cRPG

cRPG => Scene Editing => Topic started by: Jacko on August 12, 2012, 11:02:39 pm

Title: Community Map Project - Bridges, bridges and more bridges
Post by: Jacko on August 12, 2012, 11:02:39 pm
Introduction
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Practical (entry points etc)
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Prioritized Scenes:
   
Castles (no specific order, go ahead and request a castle)
Bridges, 5 out of 14 done!

Scenes in the making:

Jelkala Bridge
Vayejeg Bridge

Finished scenes

Unnamed Bridge 1:
(click to show/hide)
Khudan Bridge:
(click to show/hide)
Prezzar Bridge:
(click to show/hide)
Haringoth Bridge:
(click to show/hide)
Curaw Bridge:
(click to show/hide)


First update
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Original Thread
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Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Zlisch_The_Butcher on August 12, 2012, 11:03:23 pm
Glorious poll sir.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Jacko on August 12, 2012, 11:06:17 pm
Lies and slander!
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Zlisch_The_Butcher on August 12, 2012, 11:07:57 pm
Lies and slander!
So the poll isn't glorious?
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Moncho on August 12, 2012, 11:11:47 pm
I would say improve and adapt castles to the siege mode that ozin was working on some months back, though not sure on how progress is on that
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: SeQuel on August 12, 2012, 11:23:45 pm
Stategus needs work, rework the castles and all that. Battle is fine how it is, Stategus needs a lot of love.

The 3rd vote option you would see a lot less of compared to the 1st vote option, so 1st.

Not to mention there still a lot of castles and fiefs with broken shit in them. An example would be one of the sieges on a fief that TKoV had recently where Hospitallers attacked them and one of the flags were unreachable and couldn't down it since it was 1 way wall.

Another would be the steepness of certain castles and how it breaks siege towers. Fix wooden walls while you're at it but I doubt that's a map thing.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Arathian on August 12, 2012, 11:54:46 pm
I know this is probably outside the scope of the poll but...herebI go:

I want some non-strategus maps reworked so that they can get placable ladders and siege towers like in the days of old.

I miss that :/
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Meow on August 13, 2012, 12:07:59 am
All of the options in the poll should probably be projects in the long run.
Also might bring new mappers in which can never hurt :mrgreen:
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Miley on August 13, 2012, 12:18:47 am
Yeah, I didn't really know what overhaul meant, so I just voted that the mod was dead.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Teeth on August 13, 2012, 12:29:48 am
How would having a community map project that's focused on making or fixing battle maps change anything to the current process of mapmaking for battle? It's still going to be whoever wants to make a map makes a map, right?
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Jacko on August 13, 2012, 01:46:42 am
It would simply focus a group of mappers to do the same thing, resulting in more and better village maps (or whatever is the outcome). People would still be able to submit maps as usual (but from experience, the quality will be higher in a Project).
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Arathian on August 13, 2012, 01:57:52 am
It would simply focus a group of mappers to do the same thing, resulting in more and better village maps (or whatever is the outcome). People would still be able to submit maps as usual (but from experience, the quality will be higher in a Project).

well, sounds nice.

Still would love a few "you can now place ladders anywhere" maps. Is it possible to have ladders enabled only in specific map or is it an on/off switch per server?
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Havoco on August 13, 2012, 02:13:57 am
Strategus castle FO SHO. Every part of a castle seems buggy. Btw, any confirmation on the wooden walls being fixed? They're invulnerable to catapults.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: karasu on August 13, 2012, 03:55:25 am
/me selects "Creating new scenic locations for Strategus battles (Bridges, mountain passes, beaches and so on), tied to specific spots on the map"
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Miwiw on August 13, 2012, 03:58:59 am
What karasu said. And also some time for battle mode. Villages are mostly fine but if you have some spare time, check them out and improve a bit. :)
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Lt_Anders on August 13, 2012, 04:03:03 am
Option 1 AND 3 should be done, IMO.

