I've been desperately trying to find someone to take care of the town maps for a year, but alas, no one is willing to take up the (admittedly painful) task of polishing them.Obviously I can't do them all by myself, but I'm more than willing to do some work on some of them. Would need to know how spawn points differ from normal and if there is any particular things you want in them, but I can send you a sample of how I would expand a current map in a few days or less. Even OSP maps aren't meant for something quite like strategus.
I've been desperately trying to find someone to take care of the town maps for a year, but alas, no one is willing to take up the (admittedly painful) task of polishing them.
I'm remaking city scene 10, will post some picture when I have something to show for.Tulga, that's a good one, it already has some of the city feel that I like, I look forward to seeing how it comes out.
The one above (Ichamur) is way too big to be usable in Strategus battles. The vanilla one was tight for 60 defenders, two or three times as large would be ok, but yours is ridiculously oversized (impossible to defend).I'll cut out some of the side areas, make it only about 3 times bigger than original
I've started work on town_1 (Sargoth). It might be worth editing the OP to show which towns remain unfinished and haven't been started on yet so that we don't waste time and do the same one?
*points at Warcat*
ah nevermind thenGiving up a bit quick on me. Can only check the forums so often.
Giving up a bit quick on me. Can only check the forums so often.
On another note, since the discussion seems to have moved past the "We should do this" to the "We are doing this" stage, perhaps this should be moved to the strat or scene editing forum. Might catch more attention there of people interested in helping.
and I'm not too sure if I should put barriers on all of the roofs or not. :)
Towns should be street brawls. if the walls are breached
they are not fortresses like castles
Don't put any barriers on roofs. Once it gets hit by a catapult buildings will be lowered so that the barriers are off anyway.
That's not how we want catapults to work, so don't rely on it.Still. Isn't it best to have spawns on the ground? The only way they would be broken then would be if you introduced destructible terrain (as apart from destructible objects).
Veryyyy nice stuff, now after you finish that you guys planning to do castles?
Going to start working on BariyyeThis'll be the first map I work on where siege towers will have good, easy access to the walls, the city behind them however will be a massive up hill battle making it very hard to take the whole place, should be fun.(click to show/hide)
Very good looking maps, but I have worries about their performance.From what I can tell, all of those buildings in lower Suno are the low res fake ones. You do make a good point about the small items, the first thing I do before making any changes to the map, is go to the list and delete most of the grass from the map. There's a seemingly endless amount of grass props that don't serve a big purpose in most places since the ground still doesn't look photo-realistic with it. As far as the outdoor shop and market areas, I try to deal with the massive list of items issue by aiming for a quick evacuation style of look to it. There are a few knocked over chairs or tables, one or two pieces of corn left behind, but most of the area has been evacuated to a safer part of town away from the initial invasion. The other good way of dealing with it is to just make the market areas inside and put up a sign by the door, that's what I'm doing for this city.
Especially Suno, it's a very good looking map, but all those details (thousands small items in shops, market etc) eat up the performance and add not much to the gameplay value (still nice to look at in screenshots, though). Also that lower city only for decoration, it just eats performance and will only rarely be seen after all, I suggest using the fake buildings to cut it off. Else I fear it will be unplayable in the end for most of the playerbase/chadz.
Next one I do is going to be #5 Jelkala, it's a clone of #15 Yalen. The main distinguishing feature of this one is the stream that flows in front of the walls, otherwise it's a pretty normal Rhodok city.(click to show/hide)
The Disaster at Jelkala.
It was horrible. Bloody, long, and disheartening. We had planned so carefully. We had stores and stores of armor, racks and racks of weapons. We had arrows by the tonne, and had been careful in our recruiting, only the best and brightest warriors and nobles were accepted. Our engineers had carefully planned what we we need for the attack, so we thought we were ready.
A miscalculation somewhere resulted in only 50 ladders being brought for the siege of the walls, instead of 500. With the sturdy ramp we built that could not be destroyed, we pushed well until the stores of ladders ran low, then it became a blood bath. Their archers stood upon the ramparts, hooting with derision as they launched flight after flight of arrows at our ranks, felling warriors with every volley. They laughed at our misfortune, and thought themselves safe. But they were wrong.
Hours dragged by as the defenders demeanor changed. From laughing, to grudging admiration for our tenacity, to horror when their stores of arrows began running low. Our stalwart allies and mercenaries stuck with us, and stayed the course through the slaughter. When the defenders had fired the last of their arrows, we marched up the only ramp, and slaughtered them to the man in bloody hand to hand fighting through the streets. It was a dark time, but much glory was won, and friendships were made that would endure for ages.
