Welcome, Guest. Please login or register.
Did you miss your activation email?
November 18, 2018, 12:00:45 am

Login with username, password and session length
Search:     Advanced search
Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
189381 Posts in 10974 Topics by 18137 Members
Latest Member: JustNoob
* Home Forum Wiki Help Search Login Register
+  Newerth Forums
|-+  Savage XR
| |-+  Mapping & Modding Forum
| | |-+  old maps need remade
0 Members and 1 Guest are viewing this topic. « previous next »
Poll
Question: What do you think??  (Voting closed: December 31, 2017, 09:40:53 am)
Good idea - 8 (88.9%)
Bad idea - 1 (11.1%)
I don't care - 0 (0%)
Total Voters: 9

Pages: 1 [2] Go Down Print
Author Topic: old maps need remade  (Read 1936 times)
Aneurysm
XR Map Administrator
Super Hero Member
***
Posts: 1204



View Profile
« Reply #15 on: February 02, 2018, 11:10:35 pm »

I would like to comment that the purpose of remade maps should be not solely to make them look better, but also to make them more balanced. There is plenty of maps with shitty balance around, only a few goood maps which are balanced (xr_deja for example).

Yes but this just validates the need to keep the naming different because then you are changing the map in a fundamental way. While it may seem like you are balancing the map (at the time of creation), sometimes only the perspective of time actually proves how balanced a map really is. When you look back at a map you've made after hundreds of plays and it demonstrates a good split in wins between the two races, then you have some sort of empirical validation. Until that point, it really is just assumption.
Logged

Tjens
I make maps and stuff
XR Map Administrator
Super Hero Member
***
Posts: 1972


GIFMEISTER


View Profile
« Reply #16 on: September 10, 2018, 12:13:11 pm »

So I finally got around making a new map, and decided to re-create the most played map in Savage, kinixxx (nonono tjens) izi.

First of all, I tried to make the terrain more life-like by creating natural hills and slopes. The terrain also features more diverse textures, and both bases have a distinct style. Although some features have been changed to diversify the meta a little bit, here has been an effort to remain true to kinixx's core gameplay.

Please everyone, tell me how you think these changes will affect gameplay!

Possible issues:
* The terrain is too hilly, making melee not as smooth
* It's too eazy to summ shield
* Beasts can dig into their base too eazily
* The FPS has been impacted
* Need your input!






In the human frontal base there is a slight ramp leading up a hut that makes it it harder to completely close off the front part of the base, adding extra difficulty for human commanders.


In the back there is a little bit of extra room for buildings to make up for the lost space the hills take in. The hills have also been lowered ever so slightly, so it might be possible to summon the shield from some certain angles!


The beast base also recieved a building to give human players a mustering point and a place to further attack from. This hopefully encourages a more aggresive playstyle while demorunning. The waterfall also gives some ranged cover. The front hill now has a slope so beasts can more safely construct an agressive sublair.


Beast back base now has a small hiding spot for all you ambushers out there.


The flag areas now have more natural slopes and a little more room overall.


The midsection now has an autominer instead of a redstone mine, to stimulate mid centred action even more. 1 small redstone mine per base has been removed for balance. Also added: tiny hiding spot for injured healers.




Mapfile is here!

Things to do: Make minimap!
« Last Edit: September 10, 2018, 05:20:29 pm by Tjens » Logged

Necrophiliac
Jr. Member
**
Posts: 83



View Profile
« Reply #17 on: September 10, 2018, 04:29:54 pm »

Think this is izi,not kinixxx Smiley Would love to test it on public server then give you some feedback  Angel

P.S Make more maps )
Logged

drk
Community Serveradmin
XR Coder
Hero Member
***
Posts: 544



View Profile
« Reply #18 on: September 10, 2018, 11:45:51 pm »

Could I ask you to remove the rain? Smiley (would be less laggy for somebody)
Logged

Tjens
I make maps and stuff
XR Map Administrator
Super Hero Member
***
Posts: 1972


GIFMEISTER


View Profile
« Reply #19 on: September 10, 2018, 11:55:53 pm »

Could I ask you to remove the rain? Smiley (would be less laggy for somebody)