Also to hell with battle. That's for scrubs, siege and strat all day.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Digglez on August 13, 2012, 04:16:16 am
Pretty stupid when gates and other functions normal to a regular siege map dont work in strategus.  Plus cav is worthless to both sides if gates/sally door cant be opened
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: dynamike on August 13, 2012, 04:40:08 am
Voted village maps since they are what is being fought on the most often (= highest impact) and are the most boring at the moment due to very limited tactical possibilities (= biggest improvement potential).
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: owens on August 13, 2012, 08:23:46 am
Can i ask for feilds that replicate real battlefields. A combination of feilds with sparse cover and quickly constructed fortifications and river crossings with multiple choke points.


Thanks Owens of PK
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: KingBread on August 13, 2012, 08:28:27 am
Mb more map to siege ?
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Meow on August 13, 2012, 10:04:33 am
well, sounds nice.

Still would love a few "you can now place ladders anywhere" maps. Is it possible to have ladders enabled only in specific map or is it an on/off switch per server?

It's set per game mode so mappers have no way to influence that at all.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Molly on August 13, 2012, 10:19:31 am
I'd like to see some of the older maps being back on the battle server.

Still missing the map with the tower in the middle which would be charged from 2 sides over bridges, down at the bottom of the tower was water, some ruin-walls scattered across the field and all located in an arena. That was/is an awesome map but haven't seen it back on the battle server since I am back.

Give all those old classics a quick review and put them back into rotation and then go for your project. More variety on battle server map rotation can be easily achieved that way.

Oww, and make some really small maps. Battle server barely reaches 100 players nowadays. Since melee is forced to play in open fields, force cav sometimes to play on foot on small, fast paced maps.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Teeth on August 13, 2012, 10:45:44 am
Third option sounds nice, although I have very little interest in strategus. If that option gets picked, please think about slightly modifying those scenes and putting them into battle mode.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: FRANK_THE_TANK on August 13, 2012, 11:01:05 am
Well Jacko it looks like we might be making lovely fields by the sea for those oh so rare field battles :D

I'll start making some winter scapes.
(click to show/hide)

I'm thinking, rolling hills in the distance, large wood area with an open white snowy plain in the centre. 2 versions 1 almost completely flat, the other with a couple of strategic points.

Now the mounts, that's going to be a challenge!
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Molly on August 13, 2012, 11:26:54 am
[...]
(click to show/hide)
[...]
Fixed it for ya.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Jacko on August 13, 2012, 05:16:46 pm
Well yes, one can hope Frank. Let's see if we can get some more votes on this before moving on to scene editing.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: HarunYahya on August 13, 2012, 05:42:01 pm
Specific battle zones for specific places on strat map would be great.
Defending bridges and running to hill would make sense .
After the über awesome catapult rework i do believe this dev team can overcome everything about this game.

For once again thanks for the catapult and damaging walls , it really gives you the feeling of siege battles.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Skurcey on August 13, 2012, 06:09:33 pm
If you need a building or prop done, pm or call over on IRC ! But i pretty much dont like the editor, so i'll just do the model, and the conversion
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Riddaren on August 13, 2012, 06:48:15 pm
"Other (please specify in thread)"

Maps to replace "Random open plains".
They should be open plains but without mountains and not too hilly. They should be quite flat.
They can have a few obstacles like trees and rocks.
Title: Re: New Community Map Project In the making - What would you like to see improved?
Post by: Jacko on August 14, 2012, 04:49:52 pm
I don't mind hilly maps, but I agree that these randomized mountains we get are a bit silly. Not an issue for the map community though, should probably be solved elsewhere.
Title: Re: Community Map Project - A Tie
Post by: Jacko on August 16, 2012, 03:56:42 pm
OP updated
Title: Re: Community Map Project - A Tie
Post by: FRANK_THE_TANK on August 25, 2012, 06:22:04 am
I agree, I think castles need improving for S4. Given that s4 is coming out soon I think time would be better spent fixing/creating for that.

In a side note I had a dream the other day Arathian was in it, and he was a white supremacist and we got into an argument and then I replaced his avatar with a half naked picture of Louie CK in the same pose... I don't fucking know, I honestly don't.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on August 28, 2012, 04:38:02 pm
OP updated
Title: Re: Community Map Project - Strategus Fixin'
Post by: Teeth on August 29, 2012, 01:56:05 am
Whatever gets made, if it can be easily adapted to be a battle map aswell, please do.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 01, 2012, 09:57:55 am
I've had some experience mapping for other mods. I'll be honest and say i've never done a siege map before, but I can learn. I'd be more then happy to take a free town and try to make it better. If you are accepting new slaves that is?

