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 45320 times)

0 Members and 1 Guest are viewing this topic.

Offline Peasant_Woman

  • Earl
  • ******
  • Renown: 438
  • Infamy: 37
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Unofficial Moderator
    • View Profile
  • Faction: Ninja, Ming, Companions, Cavemen
  • Game nicks: Peasant_Woman, Ninja_Ninja, Ming_Ninja, Companion_Ninja.
Re: Strategus City Improvement Project
« Reply #90 on: September 03, 2011, 07:44:38 am »
0
Sorry that it took as long as it did, but Uxkhal is done;
http://www.mbrepository.com/file.php?id=3200

(click to show/hide)
I've got nothing to do today, so I'll work on Town 14 - Halmar next.

EDIT: I just noticed upon starting on Halmar that some towns have invalid scene props in the prop overview that don't have a model or a texture, we can safely get rid of these to help performance a bit. Anything that lowers the prop count without affecting gameplay or making the map look too artificial.
« Last Edit: September 03, 2011, 07:52:14 am by Peasant_Woman »
Maybe you are not bad, but you are a boring person. Well, that's the end of the matter.
Guide to map making
My Maps

Offline Warcat

  • Earl
  • ******
  • Renown: 396
  • Infamy: 40
  • cRPG Player A Gentleman and a Scholar
  • Mappers Guild
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Warcat_ Village_Elder Merchant_of_Tulga Tavern_Keeper Guild_Master Ramun_The_Slave_Trader
Re: Strategus City Improvement Project
« Reply #91 on: September 03, 2011, 10:30:54 am »
0
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
In memory of Fallen_Warcat_, member of Fallen Brigade, ruler of Zagush
Tavern_Keeper #1 NA shielder
Strategus City Improvement Project

Offline Warcat

  • Earl
  • ******
  • Renown: 396
  • Infamy: 40
  • cRPG Player A Gentleman and a Scholar
  • Mappers Guild
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Warcat_ Village_Elder Merchant_of_Tulga Tavern_Keeper Guild_Master Ramun_The_Slave_Trader
Re: Strategus City Improvement Project
« Reply #92 on: September 06, 2011, 03:06:27 am »
0
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.
In memory of Fallen_Warcat_, member of Fallen Brigade, ruler of Zagush
Tavern_Keeper #1 NA shielder
Strategus City Improvement Project

Offline Jacko

  • Moderator
  • *****
  • Renown: 839
  • Infamy: 99
  • cRPG Player Sir White Knight
  • Mappers Guild
    • View Profile
  • Faction: Fffnanguard!
  • Game nicks: Jacko
Re: Strategus City Improvement Project
« Reply #93 on: September 06, 2011, 10:13:50 am »
0
Updated Suno and Tulga.
Monkeys!

Offline Peasant_Woman

  • Earl
  • ******
  • Renown: 438
  • Infamy: 37
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • Unofficial Moderator
    • View Profile
  • Faction: Ninja, Ming, Companions, Cavemen
  • Game nicks: Peasant_Woman, Ninja_Ninja, Ming_Ninja, Companion_Ninja.
Re: Strategus City Improvement Project
« Reply #94 on: September 06, 2011, 02:07:56 pm »
0
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?

The are no defender spawns on the lower wall, I honestly think anyone spawning there would be overwhelmed with the number of attackers hopping the wall almost instantly and any defenders spawning there later would be on a suicide mission.

Perhaps a small portcullis and winch sally door in the wall would be a good thing? Looking forward to seeing Halmar.

There are four gate houses in Uxkhal, two in the outer wall which will be opened fairly quickly I imagine, and two on the inner wall - these are lined up directly behind the ones in the outer wall and I expect these to be much more defensible. This allows defenders to 'sally out' if they wish.

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.

Maybe a good Idea to quote chadz from another scene thread into the OP then?

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.
« Last Edit: September 06, 2011, 02:12:32 pm by Peasant_Woman »
Maybe you are not bad, but you are a boring person. Well, that's the end of the matter.
Guide to map making
My Maps

Offline Jacko

  • Moderator
  • *****
  • Renown: 839
  • Infamy: 99
  • cRPG Player Sir White Knight
  • Mappers Guild
    • View Profile
  • Faction: Fffnanguard!
  • Game nicks: Jacko
Re: Strategus City Improvement Project
« Reply #95 on: September 19, 2011, 02:35:38 pm »
0
Khudan:

A bit smaller, more of a regular town. One main gatehouse and a second on on the side (for access to the inner keep), no "outer access" to town.
The outer barriers are more to the sides then shown in the picture. Some polished buildings were used, but they are only used as prop buildings at the sides (due to collisions being wonky).

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

http://www.mbrepository.com/file.php?id=3243
Monkeys!

