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Barossa


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8 replies to this topic

#1
Krou

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https://drive.google...S9L?usp=sharing


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#2
Iceqatius

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I will test it very soon and if that goes well, we will run a live test on the arena server in the near future.


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#3
Krou

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Please contact me on Steam (https://steamcommuni...om/id/krousaint) or Discord (Krou#2648) when you will run this map on arena, so i can watch gameplay too, and make neccesary fixes if needed.
There is also water well at middle of the map which can be used as healing point, i have no idea how to setup it, but if you want, do it on your own.

#4
Iceqatius

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I have tested it.

 

The map has very good fps but feels slightly empty. Size is decent (around 6*20m barrier*2) and feels ok if you are infantry. The only flaws i could see was some misalignments with the wooden awnings on some buildings and the well being to high so you could see the ground inside. Other then that it seems good. The spawn-points (0-63) are all there and were placed in a ok position.

 

Some things you could add to make it less empty:

Feeding through for the horses. Hay for the horses.
Some sort of outdoor stable. More barrels and boxes.
Maybe some benches, stools and tables.
Maybe a ladder or two for access to one or two roofs for the sneaky archers.
A fallen tree to slow down cavalry in certain areas of the map. Some fences?


Basically make the place seem less deserted. Maybe add a entry way/gatehouse to give it that fortified small town look. Now if you want NeoGK features, thats easy peazy. Even using only native without NeoGK functions. Just add:

 

(Healing) - box_a
(Healing) - barrel
(Treasure) - locked_player_chest

Add a 1 in the var.no like this on each item:

Attached File  var1.jpg   32.74KB   0 downloads

That's it!

Adding a healing place is simple also, just add a spr_barrier_8m with the red side up and add 4 in each var.no box. First 4 is the call to the function and the second 4 is the healing %. Resize the barrier to a ok area. Make sure the barrier is even and slightly over the ground. Voila!


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#5
Joss

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Adding a healing place is simple also, just add a spr_barrier_8m with the red side up and add 4 in each var.no box. First 4 is the call to the function and the second 4 is the healing %. Resize the barrier to a ok area. Make sure the barrier is even and slightly over the ground. Voila!

 

Would like to add for all map makers who want to use NeoGK features - always build maps on clean NeoGK ( dont use neoGK by trollgame) or healing spots and siege engines wont work


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#6
huj

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dobra krou nie zesraj sie przypadkiem kotleciku


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#7
Krou

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https://drive.google...OLp?usp=sharing

Version with healing well, 4 treasure chests + 4 food chests.
 

 

I have tested it.

 

The map has very good fps but feels slightly empty. Size is decent (around 6*20m barrier*2) and feels ok if you are infantry. The only flaws i could see was some misalignments with the wooden awnings on some buildings and the well being to high so you could see the ground inside. Other then that it seems good. The spawn-points (0-63) are all there and were placed in a ok position.

 

Some things you could add to make it less empty:

Feeding through for the horses. Hay for the horses.
Some sort of outdoor stable. More barrels and boxes.
Maybe some benches, stools and tables.
Maybe a ladder or two for access to one or two roofs for the sneaky archers.
A fallen tree to slow down cavalry in certain areas of the map. Some fences?


Basically make the place seem less deserted. Maybe add a entry way/gatehouse to give it that fortified small town look. Now if you want NeoGK features, thats easy peazy. Even using only native without NeoGK functions. Just add:

The framerate is most important thing in gameplay, situations where the framerate drops are annoying to player and there shouldn't be too many props in player's field of view, as distance player can see rises he should see less props, also when player switches between field of view "locations". 

 

Barossa is divided by two mirrored field of view locations which leads to four spawning locations and one middle location for fighting beetewen spawns. 

https://imgur.com/a/MXVe8tn
https://imgur.com/a/hXFwURd
https://imgur.com/a/31mPsIW
In my opininion this is not looking empty or deserted and any unnecesary additions like tables and stables, bushes and trees could be distracting for player and the gameplay can be less enjoyable, the buildings and ground are fitting by style.
There should not be places in roofs for archers xD there are few stairways on buildings which are maded for spawn points too, because to not camp with bow and annoy everyone.
Terrain in few places is less smoth than rest places so makes the cavs slightly slower and there is barricades functionality on server, the healing well probably would be closed by barricades if there would be players, many passages beetwen locations to place the barricades and make the cav less maneuvreable.
 


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#8
Iceqatius

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I will add the map for testing next week. We'll see what happens. I'll use a pre-existing map slot so it can be voted in. If it passes, I'll place it in rotation somewhere.


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#9
Elary

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https://drive.google...OLp?usp=sharing

Version with healing well, 4 treasure chests + 4 food chests.
 

 

The framerate is most important thing in gameplay, situations where the framerate drops are annoying to player and there shouldn't be too many props in player's field of view, as distance player can see rises he should see less props, also when player switches between field of view "locations". 

 

Barossa is divided by two mirrored field of view locations which leads to four spawning locations and one middle location for fighting beetewen spawns. 

https://imgur.com/a/MXVe8tn
https://imgur.com/a/hXFwURd
https://imgur.com/a/31mPsIW
In my opininion this is not looking empty or deserted and any unnecesary additions like tables and stables, bushes and trees could be distracting for player and the gameplay can be less enjoyable, the buildings and ground are fitting by style.
There should not be places in roofs for archers xD there are few stairways on buildings which are maded for spawn points too, because to not camp with bow and annoy everyone.
Terrain in few places is less smoth than rest places so makes the cavs slightly slower and there is barricades functionality on server, the healing well probably would be closed by barricades if there would be players, many passages beetwen locations to place the barricades and make the cav less maneuvreable.
 

 

in theory what you said is right but in reality it's hard to achieve complete balance for all classes.

 

the way i see it, you got gaps between builidings too wide and you don't have enough spots to hide from cav/ranged. it seems you focused on hindering the archers but didn't take into account the fact that cav will dominate the map as it is now and the inf will most probably be the most affected. 
in warband, the main things that drop fps are over-resized objects and light/fire props. this doesn't seem to be a problem in your case, so don't be afraid to add more. 

 

if this is your first map, congratz! hope to see more in the future


giphy.gif

 



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