Some of my work for another mod...http://forum.nordinvasion.com/index.php/topic,6216.0.html

I tried to apply on the town fix for strategus, but I was told they were done 6 months ago XD

So I will now try to help out here.  :)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 01, 2012, 02:39:55 pm
Sounds good! Lots to do here, lol.

This is far from dead, I've just been busy with other things, hopefully I can start putting out stuff soon.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 03, 2012, 01:57:24 am
Do you wanna talk on TS so I can get up to speed on things?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 03, 2012, 06:56:51 pm
Well.. This place looks deserted, better post some pics!

Unnamed bridge scene, I imagine it belonging somewhere on the river between  Haringoth Castle and Uxkhal.

(click to show/hide)
(click to show/hide)


theleptonkid:

If you wish we can talk in TS, but I'd doubt you get any more out of me then what you already can get from the document. Just pick a map and get crackin'. I'm more or less always available on IRC (tho it might take a while :)) if you want to ask something more direct.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Elindor on October 03, 2012, 08:29:52 pm
Like it Jacko!

Aren't there some pre-existing battle maps that would fit various landscapes?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 04, 2012, 01:16:56 am
I guess Ill start working on some scenes then :)   Just a couple questions.    Does it just have to be ground and paths...for example, can I make a bridge thats like a tiny outpost, near the river??
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 04, 2012, 07:53:29 am
Sure, you can make a small outpost, but it should be somewhat plausible, I'd probably make a small village/farm instead.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 04, 2012, 08:15:11 am
Gotcha will be posting some screenies when I get a few scenes done.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 05, 2012, 05:24:07 am
Im having a problem, no matter what I do editting the scene code the deep water still is there. This is hampering some of my ideas on the maps I was going to make. There's probably a simple fix but I can't get it to work.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 05, 2012, 08:12:51 am
Disable deep water and river? http://mbcommands.ollclan.eu/terrain/terrainkey_cleanup.html

Generally those features are more of a nuisance, better off not using them. Not sure you can save the map.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 10, 2012, 06:58:15 am
Might as well get back into making some maps. The bridge just south of Khudan looks like it'd be a good one to do, or perhaps the cliff chokepoint southeast of Uhhun. Also, what's the entry point numbering for regular battles?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 10, 2012, 04:37:46 pm
Entry points:

Attacker; 0-9 (equipment spawn behind 0)

Defender; 10-63 (use no more than 10-15)
                 32 (needed)
                 65 (needed, defender gear)
               

So basically the same as for cities, minus some entry points for defender side.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 10, 2012, 06:11:39 pm
Now that you mention it I remember hearing that before. But that was over a year ago when we first were starting on the city maps. Anyway, the bridge south of Khudan. Advantage defender.
(click to show/hide)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 11, 2012, 08:07:17 am
God, that will be horrible to attack. Looking good!
Title: Re: Community Map Project - Strategus Fixin'
Post by: Elindor on October 11, 2012, 05:34:39 pm
Some of these locations on the Strategus map I can't find even using CTRL+F on the Strat map....does EU have more/different places than NA???
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 11, 2012, 06:55:57 pm
EU uses the normal Warband Map, while NA uses a less populated version.

Here's the link to the file- Khudan Bridge (http://mountandblade.nexusmods.com/mods/3822)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Elindor on October 11, 2012, 07:38:22 pm
EU uses the normal Warband Map, while NA uses a less populated version.

....how come?

Less NA players?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Zlisch_The_Butcher on October 11, 2012, 07:39:15 pm
Yes.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 12, 2012, 03:20:30 am
Sorry that Ihaven't been contributing any maps. I was gone for several days on a little vacation. So I will start posting some maps real soon.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 12, 2012, 10:44:14 am
Heh no problem. We don't have a time frame for this. It's done when it's done  :)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Zlisch_The_Butcher on October 12, 2012, 12:52:38 pm
Jacko, just wondering, but in that one bridge scene of yours have you made sure to make sure there is no way one could possibly see the see-through backside of those parts?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 12, 2012, 02:39:48 pm
If they drown they can.