Don't worry about the time, no ones attacking any cities right now and rushing to get it done takes the fun out of it anyway. It looks quite nice no me, like a good agricultural center for the area. I am curious as to the spawn set up in this map. Any spawns in the outer wall, or would defenders need to ladder down to it to get there?
Perhaps a small portcullis and winch sally door in the wall would be a good thing? Looking forward to seeing Halmar.
Note to all people that want to make a city. 0-9 are attacker spawns, attacker equip spawns 1 meter behind point 0. 10-63 are defender spawns. Defender equip is at point 65. Figured given recent events with the unedited Dhirm, I should reinforce the need to get this right.
Spawn points work with the entry system.
Right now it looks like this:
0: Attacker. (The storage for attackers is always one meter behind 0.)
1-9: Reserved for addtional attacker spawns, but currently not used. (Place them anyway)
32: Defender spawn (in village)
10-63: Defender spawn (castles, towns)
66->65->64->32: Checks in this order if one of the points exists and spawns the construction material storage for the defenders there.
Gonna make some small adjustments, but nothing big. I think it can be considered "tested and done".yeah there where some things on the Narra map wich could be improved.
Updated the OP. Yalen looks good, particularly since the base map is already a proven good place to play multiplayer battles. Shariz looks like lots of fun, Ozin, do you have a link for it? Also, Jacko, can I take the asterisk off of Narra or do you think it may need another test?Ah, forgot to include a download. http://www.mbrepository.com/file.php?id=3293
actually looking closely at the map probably the town should be in front of a flat coast amongst cliffsI also agree with this
-snipFirst of all, nice work! That's one sweet dock!
so flags are defenders spawn (entry) points, that don't spawn anymore if attackers get close, right?
-snip-
great, thanks guys i figured things outNice! That actually makes sense, people spawning inside buildings etc, it makes for some defense around the spawn AND makes it clearer/more viable for attackers to take spawn after spawn. Clear the house out and then cap the spawn, not fight randomly in some field and notice there's a small flag in the middle.
the viking keep and other "inhabitable" buildings can be "strong points" with spawns inside
i'll check doors, gate and parapets in native since i placed few non native props and then finish the map, only spawns, barriers and some "furniture" left to place(click to show/hide)
I have started Dhirim, but had to delay it due to being busy irl.
Also, i checked the sarranid cities, and there is very good skeletons under Durquba and Ahmerrad, Town_Center file.
Good job the both of you..
..for giving me a guilty conscious over not finishing Reyvadin!
There's a large variety of maps just as there is a large variety of cities. Curaw certainly is very different from Reyvadin, but they all have their own various intricacies, none of them are just a big wall.
also there is no working gate in front walls as far as i remember(click to show/hide)
also there is no working gate in front walls as far as i remember
Why would there be a working gate? When was the battle? I know it was changed a couple of weeks ago. Still unsure what wall you mean, can you take a picture? Open up the Scene Editor and go to scn_town_9_walls.battles were at end of last strat 3.0, when i came back from the abyss.
(the edit, another fail Quote :))
http://imgur.com/a/UFZBD
Screenies of aforementioned flag.
I've edited the map and moved that offending flag in Ichamur beyond the invisible walls into the city proper.
http://www.mediafire.com/?odsvkampq4xmswh
...and it only took someone four months!
Patch is required to implement map fixes, unfortunately, so there's no telling when it'll truly get fixed.
In the meantime, are any other city maps still suffering from horribly crippling bugs like this? I may as well take a look at them, if no one else is available.
There was a village we fought in a little while back where the attacker flags were in an unreachable area. I think it was in the steppe but I forgot exactly which battle.'
Dhirim - the invisible walls were poorly drawn so that you can ladder up over one arch along the path to the inner keep but not the second one as attackers, yet defenders cans till ladder up to the arch to shoot. It creates a series of near unbreakable chokepoints since there are invisible walls all along both sides of a narrow path through the city. The invisible wall over the arches need to be removed - the sides are enough.These aren't even valid complaints. It would only weaken Dhirrims defense and make it easier on attackers. The entire point of a castle is to make it difficult to take. More valid problems are the walls of Samarra displaying that they are broken completely but not having the ability to walk through them.
Also, the inner keep defense was poorly designed with multiple rooms with one doorway making it next to impossible to do anything once attackers get inside as along as you have shields blocking the doorway. A partial fix for that is to have ladder access above, instead of an unbreakable wooden archer's nest.