Sabuk Wall Ideas

Hoody

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just change the war time to an hour, anything more is too long anything less is too short

n just add an npc that sells magic drugs n ****, they drop enough so an npc for sabuk wall holders to buy them isnt much of an advantage

and faggotangels only held sabuk wall for so long because nobody could be arsed to take it from them, me and twisted spent most of out time wiping dark angels in caves where it mattered most! and you also over estimate how good sonofthefag actualy was! there were guilds that could have taken it but what was the point? sabuk wall has lost what it used to have! its now just rush it in the last 5mins and see how you do! for a title change!

it does need somthing for holding it but people are going to moan its unfair! but could also give people a reason to try and take it from the nob heads of the server!

....i may talk and act like a nob head but atleast i dont pk without reason or go about stealin **** :P
 
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Breezer

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The problem with making more maps with takable cities (walls) is that you'd have to make your own Wall Mob (Gates, Palace doors etc). It's not hard, i have done it myself but i doubt these guys will bother getting grubby with photoshop and a WZL editor to make this work.

The 16bit map i had obtained on Heroes was a great one, it gave diversity to the walls that could occupied (it looked barbaric and oldskool, i even filled it with mobs that once killed would never spawn again unless a war was initiated).

If plans on altering the way wars / walls work is to take place, i would just add another one. But i would make it extremely hard to take in the first place by filling it with Human AI mobs etc ... once you enter the map , you will be hunted by these HumanAI using Mob params (which dont fully work on HumanAI , shame).
 

Jacko

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The problem with making more maps with takable cities (walls) is that you'd have to make your own Wall Mob (Gates, Palace doors etc). It's not hard, i have done it myself but i doubt these guys will bother getting grubby with photoshop and a WZL editor to make this work.

The 16bit map i had obtained on Heroes was a great one, it gave diversity to the walls that could occupied (it looked barbaric and oldskool, i even filled it with mobs that once killed would never spawn again unless a war was initiated).

If plans on altering the way wars / walls work is to take place, i would just add another one. But i would make it extremely hard to take in the first place by filling it with Human AI mobs etc ... once you enter the map , you will be hunted by these HumanAI using Mob params (which dont fully work on HumanAI , shame).

mir 3 map and mob support fixes this problem in a whim.
 

Breezer

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mir 3 map and mob support fixes this problem in a whim.

How did you work that one out? lol

Sure some maps from mir3 would be handy and they could use my Mir3 Envir to ensure that the maps don't override existing maps, which wasn't exactly easy to do lol, i spent hours renaming all the map names and then adding them to mapinfo (neatly).

As for mob support, i cannot see how that relates to my post. I used HumanAI to make it seem the city was overrun by something other than a few hens and deers, the idea was to have them act like other players making wars alot bigger than they normally are.

Sadly my invasion idea did not work, basically the monsters were supposed invade the entry point of any player that entered the map. However none of the mobmissions worked, maybe applem2 coded it in properly this time which would make MonUseItem a better function and alot more fun to play with.

Anyhoo, i still think using the 16bit maps from Heroes would be good (bsr01 - bsr03 and the cave ones). You could just make a fence wall in 3D and save a few images, make the .wzl mon file for it and wallah ... you got a new barrier for that town ... which is pretty badass tbh.

images18m.png
 

Aldor

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just change the war time to an hour, anything more is too long anything less is too short

The Mir3 Sabuk war system was so much better. IIRC the wars lasted 2hours but if the wall changed hands at any point it only required 30mins for the conquering guild to defend in order to win. The only downside was it forced the occupying guild to defend for 2 hours against fake wars, hence why I don't believe Zuma Relics should be so common.

Also, what I loved about Sabuk wars on Mir3 Europe in the early days was the webpage listing all the kills/deaths from each war. Added an extra incentive for some people to show up and take part... The war should be the reason to submit for SW, not the wall itself.
 
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Hoody

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mir3 is more about holding flags too right? that change may help make sabuk wall more interesting, 3 capture points to defend, hold 2 of them and win the war!

one in palace one in the middle of SW and one at the gate house! would bring fights into different areas and stop the defenders from just sitting and waiting in the palace for attacker! coming out and fighting is much more fun! which is mostly why the actual fights start AFTER the war in mudwall!

drop on death should be removed from it aswell, we all love a good death drop but lets be honest it also puts us off turning up for the war!
 

FTM

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mir3 is more about holding flags too right? that change may help make sabuk wall more interesting, 3 capture points to defend, hold 2 of them and win the war!

one in palace one in the middle of SW and one at the gate house! would bring fights into different areas and stop the defenders from just sitting and waiting in the palace for attacker! coming out and fighting is much more fun! which is mostly why the actual fights start AFTER the war in mudwall!

drop on death should be removed from it aswell, we all love a good death drop but lets be honest it also puts us off turning up for the war!

this sounds spot on tbf
 

Jacko

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How did you work that one out? lol

Sure some maps from mir3 would be handy and they could use my Mir3 Envir to ensure that the maps don't override existing maps, which wasn't exactly easy to do lol, i spent hours renaming all the map names and then adding them to mapinfo (neatly).

As for mob support, i cannot see how that relates to my post. I used HumanAI to make it seem the city was overrun by something other than a few hens and deers, the idea was to have them act like other players making wars alot bigger than they normally are.

Sadly my invasion idea did not work, basically the monsters were supposed invade the entry point of any player that entered the map. However none of the mobmissions worked, maybe applem2 coded it in properly this time which would make MonUseItem a better function and alot more fun to play with.

Anyhoo, i still think using the 16bit maps from Heroes would be good (bsr01 - bsr03 and the cave ones). You could just make a fence wall in 3D and save a few images, make the .wzl mon file for it and wallah ... you got a new barrier for that town ... which is pretty badass tbh.

images18m.png

I ment that mir2 sabuk get's deleted and they add
Sabukwall and Mudwall from mir 3
where you have siege doors at the entraces while you're doing a war
there is a monai for that.door
 

Breezer

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I ment that mir2 sabuk get's deleted and they add
Sabukwall and Mudwall from mir 3
where you have siege doors at the entraces while you're doing a war
there is a monai for that.door

Okay i get ya, i guess if they replaced the non revamped caves from Mir2 and used the Mir3 + Additional Mir3 maps to fill in some extra areas then that would be a good idea.

I still want to see a map that sends invasion to any players entry point using HumanAI with spells etc.

would be awesome
 

Jacko

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Okay i get ya, i guess if they replaced the non revamped caves from Mir2 and used the Mir3 + Additional Mir3 maps to fill in some extra areas then that would be a good idea.

I still want to see a map that sends invasion to any players entry point using HumanAI with spells etc.

would be awesome

Do not know how this is done in mir2
but i did such a thing in mir3

somewhere around adding a npc with a timer
around the lines of

having human ai bot's that spawn in a designated area due to an npc at a certain time
you can try using the npc timer to make it work
just have no idea how to make it automatically on mir2