Encountered this same problem for a map I’m making with Zedhead. We found a workaround though.
Spoiler: (It’s a Helmet)
Cat’s out of the bag:
So when can we expect some information?
Isn’t games.on.net closing down Lemon? Could they maybe have turned the servers off early? Though that wouldn’t explain why the multiplay servers are offline. Maybe TB forgot to pay the rent.
Found the old lore book thing
I’d say Belmez is in Marinar. Described as a poor dead land of cracked mud and withered trees. Belmez looks the part being in a swamp (I’ll get to that) and looks like a poor castle with thatch roofed buildings, no food source besides the fishing village and has fallen into disrepair.
As for it’s lore, I’d say Malric and feydrid are not there (we just don’t have any alternative king characters) and go with one of the exiled Nobles who opposed Argon’s conquest has allied with Malric and captured the Agathian ruler of the land.
Now about that swamp, I can explain that with some geology. So there’s that waterfall near the castle of Belmez so I’m going with the whole place is a dry basin to that swamp, however an escarpment causes the water flowing along the bedrock of the region to accumulate around there until it flows out through the waterfall. ( this is based on a place in the Northern Territory I’ve been too) This means that all the water that falls in the region eventually ends up in the swamp and provides a permanent water source and thats how you get a swamp in the desert. Here I made a drawing:
If you are not getting any responses Loin I think I may know why, you see, I have two Almost-Complete maps (Joust and Horde) I should just bite the bullet, finish and upload, four (1 LTS, 1CTF, 2TOs) perpetually half finished maps, three More maps Half Started (LTS and 2 Hordes) and two unfinished gamemode mods (1 for DW).
I also have ideas for two TOs, A set of LTS maps or two, a set of duel maps (I could finish this one in two weeks), a gimmicky TO map, a gimmicky LTS map and one gamemode mod.
The point is I reckon most people here are in the same boat as me. They don’t need ideas they need help with their current projects. So why should they help you with your project? I mean, the only information we have to go on is the guarantee of a chronic shit-poster that its the best thing since sliced bread yet isn’t good enough for them to invest the time and effort into. Seems a like a bit of a contradiction.
If you want my opinion, show a bit of respect for the people here and tell us what your idea is so we can decide for ourselves if its worth the effort.
When it comes to slopes (like in frigid), I think the uphill side has the advantage (better lookdowns, further reach given your arms are closer than the rest of your body, can get away quickly by jumping then parrying) although people with other playstyles may disagree. With stairs though I think the people at the top do quite alright (stay away from edge to hide from archers below, can be knockbacked along flat ground, many stairs such as in ruins function as one-way chokes).
With the combat mechanics, flat ground in favourable but having the ground in a map can be useful if you make it useful.
Quicker routes along the highground (like in the front buildings in ruins)
Places to drop down behind enemy troops (ruins again)
More protection for the archers from the melee besides just a better view(moor).
I think though that you are restricted yourself to chivalry’s fighting mechanics. Fun maps I think should offer multiple ways to do something e.g:
Flanks (different but longer routes to attack someone):
Along the river from market to burn granary in Battleground.
Under the wall and up the enemy’s stairs in Argon’s Wall.
Behind the safehouse to C on Darkforest.
Using the defenders stairs on Belmez, using the tower stairs on Belmez then just using the ladders anyway as the tower seems to always be guarded more. Just all of that stage on Belmez.
Stealthier options (require avoiding being seen, usually to do objective or surprise attack):
Through the caves in Hillside.
Hiding in bushes to get to the torches in Battlegrounds.
Dropping down to use the ram in Kings Garden.
Pushing the cart without being seen on Belmez.
Underneath and behind buildings in Ruins to get archers in TD/LTS or make a grab at the flag.
Siege weapons (more than just having them, what you can use them for):
Killing defenders of right flag point on Belmez.
Destroying A and B on Darkforest.
Using the 2nd objective cats in the 1st objective on Coldfront (easier to see where the archers are from behind them on the hill)
I haven’t listed everything I could here such as choosing to rush with your king in Belmez vs. protecting him or the inclusion of crates you can climb between between slave levels on Citadel or up to the tent on Drunken bazaar. You could probably come up with a lot more example and categories as wel. But the point is that just because flat and uncluttered terrain is favoured doesn’t mean there isn’t something to having interesting and fun level design and objectives on maps. All that said, restricting player choice at points can improve a map too, such as in the cistern in darkforest.
TLDR: Make good maps