Scratch that, they are no holes in those props. So even while taking your last breaths, it would still look good ; )
Title: Re: Community Map Project - Strategus Fixin'
Post by: Zlisch_The_Butcher on October 12, 2012, 02:52:26 pm
Yeah, now that I'm looking again I see that it's MP_Parts_2 and not MP_Way, sorry about that.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 12, 2012, 04:47:45 pm
Going to move on to the bridge by Jelkala next.
Also got a couple ideas for some UBL's. In the mountains could have some mines with tunnels to defend from. In plains could have Tournament Grounds. Nothing fancy, just a crude place where the local Swadian knights often come to prove themselves with their lance.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Moncho on October 12, 2012, 05:23:51 pm
Going to move on to the bridge by Jelkala next.
Also got a couple ideas for some UBL's. In the mountains could have some mines with tunnels to defend from. In plains could have Tournament Grounds. Nothing fancy, just a crude place where the local Swadian knights often come to prove themselves with their lance.
Actually that would be very good ideas for the locations of the training fields in SP, and maybe add one or two more
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 12, 2012, 06:30:20 pm
Going to move on to the bridge by Jelkala next.
Also got a couple ideas for some UBL's. In the mountains could have some mines with tunnels to defend from. In plains could have Tournament Grounds. Nothing fancy, just a crude place where the local Swadian knights often come to prove themselves with their lance.

I like both ideas, especially the mine one. If you could have actual tournaments on the scene Tournament Ground, that would be even cooler (like an actual event hosted as a battle (duel)). Next scene up for me is Vayejeg Bridge.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 13, 2012, 05:41:39 am
Ok I got two maps done. I don't really know where these should go on the map,I was just making them off the top of my head. Any other maps I make will have a purpose on the map.

I feel like I made this map with a "Canyon", too much like a battle map.

(click to show/hide)

River map.

(click to show/hide)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Zlisch_The_Butcher on October 13, 2012, 04:14:05 pm
Mind if I take the bridge between Kwynn and Sargoth?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 13, 2012, 05:15:46 pm
This map has names of various locations and rivers within Calradia, might help with some map naming
(click to show/hide)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarold on October 13, 2012, 07:08:34 pm
Im probably going to make an Oasis near Durquba. Then after that a mountian pass in the snowy area.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 13, 2012, 08:13:07 pm
Prezzar River Bridge (http://mountandblade.nexusmods.com/mods/3822)
In the heart of the Rhodok Highlands is the Prezzar River which splits Rhodok land in two. This bridge was build in the days of the Calradian Empire to connect the city of Jelkala to the trading network.
(click to show/hide)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 14, 2012, 06:09:12 pm
theleptonkid:
The river we can use, the canyon I'm not sure of, too much battle map I'd say.

Zlisch_The_Butcher:
Go ahead and take whichever you want, as long as no one has 'claimed' it.

Warcat:
I like the small desciption off the map, good RP (we briefly discussed the map on IRC). I added the Calradia Map to the OP (been looking for an English version, but it really doesn't matter).

Overall, good job guys, getting up some steam here : )
Title: Re: Community Map Project - Strategus Fixin'
Post by: DaveUKR on October 14, 2012, 07:19:10 pm
if you guys need any kind of help with broken collision meshes at some objects - feel free to message me, i'll fix.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 14, 2012, 07:24:14 pm
The only objects I know of that had that problem were the polished buildings, all of which have been taken out of cRPG. Though there may be a few objects that could be a bit more precise than what they have now.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Zlisch_The_Butcher on October 14, 2012, 07:25:59 pm
I'm pretty sure the MP_Fence doesn't have coallition, else it's just fucking up in my map for some reason.
Title: Re: Community Map Project - Strategus Fixin'
Post by: DaveUKR on October 14, 2012, 07:29:17 pm
I'm pretty sure the MP_Fence doesn't have coallition, else it's just fucking up in my map for some reason.

it doesn't, it's in the file called moeckpack, i'm not sure for what purposes it's made and don't want to touch before i know.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 14, 2012, 11:35:14 pm
Updated the download for the bridge over Prezzar River (http://mountandblade.nexusmods.com/mods/3822). Improved the look of the cliffs, added some barriers on them, and I put entry points in this time.
(click to show/hide)

Also, DaveUKR, if the Devs are good with it, you could modify the collision mesh of the portcullis so that arrows and other weapons can be shot through it. That would be a nice improvement.
Title: Re: Community Map Project - Strategus Fixin'
Post by: DaveUKR on October 14, 2012, 11:58:21 pm
Also, DaveUKR, if the Devs are good with it, you could modify the collision mesh of the portcullis so that arrows and other weapons can be shot through it. That would be a nice improvement.

