Here's a map I'm working on, should be done soon. It's called Gatehouse Line
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(http://img375.imageshack.us/i/mb117.jpg/)(click to show/hide)
It's fairly symmetrical and should provide decent xp. Inside the gatehouses is a series of rooms that go all the way across the middle of the map so that you can see from one end to the other.
Here's a map I'm working on, should be done soon. It's called Gatehouse Line
visitors can't see pics , please register or login
(http://img375.imageshack.us/i/mb117.jpg/)(click to show/hide)
It's fairly symmetrical and should provide decent xp. Inside the gatehouses is a series of rooms that go all the way across the middle of the map so that you can see from one end to the other.
Correct me if I am on but isn't the in game editor a map editor? Its fairly easy to learn, you don't need python or any of that jazz.
Like Kong_Said, is there a way to manually set fog/weather/time of day without digging around in some obscure bit of code? Is it server dependent? I would love to be able to permanently set fog in my maps. Thanks!
Very interesting. I had something similar up on the servers a while back that was generally well received. Mine just needs resizing since it's too large and was dropping fps like flies. :o Yours should do well I believe.....oh wait....hold the phones.....THAT is at least 5 times bigger than mine was!!!!!
Okay, MAYBE it's size won't kill some people, but remember, most players don't have very good gaming computers, so keep that in mind. It looks cool, but if that's your horse I see there, (and I do believe it is), you sir have created quite the large place.
This one is mine:(click to show/hide)
Note that the tiles are much smaller on mine, so you can tell mine is much smaller than yours. Keep in mind, Crashing Winery was an appropriate name for my map since it was so large that people's pc's couldn't handle it. My laptop should run your map decently well, but I don't think many others will.
Just a word of caution. Also, if people like it but it's too large....be prepared for a grueling session of resizing.....I actually just gave up resizing mine and am currently in the process of building it back from scratch......which may be an even greater pain, so I may just go back to resizing! :shock:
Oh, hey, Nasturtium! On TaleWorlds you asked about weather:
I'm fairly certain that it is server dependent the way it is now. I don't know if that's something chadz and the crew can change or if it's hardcoded by TaleWorlds.
Finished my cave map!! Ill try to get it on this weekend(click to show/hide)
Interesting was right ^^ on the first test a third of the players whined to change the map, a third loved it and a third found bugs :D I doubt this one will survive long, the engine was just not made for indoor areas.
(click to show/hide)
Just something quick i found with google image search, but i guess it's fairly close to what i was going for, with a focus on keeping the fight on the edges (on the battlements/towers mostly, possibly with the occasional crumbling wall allowing for a gap where the unaware could fall :P ) instead of inside to keep things interesting (and dangerous).
I'm pretty sure of this as well, since there is nothing in the map editor to help you manage what the engine will try to render.
Love the prelims on the castle in the sky :-)
EDIT: I tried implementing extremely high/steep elevations on another map with deadly ravines that we were discussing on the old forum. I found that there were some serious glitches in the game engine when I tried to walk or jump off these extremely high cliffs. Something to do with how the game engine tracks a characters movement over the terrain map. Just a heads up that you should be prepared to make many of the deadly ledges out of scene props instead of a very sharp drop off of the terrain field. I experimented slightly with putting little barriers as lips on the cliffs, but nothing conclusive about whether this really helps.
Add the "sf_indoors flag to the specific scene you want, in module_scenes.py, like so:
("multi_scene_1",sf_generate|sf_indoors,"none", "none", (0,0),(100,100),-100,"0x00000001300389800003a4ea000058340000637a0000399b",
[],[],"outer_terrain_plain"),
Using this method the only ambient lighting in the scene will be what you add to it. Hope this helps. :D
My WIP: River Fort
A pseudo-symmetrical map for battle mode. Currently takes the peasant ~28 seconds to get to the dummy in the fort from spawning by the carts. The perimeter fence is a barrier (I hate invisible walls).
This is my first attempt, so please point out any obvious defects or hate. I still need to add the flags, but not sure where to put them. I'm also not sure if I like the fort design.
How can I test with equipment?(click to show/hide)
Very cool. All your maps are quite exceptional.
