and add it as custom map.
Outer Terrain:
something snowy and awesome.
 

Targon

Sergeant Knight
Best answers
0
Arch3r said:
Nais, new serverz

Map Name:
Snowy Village 2.0
Aerial Shot:

Flythrough:
Airplane and helicopters and bees all flythrough and then it's a very lively map.
Description:
http://forums.taleworlds.com/index.php/topic,235152.0.html

Could be cool to test it on this server, with public people and such and then maybe we can find more issues. Already had a match on this CoR v Wolfpack and it seemed very enjoyable and a straight-forward map. It's still heavily focused on ranged combat like Snowy Village and the lay-out is more or less the same.
Tactical:
Yes, very.
Potential Issues:
There's one graphical bug I know of (nothing serious) and one of the CTF flags might be a bit ill-placed. For battle it works fine.
Download:
https://dl.dropbox.com/u/12128647/Snowy_Village_remake.rar
Terrain Code:
Snowy village terrain code, originally meant as replacement, but it's understandable if you prefer to just copy the original Snowy Village terrain code and add it as custom map.
Outer Terrain:
something snowy and awesome.
 

Arch3r

Count
M&BWBNW
Best answers
0
I could setup a TS channel for this server on Battlegrounds TS, since TS + competitive server means synergy. Unless you intend to use the AE channel for this or have a subchannel in the AE channel for public use.