Mapname: | Sheltered_Town |
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MapType: | battle |
Version: | 1.0 |
ReleaseDate: | 2/16/2014 |
Download: | http://www.mediafire.com/download/6xfzzv6drzg0sag/Sheltered_Town.zip |
Description: | Nestled underneath a mountain ridge and alongside a trading route lies this peaceful town. It is sheltered by its naturally defensive geography and protected by the minor lord in his castle, overlooking the town. Prominent features of the town are the small fishing lake in its center and the old windmill up on its northern hill. Game is to be found aplenty in the rich forests surrounding the town and the monks of the nearby monastery provide spiritual guidance to the townsfolk. In a place this idyllic, what could possibly go wrong? |
Changelog: | Done |
ToDo: | Test run on server |
Mapname: | Booty_Island |
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MapType: | battle |
Version: | 1.0 |
ReleaseDate: | 2/16/2014 |
Download: | http://www.mediafire.com/download/ia3gg8lh6r63stz/Booty_Island.zip |
Description: | Two forces meet on this godforsaken island, each to claim it as their own. Being an old smuggler haven, the island offers opportunity to battle from down in the waters to up in the palm trees. Don't be fooled by the inviting scenery, soon the sands will run red with blood! And with this being a smuggler island who knows - some of the famed booty might still be around... |
Changelog: | Done |
ToDo: | Test run on server |
Mapname: | The_Rock |
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MapType: | siege |
Version: | 1.0 |
ReleaseDate: | 2/16/2014 |
Download: | http://www.mediafire.com/download/6zq49hmm2loilr6/The_Rock.zip |
Description: | There are difficult castles to take... and there are nigh impregnable ones. The Rock is the latter of the two. Perched high upon an island cliff, this ancient castle is one with the rock it takes its name from. The old folk say there have always been men seeking shelter on the natural defences this island provides and that never has an enemy set foot upon the top of the rock - even more so since the impressive rows of fortifications have been built many generations ago. This castle has has withstood the test of time and the fires of men. Now all that burns are the fiery hearts of the defenders. Can you smell what The Rock is cooking? |
Strategy: | (click to show/hide) |
Changelog: | Done |
ToDo: | Test run on server |
Aesthetically speaking, it looks quite nice. The textures mod helps too. :P I've been in the scene editing business for 3+ years off and on and I still call it "map making" so no worries on that. :D Really, without looking at the file myself, I can't see anything wrong with it, such as barrier placement, hill steepness, time to reach battle area from both sides... But just looking at the pictures, I'd say it could be quite good (you never know until you have 30+ people playing and exploiting every little thing they can find. lol). If you're really unsure about something in the map, post the files and have someone take a look at it. I'd also like to see this map in rotation once it's finished.Thanks, I appreciate it :) I have a texture mod? Completely forgot about that haha. I'll finish the map up tonight/this weekend and upload the files so the scene masters can have a closer look.
Where do the flags spawn?Good question! Haven't placed them yet - where would you suggest?
I'd like to see some new/more maps in the rotation and why not this one? It looks pretty cool and very detailed. :wink:
Mapname: | Booty_Island |
visitors can't see pics , please register or login | |
MapType: | battle |
Version: | 0.9 |
ReleaseDate: | open |
Download: | http://www.filedropper.com/bootyisland |
Description: | Two forces meet on this godforsaken island, each to claim it as their own. Being an old smuggler haven, the island offers opportunity to battle from down in the waters to up in the palm trees. Don't be fooled by the inviting scenery, soon the sands will run red with blood! And with this being a smuggler island who knows - some of the famed booty might still be around... |
Changelog: | 2/8/2014 - 90% map finished. First posting on the forums for feedback. |
ToDo: | Testing & adjustments based on feedback |
Very cool, I'm excited to get some booty. How does testing work with new maps?
Good question. I am hoping for dev map managers' input on that. I am thinking they upload it and run through it to see if everything is alright. Then hopefully it gets a test run on one of the servers.
You might not have these individuals on NA, but such a slope with an invisibarrier on EU means that some archers are going to stand right at the border, which forces infantry to do a terribly slow climb up to them, while getting shot from multiple angels. I tend to avoid creating such areas as it is agonizing for melee, regardless whether they have shield. It's up to you though.[/spoiler](click to show/hide)
This is how I test maps in an actual hosted environment using my original cRPG module:
- Rename any map you want to host/test to a random blank, I use blank 12 for example
- Copy your renamed map, for example scn_blank_12 into your regular cRPG/SceneObj folder
- Change the terrain code of scn_blank_12 to the terrain code of your map in the cRPG/scenes.txt
- Launch regular cRPG with the launcher (untick WSE2)
- Host (or host a random map and use a map poll, I find that quicker) blank 31, which should be 12, the names of the maps are off, if this isn't the one try 32 or 33.
- Test that shit
Again, this is in the base cRPG module, blanks are not actual maps so you won't mess anything up by copying over one.
Though oddly enough, for siege beta, Native Hailes Castle is correct I think.
Yes, all native maps got the right name. The fucked up part starts later. And noone has any clue how to fix it =D
Crpg does have an insane amount of maps, maybe warband just can't handle that.
Thanks Teeth, so for you the upper ramp (connected to the siege tower) moved properly with the siege tower? Was it up at all, or did it stay in the same position while moving? As you can see in my pics, for me the ramp behind the siege tower is tilted upwards while the tower is moving and the upper ramp stays immobile at the wall. Not sure what I am doing differently... Also, if the wall piece does not move for you, can I assume I don't need to see it as an issue?No none of that happened for me, besides dropping through the ramped it functioned correctly including all ramps and wheel sets. I will test your map before implementing and if it works for me I am gonna go with it and then we will see. I dunno why it would work differently for you compared to me, if you edited the siege tower in host mode without reloading that could cause some trouble. Normally if you move dynamic items like gates and doors they stop functioning unless you reload.
Seems like actually walking through it gives you the best perspective of areas needing to be flattened.Yep, I usually take like 5 minutes of speeding through my map on the scene editor horse, which won't work that well here, but yeah running around it makes you see a lot of things that you don't otherwise notice.
For the pathways for attackers: I'm curious, did you spot the hidden ladder to the right of the siege tower? And the horizontal (and destructible) door in the top level of the high tower, close to the siege tower, that allows you to get onto the high wooden platform path? These should provide for some cool additional ways of taking that castle :wink:I did find those yes, I cheated though, I double clicked all the ladder entry points :P. As I said there are definitely enough ways to tackle each defensive ring, but the distance to flag is still very important as all the different routes lead to the same area at the bottom of the staircase that leads to the flag. If the walking distance is too long and the defenders figure out to camp that location, it is gonna be nigh impossible to take.
I think I have seen siege towers go over objects other than terrain before, so it might just be this specific item that bugs out, or I might be mistaken altogether.I've been thinking this for a while Teeth, but I believe I read a long time ago that siege towers only work on terrain (and possibly props that are/have terrain - not sure on this one).