Poll

Which city do you want to live in?

Sargoth
17 (13.4%)
Tihr
7 (5.5%)
Veluca
9 (7.1%)
Suno
4 (3.1%)
Jelkala
6 (4.7%)
Praven
15 (11.8%)
Uxkhal
3 (2.4%)
Reyvadin
11 (8.7%)
Khudan
4 (3.1%)
Tulga
1 (0.8%)
Curaw
7 (5.5%)
Wercheg
1 (0.8%)
Rivacheg
2 (1.6%)
Halmar
2 (1.6%)
Yalen
5 (3.9%)
Dhirim
13 (10.2%)
Ichamur
2 (1.6%)
Narra
11 (8.7%)
Shariz
4 (3.1%)
Durquba
1 (0.8%)
Ahmerrad
1 (0.8%)
Bariyye
1 (0.8%)

Total Members Voted: 126

Author Topic: Strategus City Improvement Project  (Read 41840 times)

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Offline Jacko

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Re: Strategus City Improvement Project
« Reply #135 on: November 04, 2011, 11:20:35 am »
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Planks and all those smaller props works. Rest of the stuff will removed at some point.

Hosting is just like in native: Host a multiplayer map (with edit on), press ctrl-e and edit away in real time. But, that option is removed from cRPG.. So unless you have the right props in another module (install polished buildings on a clean native) you'll need a modified cRPG to be able to host.
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Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #136 on: November 04, 2011, 05:53:08 pm »
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great, thanks guys i figured things out
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

Offline Jarlek

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Re: Strategus City Improvement Project
« Reply #137 on: November 04, 2011, 06:55:53 pm »
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great, thanks guys i figured things out
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
Nice! 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.
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Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #138 on: November 05, 2011, 04:53:05 pm »
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map done, will surely need some tweaks
it was easy to check it hosting by just replacing one of the siege maps in a new native folder and editing the relative scenes.txt line; the non-recognized props just appeared as unidentified object (now i know what's that scene prop for :D); only needed to replace the big question marks with those new props, after adjusting doors, but there were just a few.

http://www.mbrepository.com/file.php?id=3363

i made a screen with rough defender spawn points placement for critic
i added entry point 64 behind last gate because i read in this thread that it should spawn construction material storage for defenders, not sure i did right

and some random screens
« Last Edit: November 05, 2011, 05:02:35 pm by Aelfwine »

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #139 on: November 07, 2011, 09:03:56 pm »
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any comment on the map? how are the spawn points placed? any tweak to do?
if the map is alright i'd start with another if it's ok, although i'm a bit in a creativity crisis at the moment -not many new ideas for sieges.

Offline Jacko

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Re: Strategus City Improvement Project
« Reply #140 on: November 07, 2011, 11:08:59 pm »
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I don't even have warband installed on my computer right now (so I can't look at it ingame), but from the pictures it looks good. I'm sure Warcat will add it to the list ones he's back from whatever he's doing. Go ahead and start with another map. Most of the mappers (me included) seem to be laying low at the moment, playing other games or occupied with RL stuff. You caught us at a bad time : )
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Offline Warcat

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Re: Strategus City Improvement Project
« Reply #141 on: November 08, 2011, 09:00:16 am »
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Looks quite good, I'm sure someone will be looking forward to taking this ocean-front property. I updated the OP, start on another map whenever you feel like it (Only 4 left unclaimed).
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Strategus City Improvement Project

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #142 on: November 08, 2011, 12:53:18 pm »
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lol, my usual main skill, the lack of timing :)
Ok, i'll start with Durquba then, it looks interesting.

Offline Mustikki

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Re: Strategus City Improvement Project
« Reply #143 on: November 08, 2011, 09:30:57 pm »
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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.

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #144 on: November 09, 2011, 11:29:46 am »
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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.

Wow, thanks for sharing the info, i'll include durquba town center in the siege, it's really nice (and it will speed up the work), i would have never thought to check that : )

Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #145 on: November 23, 2011, 06:56:47 pm »
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well i'm taking it easy, had too few ideas, was ill for a few days, so Durquba is still work in progress : )

also i updated Wercheg, it needed some props and ground paint for the background part that could be seen from rooftops
http://www.mbrepository.com/file.php?id=3363

Offline Warcat

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Re: Strategus City Improvement Project
« Reply #146 on: November 23, 2011, 08:37:46 pm »
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Looks good so far, as I know you've noticed, you're not the only one taking it easy (at least in map creation). But nonetheless we've all already made good progress. Better to take your time with a good map than make a rushed map that everyone hates playing.
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Strategus City Improvement Project

Offline Whalen207

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Re: Strategus City Improvement Project
« Reply #147 on: December 13, 2011, 02:08:09 am »
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Well I'm back after about a year of hiatus and a brief, expensive foray in 3D modeling.
I want to make some maps, of course. Mind if I polish up Curaw?
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Offline Warcat

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Re: Strategus City Improvement Project
« Reply #148 on: December 13, 2011, 06:11:35 am »
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go ahead, its all yours
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Offline Aelfwine

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Re: Strategus City Improvement Project
« Reply #149 on: December 18, 2011, 11:24:04 pm »
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ok, durquba done; it took some time to think to the possible attack strategies, roofs were a bit of a problem.
truly it's better to take time making as good as possible a map; it's just when i'm inspired i just want to see how it will look when finished :oops:

http://www.mbrepository.com/file.php?id=3424