It's already done a long time ago. Devs just cba to upload it :D
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 15, 2012, 08:03:56 pm
lazy equus africanus asinus :rolleyes: Anyway, I'm moving on to Haringoth Bridge.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 15, 2012, 08:47:15 pm
You're a machine Warcat.

Yeah still waiting for dat patch. As far as I know most of the stuff Dave made is added already.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 16, 2012, 12:42:48 am
Haringoth Bridge (http://mountandblade.nexusmods.com/mods/3822)
One of the oldest, and perhaps the most violent rivalry in the history of Calradia is that between the Swadians and the Rhodoks. For ages these people have fought over the Lyenn River which separates these two lands and much of this fighting has taken place at a small bridge near Haringoth Castle. Much blood has been spilled as war horses clash against spear walls, and at such an important location in Calradia, one can expect no shortage of conflict here in ages to come.
(click to show/hide)

Title: Re: Community Map Project - Strategus Fixin'
Post by: Peasant_Woman on October 16, 2012, 11:29:27 am
Looking good Warcat!  :)

I'll try and scene Ismirala bridge. Got a little free time finally.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Moncho on October 16, 2012, 11:36:20 am
A question about bridges and spawn points:
Are they done so that the attacker and defender are always in the same place, or so that whichever side you are on has a corresponding side in the map?
I think it would be cool to have two maps, so that one side is always the same one (say in the last one posted, the ruined castle is on Swadian land, then the party closer to that side of the river would use it). It would allow for more strategic play in these places, making a side naturally better to defend than the other.
Title: Re: Community Map Project - Strategus Fixin'
Post by: DaveUKR on October 16, 2012, 11:47:09 am
A question about bridges and spawn points:
Are they done so that the attacker and defender are always in the same place, or so that whichever side you are on has a corresponding side in the map?
I think it would be cool to have two maps, so that one side is always the same one (say in the last one posted, the ruined castle is on Swadian land, then the party closer to that side of the river would use it). It would allow for more strategic play in these places, making a side naturally better to defend than the other.

true that, it would be better. Also, very easy to implement, just swap spawn points.

PS. Morso (herkutatti) is a fat troll giving -1 to all my posts no matter what i post  :mrgreen:
visitors can't see pics , please register or login
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 16, 2012, 01:18:10 pm
As it works now, the scenes are meant to favour one side, the defenders. Switching sides on the spawns would negate this (and make no sense. As a defender you'd chose the better side regardless).
Title: Re: Community Map Project - Strategus Fixin'
Post by: Chagan_Arslan on October 19, 2012, 07:36:14 pm
Jacko would it be possible to have some hand made open field maps ? Like when your fighting on a plains or steppe it should be pretty much flat ground, when you are in forest you get proper forest map, when your in hills you fight on big hills or mountain. M&B map generator fucks them up a lot usually, and we cant even have open field desert map as its always some grassy mountain over there ;/

Title: Re: Community Map Project - Strategus Fixin'
Post by: Moncho on October 19, 2012, 08:10:16 pm
As it works now, the scenes are meant to favour one side, the defenders. Switching sides on the spawns would negate this (and make no sense. As a defender you'd chose the better side regardless).
While that is true, the better side might be on the other side of the river, in which case you would lose the bridge advantage if you take it, and would make it into a non-bridge battle.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 19, 2012, 11:16:31 pm
Jacko would it be possible to have some hand made open field maps ? Like when your fighting on a plains or steppe it should be pretty much flat ground, when you are in forest you get proper forest map, when your in hills you fight on big hills or mountain. M&B map generator fucks them up a lot usually, and we cant even have open field desert map as its always some grassy mountain over there ;/

Well, as it is now, proper terrain generating is planned, so "in the future", we'll have what you are suggesting with the help of less randomized terrains.. (black CMP magic!). I've been lobbying this for a good while myself, but sadly everyone's pretty busy at the moment (hell, even I am!).