Offline Warcat

  • Earl
  • ******
  • Renown: 396
  • Infamy: 40
  • cRPG Player A Gentleman and a Scholar
  • Mappers Guild
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Warcat_ Village_Elder Merchant_of_Tulga Tavern_Keeper Guild_Master Ramun_The_Slave_Trader
Re: Strategus City Improvement Project
« Reply #96 on: September 19, 2011, 02:42:51 pm »
0
Looks good, added to OP
In memory of Fallen_Warcat_, member of Fallen Brigade, ruler of Zagush
Tavern_Keeper #1 NA shielder
Strategus City Improvement Project

Offline Jacko

  • Moderator
  • *****
  • Renown: 839
  • Infamy: 99
  • cRPG Player Sir White Knight
  • Mappers Guild
    • View Profile
  • Faction: Fffnanguard!
  • Game nicks: Jacko
Re: Strategus City Improvement Project
« Reply #97 on: September 19, 2011, 02:45:18 pm »
0
Next up Reyvadin. Narra! (Reyvadin on hold, Narra is more fun at the moment)

Also, remade Suno somewhat, with performance in mind. Removed most of the props, lots of grass (where you can't see it anyway) and other various similar tweaks: http://www.mbrepository.com/file.php?id=3244
« Last Edit: September 25, 2011, 12:37:14 am by Jacko »
Monkeys!

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: Strategus City Improvement Project
« Reply #98 on: September 30, 2011, 01:12:20 am »
0
Would Warcat edit the first post to get the complete list of towns.

town_1 Sargoth
town_2 Tihr
town_3 Veluca
town_4 Suno
town_5 Jelkala
town_6 Praven
town_7 Uxkhal
town_8 Reyvadin
town_9 Khudan
town_10 Tulga
town_11 Curaw
town_12 Wercheg
town_13 Rivacheg
town_14 Halmar
town_15 Yalen
town_16 Dhirim
town_17 Ichamur
town_18 Narra
town_19 Shariz
town_20 Durquba
town_21 Ahmerrad
town_22 Bariyye

Offline Warcat

  • Earl
  • ******
  • Renown: 396
  • Infamy: 40
  • cRPG Player A Gentleman and a Scholar
  • Mappers Guild
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Warcat_ Village_Elder Merchant_of_Tulga Tavern_Keeper Guild_Master Ramun_The_Slave_Trader
Re: Strategus City Improvement Project
« Reply #99 on: September 30, 2011, 03:36:33 pm »
0
Done
In memory of Fallen_Warcat_, member of Fallen Brigade, ruler of Zagush
Tavern_Keeper #1 NA shielder
Strategus City Improvement Project

Offline Mustikki

  • Moderator
  • *****
  • Renown: 272
  • Infamy: 28
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Mercenaries
Re: Strategus City Improvement Project
« Reply #100 on: September 30, 2011, 11:25:23 pm »
0
I will start working with Yalen and i wanna make Veluca after it. :D

Offline Ozin

  • Duke
  • *******
  • Renown: 584
  • Infamy: 12
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Nordmen
  • IRC nick: Ozin
Re: Strategus City Improvement Project
« Reply #101 on: September 30, 2011, 11:41:59 pm »
0
I'll have a go at Tihr!

Offline Warcat

  • Earl
  • ******
  • Renown: 396
  • Infamy: 40
  • cRPG Player A Gentleman and a Scholar
  • Mappers Guild
    • View Profile
  • Faction: Fallen Brigade
  • Game nicks: Fallen_Warcat_ Village_Elder Merchant_of_Tulga Tavern_Keeper Guild_Master Ramun_The_Slave_Trader
Re: Strategus City Improvement Project
« Reply #102 on: October 01, 2011, 02:28:28 am »
0
Updated, was beginning to think no one else was going to volunteer to make any.
In memory of Fallen_Warcat_, member of Fallen Brigade, ruler of Zagush
Tavern_Keeper #1 NA shielder
Strategus City Improvement Project

Offline Jacko

  • Moderator
  • *****
  • Renown: 839
  • Infamy: 99
  • cRPG Player Sir White Knight
  • Mappers Guild
    • View Profile
  • Faction: Fffnanguard!
  • Game nicks: Jacko
Re: Strategus City Improvement Project
« Reply #103 on: October 01, 2011, 12:24:37 pm »
0
Nice! Finally, the end of the tunnel.

Also, I'm working on Narra, not Reyvadin (switched).
Monkeys!

Offline Ozin

  • Duke
  • *******
  • Renown: 584
  • Infamy: 12
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Nordmen
  • IRC nick: Ozin
Re: Strategus City Improvement Project
« Reply #104 on: October 01, 2011, 01:33:39 pm »
0
I think I'm done with Tihr. Here are some screens:

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login

visitors can't see pics , please register or login


Lots of spawnpoints at the middle of the map, and quite a lot on the walls. Removed the ramp leading up to the wall. Almost all roofs are closed off, except the 5 front towers on the wall, and the tower in the middle of the town.

Download: http://www.mbrepository.com/file.php?id=3279
« Last Edit: October 01, 2011, 01:43:18 pm by Ozin »