Eyecatcher
Squire
Maybe its Deathmatch?
Try restarting.
Try restarting.
Thank you Ualraig!Celtichugs said:Nice looking map, Odhrán! Looks promising!
Gwyrdh said:Éalá everyone! This is my first time map making, I'm sure it's probably not that good, or that suited to a Víkingr environment, however, I would like to see if this is any good and I would also greatly appreciate any suggestions, comments or criticisms of the map! If you could think of any way in which I could improve it then I would be really thankful to you! The theme of the map is simply a road in the English countryside. There are a few features, like a church - which is there for show, and is out of the map edge - and a little house on the track. Perhaps this could be an area of fighting. Hopefully the map is capable of various options for fighting, either side of or on the road for example. Anyway, here it is.
sotijalo said:Pretty HC to make completely paved streets in a village. Good lookin' otherwise. Where did you plan the spawn points?
Gwyrdh said:I understand about the path, something I was going to fix later! About the visual/tactical orientation, what do you mean? Could you elabourate?
Thanks for the suggestions guys!
Puncky1000 said:The stone wall was made so that everything wasnt made of wood and I was thinking about only using a few buildings but it became a bit too boring. Thanks for the feedback though. Do you know how do make the entry points work?
After writing the technical guide to map making, you should go on by sharing that kind of info with the rest of us. General tips, small design tricks, which map elements have a significant impact on performance, etc. It would be pretty useful for us newbies.Éadríc said:Gwyrdh said:I understand about the path, something I was going to fix later! About the visual/tactical orientation, what do you mean? Could you elabourate?
Thanks for the suggestions guys!
Well, the fact is that the outer terrains of Víkingr are ugly. Since we map makers can't change much about that, we have three options: 1. to have a strong visual centre, something striking, to distract us from that ugly outer terrain; 2. to block that outer terrain from view, even if only in part, by placing one's own hills before it or some such; 3. to make the map large enough so that the outer terrain is rather far off and not very distracting.
Your map has lovely elements, but I think no real visual centre, while it is small and has the ugly outer terrain so near by. The result is that your small (and in itself fine) map seems to be like a small island in the large ocean that is the ugly outer terrain.
Moeckerkalfie said:Puncky1000 said:The stone wall was made so that everything wasnt made of wood and I was thinking about only using a few buildings but it became a bit too boring. Thanks for the feedback though. Do you know how do make the entry points work?
If you are running the map in battle mode then you should just check whether the number you added for the entry points are actually set in the right field. You can easily see which number they currently have if you look at the list of placed items, they should show up as entry point 0 and 32 there. It could be that they show as 1 and 2 or so, in which case you changed the number in the wrong line (something that happens to me quite frequently too^^).
To my understanding stone buildings in general were still quite rare at this point, and many of them were inspired or based on old roman ruins. Maybe if you hint some more extensive wall outlines reaching up to the tower ruin at the map edge, the setting would be more fitting for this time.
Éadríc said:Odrán,
That small bridge you have is not connected to any path, on the island or on the mainland, while I would expect it to. Also, it looks a bit artificial the way the trees on your map are placed as a one-tree thick ring around the settlement, as if it’s a designed park. Perhaps it would look more natural if you’d have clusters of trees and shrubs instead. And maybe some shrubbery along the banks might be nice. You can even lower the small trees into the ground (by holding down T and moving your mouse) and so use them as shrubs.
scn_hastings hastings 256 none none 0.000000 0.000000 200.000000 200.000000 -100.000000 0x00000003314005000003d0f400000008000039af00003b3a
0
0
outer_terrain_plain_hills
BapKing said:Well, I've done a bit of work with the forest, ...
STARik said:BapKing said:Well, I've done a bit of work with the forest, ...
I wonder how hard will that amount of trees lag on lesser machines.
I wonder the same, but you see, the map is meant to be small, so I was left with a big space which looked disgusting for spectators or from certain angles for players and had to fill it with those trees unfortunately.STARik said:BapKing said:Well, I've done a bit of work with the forest, ...
I wonder how hard will that amount of trees lag on lesser machines.