You are however free to make an UBL (unique battle location) scene, but they will only be on one spot on the map. How these will work is yet to be decided. More info in the OP (see the spreadsheet under Practical).

While that is true, the better side might be on the other side of the river, in which case you would lose the bridge advantage if you take it, and would make it into a non-bridge battle.

Hmm? There is nothing stopping the defenders from just walking over to that side. Called active defense, I'm sure even Calradians used it. Attackers need to push defenders away, thus defenders choose the most favorable engagement. So whatever happens, the defender always has the [better] bridge advantage. Or am I missing something? Please elaborate.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Chagan_Arslan on October 20, 2012, 05:46:49 pm
yeah Jacko in the future ;] but wouldnt be a good temporary solution till they get it done ? if they can put unique battle scene in some places on map it should be easy enough to bind some open field maps to terrain at which battle takes place

and maps like this would be very quick to make
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 20, 2012, 06:06:10 pm
One map would be quick to make, still not a quick process to make all of them. Anyway, I'll be working on the Bridge by Curaw sometime this week.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 20, 2012, 07:36:25 pm
yeah Jacko in the future ;] but wouldnt be a good temporary solution till they get it done ? if they can put unique battle scene in some places on map it should be easy enough to bind some open field maps to terrain at which battle takes place

and maps like this would be very quick to make

I've already written about that in the spreadsheet Chagan (your solution was my initial thought as well), but I got told by the man to spend our time more wisely.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarlek on October 29, 2012, 10:19:32 pm
I've already written about that in the spreadsheet Chagan (your solution was my initial thought as well), but I got told by the man to spend our time more wisely.
What about this:
I could use the random terrain code to get as many randomly generated, yet not weird, maps you want. Doesn't need to edit anything. Wont take much time as all we would be doing is generating terrain, check that it's not fucked up, copy terrain board then start over again.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 29, 2012, 10:43:19 pm
What about this:
I could use the random terrain code to get as many randomly generated, yet not weird, maps you want. Doesn't need to edit anything. Wont take much time as all we would be doing is generating terrain, check that it's not fucked up, copy terrain board then start over again.

I'll see what I can do after the patch craze, but don't count on it.

(I accidentally hit modify with your post instead of replying, if you're wondering why the  Edit)
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarlek on October 30, 2012, 12:46:09 am
I'll see what I can do after the patch craze, but don't count on it.

(I accidentally hit modify with your post instead of replying, if you're wondering why the  Edit)
I could do it myself. Just tell me how many you need of each:

Mountainous with trees.
Mountainous without trees.
Mountainous with snow.
Mountainous with snow and trees.

Flattish plain with trees.
Flattish plain without trees.
Flattish snow-covered plain with trees.
Flattish snow covered plain without trees.

Flattish steppe with trees.
Flattish steppe without trees.

Desert maps flattish.
Desert maps hilly (sand dunes).

Hilly grass maps with trees.
Hilly grass maps without trees.
Hilly snow maps with trees
Hilly snow maps without trees.

Also: do you want rivers in any of them?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 30, 2012, 01:37:55 pm
"I will see what I can do", as in I will see if it's possible.

Otherwise there are instructions in the spreadsheet.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jarlek on October 30, 2012, 02:37:35 pm
Hehe, sorry man.

One thing that could mess it up:

If there's no manually placed entry points, are they all scattered by default? That would fuck my idea up, or at least make it more time consuming.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on October 30, 2012, 09:31:42 pm
Any strategus map made will have to have manually placed entry points.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on October 30, 2012, 09:52:29 pm
By the way Jacko, any word on if devs are planning about doing somthing about the odd cav spawns that are not near any flag?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on November 05, 2012, 05:03:16 pm
No, nothing that I know of (tho I'm a pretty crappy inside source all things considered, I usually notice stuff when you do).