Alright, so the swamp map I was experimenting with was clearly too demanding on my computer for it to be viable. However, I decided to instead utilize the swamp terrain on a small scale in a section of a new map I'm working on. It's called Aqaba. A walled desert port city straddling the harbor. Lots of elevation, rooftops, bridges, swamp, etc. It's currently in my 1.0 state, meaning totally playable but not yet playtested on the servers and still in need of a lot of aesthetic additions and tweaking. The basic structure, however, is in place. I'd love any feedback people have. It's now packaged on the repository with my most recent (and barring disaster, final) version of Horseshoe. Here's the link and some screens. Teams spawn in the lower right and left corners of the city in the Bird's Eye screen.
Repository (http://"http://www.mbrepository.com/file.php?id=2489")(click to show/hide)
Hey Kong, I got a chance to play through your map this morning, it looks great! good job on the wetlands. The map is small, with clean lines and I did not encounter any glitches in half an hour running around and jumping on stuff. My only worry is that the bridge detracts from the swamp combat, hopefully people will not run across it en-masse and make this great map become yet another bridge chokepoint map.
@Thranduil: I'm wondering if it would look cool to use some of those flat valley rocks or whatever they're called as overhanging formations extending out above the town to simulate the feel of the pueblo village being tucked under the cliffside. Just a thought. Purely aesthetic.
@Thranduil: I'm wondering if it would look cool to use some of those flat valley rocks or whatever they're called as overhanging formations extending out above the town to simulate the feel of the pueblo village being tucked under the cliffside. Just a thought. Purely aesthetic.
This is what I've been working on.(click to show/hide)
As you can see, its Helm's Deep from LOTR, based heavily on the movie version, with a few tweaks to make it more playable and more accurate to the book. I've only been working on it for 2 days and its very early WIP still. Most all the walls are up but that's about it :P I also did a little bit of terrain modding and painting of course, but it still needs a long way to go.
Played that map earlier, was a neat map, but wow, that file is HUGE.
Finished Helm's Deep, check the finished maps thread :)
Thran, thought I would pop in and give you some feedback after playing several of your maps
Played your sky castle map earlier, I had fun, but most players thought it was way too large, after 5 rounds the score was 1-1, my entire clan commited mass suicide by jumping off the side of the castle to speed up the round. I would suggest you revert the map back to a smaller version to speed things up.
Your canyon village map is a hit after adding the side passage, great job! The only complaint I heard from folks was the surreal nature of the canyon walls.
Naval engagement. This is tricky to do sice players who fall in the water with ahorse will live when they hit the sea floor. I am adding a AI barrier half way down the 200 meter drop, so when horses hit it they die and the rider still has to fall 100 meters.I made a map similar to this once but I lost it when my HD crashed...(click to show/hide)
I am adding a AI barrier half way down the 200 meter drop, so when horses hit it they die and the rider still has to fall 100 meters.
I made a map similar to this once but I lost it when my HD crashed...
What I did was put barrier around everything so people couldn't fall off, but that took a lot of work. I just hope your idea works correctly, otherwise admins will have to kick a lot of ppl who fall.
How are you guys doing ceilings and floors for indoor maps? Unless I use a prefab room, they don't provide any ceiling or floor objects. I'm having a hell of a time trying to make walls into floors/ceilings without things getting all uneven and crazy.
If I may write about my opinion, and more of a concern for a brief moment....
Why is there such a push for creativity and unrealistic themes in "mapmaking"? Why can't someone take a simple neighbor hood landscape and convert it into the virtual world of cRPG?
At least half of the maps on the cRPG servers lose the immersion factor and overall are not enjoyable to play due to the very unrealistic nature of the geography and geology of the allowed playing area.
Why can't maps be more simple, the way they were in medieval times... even current times for that matter. What's wrong with having a simple hillside with a dense treeline, scattered evergreens, and some uneven ground? For that matter, what's wrong with having a large hillside as the playing field? It's simple, yet very realistic.
Why the push to insert scenes from LOTR into map making?? I think that the more simple the map, the more enjoyable it is and it also boosts the immersion factor for players.
Why can't we get as simple as this:
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Well, the base maps have several LARGE open field type maps but the server admins tend not to put those in. I think there might be one or two that are in rotation on the US servers. My personal opinion is that I do not like wide open maps because a)I have no cover and b)I have no cover. Why do you think all the infantry run immediately to those ruins? Better chance of survival. Its tactically your best option. Otherwise, you get run down by cav from all directions or get a 100 arrows in you.
