WB multiplayer Maps

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tbox

Sergeant
Hey guys wondering what do you think could be improved with the warband maps.    I think this is important because map modders need to understand what makes a good map ( gamplay wise)  and not just what they think would be a cool setting.

My problems with current maps.


Many other maps lack ways to flank undetected.  I find that you can see everyone coming from way far off.  Thats fine for a few maps but about 90%  are this way.  More trees and bushes would help this I think. 


1 or 2 high hills. A few maps have like 1 or 2 really high hills which make them a necessary almost to stay on top of 90% of the time. (battle)  Problem is you can see people coming at you from all directions with ease. On battle this can be a big wait until master of the field.



Village,  on battle mod, outsiders have a huge disadvantage because they have to attack by coming into a  thickly settled area with archer camps on hard to reach spots (roofs).

I know some of my favorite counterstrike maps had like 3 or 4 popular paths to take to flank and such. In many of the maps  it seems the "flank" requires hugging a zone wall and hoping no one is looking your way. 

One night I played random steppes and we had a nice random map with many small hills and valleys which made flanking much harder to spot.  Loved it.
 
Right now Random Plains and Random Steppe are my most fav maps hands down. Its always somthing new and refreshing where your not used to so you actually need to plan your attack. I love when theres a river and or a lake(drools)
 
tbox check the link in my sig, its not exactly what you want, but go through all of it and if you think i missed anything please post there.
 
I have an idea for a conquest map (last night me and TRU_??????? were talking about how the conquest mode should have its own maps.)

So the map would have to be pretty big, about the size of Field by the river, on half of the map would be "urban" some thing like village, the other half would be vary open, and good for cavalry.  So each side of the map would have the same number of flags, then in the middle of  the map there would be a "arena" type place, with one flag in it, and the "arena" would need to be so cavalry and infantry/archers could be us-full.  (now the arena wouldn't be a actual arena, it would have to be some thing that would make sense.)
 
I like your post on the suggestions  but I don't want to relay on the devs to make changes, what I think we should do is get map makers and game play minded people together to help the map makers make more meaningful maps. Just because someone does not want to or can not make a map well does not mean they are not necessary to the map making process.    Conquest maps need to be totally different I could not agree more. I think we could make so amazing battle maps as well.  Maybe we could start some type of association/group to work with map makers that helps them edit their maps/scenes If they want.



 
Styo 说:
Right now Random Plains and Random Steppe are my most fav maps hands down. Its always somthing new and refreshing where your not used to so you actually need to plan your attack. I love when theres a river and or a lake(drools)
Ditto  :grin:
 
I still want there to be a random map option with random landmarks as well.  Like random ruins and windmills and maybe even the odd little farmer's homestead complete with fence.  It would be so fun.  Maybe the terrain would have to be a little less varied.

Perhaps from a coding standpoint there could be ten set locations on the map where the terrain didn't change.  And in those ten locations any of a random list of scene props could spawn.  They would have to be scene props that wouldn't look out of place in random locations.  But the rest of the map would have varied terrain like a standard random map.

This kind of system would prevent a house appearing halfway in a cliff or something.

Another idea is a scene prop could spawn completely randomly but only where the terrain grade is less than 7% or something.  This would make for entirely random maps.  From a coding standpoint it seems very doable.  And I think it would be definitely worth it.  Imagine a map that was never the same twice and also had some cover to use strategically.  That would extend the life of the game a lot for me.
 
Styo 说:
Right now Random Plains and Random Steppe are my most fav maps hands down. Its always somthing new and refreshing where your not used to so you actually need to plan your attack. I love when theres a river and or a lake(drools)
I would aggree with you, if those Invisible Ents would stop blocking me.
 
Berserker Pride 说:
I still want there to be a random map option with random landmarks as well.  Like random ruins and windmills and maybe even the odd little farmer's homestead complete with fence.  It would be so fun.  Maybe the terrain would have to be a little less varied.

Perhaps from a coding standpoint there could be ten set locations on the map where the terrain didn't change.  And in those ten locations any of a random list of scene props could spawn.  They would have to be scene props that wouldn't look out of place in random locations.  But the rest of the map would have varied terrain like a standard random map.

This kind of system would prevent a house appearing halfway in a cliff or something.

Another idea is a scene prop could spawn completely randomly but only where the terrain grade is less than 7% or something.  This would make for entirely random maps.  From a coding standpoint it seems very doable.  And I think it would be definitely worth it.  Imagine a map that was never the same twice and also had some cover to use strategically.  That would extend the life of the game a lot for me.


Yeah I was thinking about that as well.  Random plains and steppes are cool but some structures would be nice as well like you mentioned.  I think at least more then one structure per  map if it is a large map. Then people just gravitate to one spot and fight just like other maps. The nice thing about random maps is people  don't really know where to go. 
 
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