Very roughly, we can assume that the first implementation of this will be after all the bridges are done, as a first stepping stone.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 05, 2012, 09:44:12 pm
Just south of Curaw is the main route into the city from most of Calradia. Not far east from Sargoth and the Nord controlled shores, Curaw is a very important river trading city for the Vaegirs, acting as a trade hub for supplies destined for Khudan and Reyvadin. Here at this bridge defenders of Curaw can make a first stand before needing to fall back to the walls of the city.
(click to show/hide)

I'll update it with the snowy bridge when it's included in the patch. But for now, here (http://mountandblade.nexusmods.com/mods/3822) it is.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Tears of Destiny on November 05, 2012, 09:51:33 pm
Can we demolish the bridge with a catapult?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 06, 2012, 01:29:08 am
I believe that is being considered, but not right now.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Tears of Destiny on November 06, 2012, 01:52:42 am
Bugger, I long for the days when three or so kittypults can level everything on the map.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 06, 2012, 02:21:51 am
Certainly was fun when that was the case. Lowering buildings like I'm wielding the hammer of God. But for playability purposes this is a better system, we just need to continue to get more destroyable props.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Bjarky on November 09, 2012, 10:47:22 am
The village of Saren in Strat has a retarded spawn for attackers.
Would be nice to have that moved to a more balanced position than below a big hill next to the village :wink:
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on November 09, 2012, 02:15:09 pm
Warcat, I was committing some maps and noticed you didn't add any scene entries with your uploads?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 09, 2012, 02:19:11 pm
The entry points are not there? Which ones. I may have forgotten that part?
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on November 09, 2012, 02:47:28 pm
The scenes.txt part, no terrain info, only .sco's.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 09, 2012, 04:31:26 pm
oh yeah, sorry bout that. I think these are all the right ones.

Curaw Bridge - 0x00000002400ec91e000589600000784400007c9300006007 : outer_terrain_snow
Khudan Bridge-0x0000000040000c910003e8fa0000538900003e9e00005301 : outer_terrain_snow
Prezzar Bridge- 0x000000003000050000049d2a0000018f0000602a00004b0a  : outer_terrain_plain
Haringoth Bridge-0x00000000b00257ce8006c1be00004ec400001f720000600e : outer_terrain_plain
Title: Re: Community Map Project - Strategus Fixin'
Post by: Jacko on November 10, 2012, 12:27:23 am
New poll added.

..Yes, I have no imagination.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Warcat on November 10, 2012, 06:12:51 am
Yeah, not the greatest poll question I've ever seen considering that right now the choices are 4 normal bridges and a fortress.
Title: Re: Community Map Project - Strategus Fixin'
Post by: Miracle on November 10, 2012, 09:08:25 pm
I do not see any written permission given by the bridge overlord, TurmoilTom.  This thread is now invalid.
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Andswaru on November 11, 2012, 02:28:57 pm
Gonna try and make the double bridge scene next to Kwynn village, just to the west of Sargoth.
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: BlindGuy on November 11, 2012, 02:34:03 pm
Bridges....they ended the vikings, so they MUST be OP
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Warcat on November 11, 2012, 07:44:39 pm
Gonna try and make the double bridge scene next to Kwynn village, just to the west of Sargoth.
Interesting point. They are very close to each other so are we going to make that one scene or two? If it is one scene then we only need 13 bridges, but I kind of think that even though they are fairly close, they are far enough away that they still should be separate scenes.
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Jacko on November 11, 2012, 08:02:12 pm
He got the go on making those 2 bridges to 1 scene. Lets see how it pans out. Could also be viable for the Yaragar bridges.

Small update on the Vayejeg bridge:
(click to show/hide)

It's coming along slowly, still lots to do. The crossing is one big ford.
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Warcat on November 11, 2012, 08:07:47 pm
Looks petty cool. Can't till for sure, could siege ladders be used to connect the gap at the bottom of the picture?
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Jacko on November 11, 2012, 08:13:37 pm
Nah, not unless they found some really really long ladders.
Title: Re: Community Map Project - Bridges, bridges and more bridges
Post by: Zlisch_The_Butcher on December 11, 2012, 03:23:28 pm
Gonna try and make the double bridge scene next to Kwynn village, just to the west of Sargoth.
I had originally claimed that bridge, was actually working on something along the lines of that, but I accidently overwrote the scenes.txt code for the scene, and I don't feel like starting over, so good luck.