There are several maps in roation now that are outdoor and basically free of buildings. But they provide some cover from trees. I like those maps. I'm sure some open field maps can be made. From my limited experience with the editor, it seems like those can be slapped together in about 10 minutes.
I tried to make a hastily built defense behind it but i dont think it looks hasty enough :lol:
Angle the walls slightly. Straight up and down looks too well constructed for hasty.
Three or four times each.
I PM'd Airith, but alas, he ignores the PM box.
I'll spam some more. :D
Placing the flag
Simply create an entry point with an id of 66 and your flag will appear there for the defenders.
Ok so the spawner was designed to move spawns around an area.
This works great for most game modes and even for siege when all the attackers are coming from 1 side.
However if you are working on large maps or if you have spawns on 2 sides then it probably won't work.
The spawn script takes distances from the friendly base and the enemy base and does calculations around those.
It doesn't care if spawns are friendly or enemy.
What would work better is if a script could be made that puts defenders on spawns 0-31 and attackers on spawns 32-63.
My python knowledge is pretty crappy at the mo so I'm not sure if I could do this.
If anyone could it would be great, in the mean time I'm gonna swim about in the deep end.
Yeah, spawning is a bit strange in siege mode. In Khirin castle, I've noticed that the first spawn in new rounds is for the attackers like in battle mode (they all spawn around spawnpoint 31), and only once they are killed, one of the other spawnpoints is selected. This is not the same for defenders, though.Just wanted to post: Do not try to figure out the script for how siege mode spawning works. It is a bloody mess of 500 lines of code. (You can try but that was a good many hours wasted of my life) All you have to do is place 0-31 defenders, 32-63 attackers, 66 flag. The gist of it is that it figures out 0 and 32, then all spawns that are near them, but far from the other, are now the defender/attack spawns. (Which explains the weirdness in the native maps) The script also take into account height when placing defenders... Somewhere. Just remember siege is backward from battle, 0 is defenders and 32 is attackers.
Also, I've noticed that in the native maps, spawnpoints are mixed, e.g. in Brunwud castle, 51 is inside the castle. So I think what the other guy wrote about the distance and calculation according to danger could well be correct, except, I think, for spawns 0 and 31, which probably signify the "defender camp" and "attacker camp". After all, how should the script be able to determine where the defender or attacker base is, if not using some entry points?
I need some help! I have a siege map currently in rotation on NA 100, and I cannot for the life of me figure out how to fix it. The problem is the flag, it works fine when I test it in the editor, but when it loads on the server it will not show up on the pole. Even though the faction of the defenders if swadian, a rhodok flag without a pole shows up hovering half inside a wall and cannot be captured either at the main flag or the floating one.
The flag point is set at 66 and I did not put down any props, just the entry point. Any ideas? This is driving me nuts.
Find an external image hosting site. I'm using Uploadit at the moment. For the actual map files, use mbrepository.Im trying to upload screen shots on my "beta" map still in development. How do upload screen shots/Files?(click to show/hide)
Floating map
|1
|
V
|2 ____ Plateau
| | |
V | |
__________ Ground
I finally managed to make something that didn't look so bland in another siege map I was working on trying to utilize the full_keep prop to the fullest, and terrain gen gave me an awesome plateau with a river on one side and cliffs on the other:
Details can be a bit hard to make out in the shot I took, so I'll try to cover most of it. There are three entrances to the inner ward where the capture flag is; a sally port door on top of some narrow stairs west of the keep, a gate-less gatehouse to the northeast of the keep and a siege ladder into the hole in the southeast wall on the second floor of the keep. The outer ward has a sally port door to the southeast on top of the plateau with stairs leading up the cliff-side, a siege ramp on the wall to the south, a ladder west of the southern gatehouse and another ladder on the wall short wall segment to the west. The inner walls can only be reached through the keep and are separated from the external walls, which have exposed stairs to the east and west ends, and internal stairs in the external gatehouse and eastern tower. The edges of the picture are pretty much the edges of the map, so the entire area north of the castle is out of bounds.
The attackers spawn all over the southern field, but I'm not exactly sure where to spawn most of the defenders. There aren't too many out-of-the-way places to put spawn points and I'd rather not have them spawn all over the walls. I'm also considering a door in the east or west entrances of the external gatehouse. The proximity of the ladder/siege ramp makes it seem like the gatehouse would fall way too quickly without it. I'd like to hear someone's thoughts about that.