Does anyone know if there is a command to disable rain on clients?  Rolleyes

Alternatively, how can I disable rain showing up on the map?
Logged

drk
Community Serveradmin
XR Coder
Hero Member
***
Posts: 544



View Profile
« Reply #20 on: September 11, 2018, 08:55:14 pm »

Could I ask you to remove the rain? Smiley (would be less laggy for somebody)

Does anyone know if there is a command to disable rain on clients?  Rolleyes

Alternatively, how can I disable rain showing up on the map?
The only thing I know that on the client you can do commands like /rain or /snow to toggle it.
Logged

Nanaa
Newerth Donator
Hero Member
****
Posts: 659



View Profile WWW
« Reply #21 on: September 11, 2018, 09:56:50 pm »

Could I ask you to remove the rain? Smiley (would be less laggy for somebody)

Does anyone know if there is a command to disable rain on clients?  Rolleyes

Alternatively, how can I disable rain showing up on the map?
The only thing I know that on the client you can do commands like /rain or /snow to toggle it.
That's one way.

The other way might be editing the config-file inside your map file and set:

set Weather0Rain 0
set Weather1Rain 0
...
set Weather9Rain 0

(izi.cfg had those set like that. Idk if it works)
Logged
Tjens
I make maps and stuff
XR Map Administrator
Super Hero Member
***
Posts: 1972


GIFMEISTER


View Profile
« Reply #22 on: September 11, 2018, 11:33:38 pm »

Oh damn you're right! I should have looked at izi out of all places  Rolleyes
« Last Edit: September 11, 2018, 11:35:19 pm by Tjens » Logged

Tjens
I make maps and stuff
XR Map Administrator
Super Hero Member
***
Posts: 1972


GIFMEISTER


View Profile
« Reply #23 on: October 28, 2018, 08:57:43 pm »

After 32 games with an exact 50-50 devide between beast and humans wins you could say Eazy is doing pretty O.K. statistically! Nevertheless I would like to keep developing the map and add some tweaks from time to time to keep gameplay interesting and fresh.

Eazy 2.0 - Human engineering

Humans always have a though time playing any map, really. All the Legion wants is build nice bases and keep safe from a distance, preferring to keep in save range of their towers. Some engineers were bored having to constantly repair the siege units being used as static defence towers and rumbled through some ancient scrolls from the Chaplains monestary. While digging deep in the libraries they discovered many chapters of hidden knowledge and adapted a saying of old: "the best defence is a great offencive" and started thinking of ways to make their advance more agressive and keep the siege weapons out of their own bases.


They placed a ramp going up the building in front of their house near their base, giving them better access to their home flag.


Near their upper side of the bridge they carved a slope downwards heading to the beast flag, giving them better access capturing the bit once their wall is down. Their excavations also made it possible to finally reach the little ladder leading to a platform, to sneakily capture the beast flag when needed.


After their shields got taken down by summoner blasts from the middle they also decided to carve up their side of the mountain a bit, so their shield is a little more protected. They also moved a couple of trees for even more shield cover.


Likewise, they also moved some ground at the back of their base to make more room for buildings, as human commanders had very little space to build there in the past.


The Legion did'nt only commit on changing the landscape on their side of the map, as some of the forward mountain got taken down by forward sentries, giving attacking parties more room to manouver to the beast base.




I'll be replacing the original eazy with this version to give it more exposure, and will tweak and change following player feedback!

Map file and update log
« Last Edit: October 28, 2018, 10:15:27 pm by Tjens » Logged

Daemon
XR Main Developer
Legendary Member
****
Posts: 4795


beware, for this is the everbroken...


View Profile
« Reply #24 on: October 30, 2018, 09:02:13 am »

...thus opening the door to large scale deforestation.
Logged

Nanaa
Newerth Donator
Hero Member
****
Posts: 659



View Profile WWW
« Reply #25 on: November 02, 2018, 08:19:46 pm »

Hey Tjenzore,



^ That hill between the ramp and monkits is climbable and exploitable
Logged
Tjens
I make maps and stuff
XR Map Administrator
Super Hero Member
***
Posts: 1972


GIFMEISTER


View Profile
« Reply #26 on: November 05, 2018, 08:29:34 pm »

Thats wierd, I thought I fixed it!

Updated map once more  Cheesy
Logged

Pages: 1 [2] Go Up Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2007, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.036 seconds with 22 queries.