EDIT: Oh, and I found out that siege engines don't like bridges. It got halfway across, and then turned upside down.
There is one trick with floating maps that we haven't yet been able to solve. Falling. Obviously the map can be high enough that any footsoldiers that fall will die, but anyone on a horse will survive the fall when their horse takes the impact. The only semi-solution found is to block the spawn area in with ai_barrier's so that horses cannot leave spawn. It works, but obviously cav players hate this solution (and rightly so). Anyone who figures out how to kill a horseman who falls off a high cliff will earn an extra special reward of some type from me. Note, we've already tried putting an ai_barrier parallel to the ground and still quite high, to kill the horse and then let the player fall farther to their death. Unfortunately, the horse just stops at the ai_barrier without taking any damage and the player is stuck until they dismount to their inevitable death.We do have a solution: put AI barriers around every possible area you can fall. The only problem is that takes a lot of time for most maps.
Looks very cool. I've also wanted to do a siege map with a river and the turin castle props. Now I have to rethink my design.
Don't worry about defender spawn too much, the engine will usually select a spawn point that is free from attackers. You must distribute defender spawn a bit, so that at initial spawn, they have a chance to defend the walls, but at later times, they can also get back to the flag quickly. Note that at initial spawn, ALL attackers will spawn at spawnpoint 32, just like in battle mode, so put that somewhere with enough space around it. Defenders seem to use all of their spawnpoints at initial spawn.
About the siege engine and the bridge...have you made sure the entry points for the belfry have their z axis all the same direction?
Where do you attack from? Is it just the main gate or are there ladder/siege tower points?Ill put up ladders in frond and sides. Not exactly sure where quite yet. There is also an underground route. its a long ways, but will be easy access for attackers. I also thing the underground route drops the FPS down a lot. So we'll see how people like it. No siege towers though, i think. It depends on what people think really. So, you will have an avenue of attack from all angles...
If you don't have a full 62 entry points (0-61) the game will sometimes spawn players at 'default' entry points instead of sticking to the ones that exist.If thats the problem, it's 64 enty points, up to 0-31 and 32-63
I has been making a village map inspired by the current maps.
If thats the problem, it's 64 enty points, up to 0-31 and 32-63
I has been making a village map inspired by the current maps.
Seems overly flat. Like, 'max-radius level tool dragged around the entire map' flat. You want to at least have (very) gentle hills. The map will still be functionally flat, but the very slight elevation differences will mix up the lighting and shadows a bit and make the ground not look like AstroTurf.
AstroTurf.
Yeah, you should generally avoid having a perfectly rectangular profile castles in siege maps, it's a bit dull to look at and usually doesn't have much mechanical depth either when you consider the single wall that goes around the entire thing in a straight line. It seems to work for the earth/viking props oddly enough, but stone squares always look bad. I definitely like the basic concept of a 'platform' castle instead of a traditional curtain-wall though. I've wanted to do something like that for awhile, but could never figure out a good way to do it. You should also try to get some vertical variety as well, maybe by using both 'platform' sections and curtain-wall areas.
Also keep in mind that I'm pretty sure castle_h_battlement_barrier (IIRC) at default tilt/scale isn't steep enough to prevent players walking right up the side, if that is what you're using. I'd also recommend attempting to use some more conventional props within the same style-set to avoid things looking messy.
Im making this map mainly for clan event, after that ill try to rebuild it a bit to fix the wall climbing problem. For now its there intentionally.
http://img707.imageshack.us/img707/795/mb38j.jpg
http://img577.imageshack.us/img577/4932/mb39.jpg
http://img41.imageshack.us/g/mb40j.jpg/
and i dont see anything messy here ;p
It's looking very good Beau :Dty, unluckily i'm not able to find appropriate gear for lamhban as its probably only included in cRPG. so maybe i will have to replace him with some burning witch instead :o)
ty, unluckily i'm not able to find appropriate gear for lamhban as its probably only included in cRPG. so maybe i will have to replace him with some burning witch instead :o)
"Battle Creek" Its based off a park I knew very well in my home town. Its a map thats built around the creek. Its shallow, but in most places it will still slow u down to a walk. Theres lots of brush and will be some logs and rocks to hide behind. A pretty straight forward battle map where the teams start at either side of the map and follow the stream to battle...(click to show/hide)
Just watch out to don't spam too many bushes cause they really kill fps