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[Chivalry] AOCTO_Paramount

  • Sjonsson
  • June 11, 2014 at 9:32 PM
  • Sjonsson
    • June 11, 2014 at 9:32 PM
    • #1

    Heya everyone!

    Finally I have enough flesh on the bones to make a post about my entry map for the Chivalry: Medieval Warfare going on, I'm not sure I will make it to the deadline but I will finish it up anyway. Needless to say, the art is faaaaar from anything representative.

    Currently the maps has three objectives:
    1. Bring the ramps to the stables to get leverage and siege the castle walls.

    2. Destroy the gate mechanics to open the gates. (Like cutting down counterweights or so.)
    3. Kill the king!

    From the start I wanted more objectives but due to lack of time I cut it down to these three.

    Here are some pics of the map!


    OVERVIEW[Blocked Image: http://i.imgur.com/8D4fSEx.jpg]


    TOP DOWN
    [Blocked Image: http://i.imgur.com/RihyHX9.jpg]


    CASTLE ENTRANCE
    [Blocked Image: http://i.imgur.com/mOV9F6A.jpg]


    CASTLE ENTRANCE HALL (Second Floor)
    On the left hand side of the picture there is an entrance from outside the walls. The room in the middle of the picture leads to a room with ladders from which the Agatha team will descend in the Kill the King objective. The balcony facing the throne room will be a good spot for archers once the king is to be slain.
    [Blocked Image: http://i.imgur.com/qbFRftx.jpg]


    SOUTH CASTLE GARDEN (Agatha Spawn #1)
    [Blocked Image: http://i.imgur.com/UIRpvDo.jpg]


    NORTH CASTLE GARDEN (Agatha Spawn #2)

    [Blocked Image: http://i.imgur.com/k1uqnHe.jpg]


    THRONE ROOM

    The water that can be seen in this room will kill players who fall down in them, this encourages the players to shove down eachother. This room will also be overhauled to fill the floor with more obstacles to avoid the open space in the middle.
    [Blocked Image: http://i.imgur.com/uRD9DQ9.jpg]


    More screenshots and stuff are coming soon, just need to make it playable first and get some testing going!

    Feel free to make any comment you like, I will happily listen!

    Cheers!

  • LATTEH
    • June 11, 2014 at 9:43 PM
    • #2

    Awesome! Im gonna keep watching this. (no pressure)

  • Sjonsson
    • June 12, 2014 at 12:18 PM
    • #3

    Glad you like it! I could use some extra pressure ;D

  • Sjonsson
    • June 17, 2014 at 4:41 PM
    • #4

    Currently I am very close to wrapping up all the needed objectives to actually play the map. My goal is to haste it out on the steam workshop and get testing and iteration going as soon as possible, about two weeks left only. I think I will make it!


    OVERVIEW

    [Blocked Image: http://i.imgur.com/EApEieV.jpg]

    TOPDOWN
    - Added a new path (yellow), added new entrance to the castle on the second floor in order to remove chokepoint pressure on the first entrance (second floor).
    - Added the Drawbridge at the main entrance of the Castle.

    [Blocked Image: http://i.imgur.com/OszMrJn.jpg]


    Castle and Graveyard Entrance

    [Blocked Image: http://i.imgur.com/Z6htaNF.jpg]


    CASTLE ENTRANCE HALL (Second Floor)

    [Blocked Image: http://i.imgur.com/0gY6Bn2.jpg]


    Throne Room
    - Added a secondary platform to make the throne room more interesting.


    [Blocked Image: http://i.imgur.com/dmSnj6O.jpg]

  • Sjonsson
    • June 25, 2014 at 11:06 AM
    • #5

    It seems like my map will not be eligable for the contest because bots won't work with my map. Why? Because bots can't drop from height or jump unless the obstacles are really low and I don't think I can get around this with my map.

    Dammit!

  • LATTEH
    • June 25, 2014 at 2:35 PM
    • #6
    Quote from Sjonsson

    It seems like my map will not be eligable for the contest because bots won't work with my map. Why? Because bots can't drop from height or jump unless the obstacles are really low and I don't think I can get around this with my map.

    Dammit!

    Did you try just using pathnodes instead of pylons in that area? because i know Tornbanner had a drop height (players height) for a spawn in hillside and battlegrounds.

  • Sjonsson
    • June 25, 2014 at 5:42 PM
    • #7

    Hmm, I did try that but maybe I got it wrong somehow. All they did was going to the ledge and shuffle around.

  • Sjonsson
    • June 27, 2014 at 1:55 PM
    • #8

    Did some work on the interior!

    [Blocked Image: http://i.imgur.com/ubVwcyX.jpg]


    [Blocked Image: http://i.imgur.com/lUiuc84.jpg]

  • Vilham
    • June 27, 2014 at 2:07 PM
    • #9

    For Agatha!!!!!

  • LATTEH
    • June 27, 2014 at 3:29 PM
    • #10

    Awesome! This is shaping up!

  • Sjonsson
    • June 30, 2014 at 11:43 AM
    • #11

    Here is the version of the map I handed in on the deadline, I will continue and work on it when/if I get some feedback rolling. I wouldn't stretch as long to say its a final version, still a lot of things I want to do but then again, that's one of the problems I have, never being content with my stuff. Therefore, I'm really happy I handed it in!

    Steam link: http://steamcommunity.com/sharedfiles/fi…s/?id=276444730

    I hope you like it!

    [Blocked Image: http://i.imgur.com/xxMCh2z.jpg]


    [Blocked Image: http://i.imgur.com/G4ug4j8.jpg]


    [Blocked Image: http://i.imgur.com/mi4zgA2.jpg]


    [Blocked Image: http://i.imgur.com/wzeQkvB.jpg]

    [Blocked Image: http://i.imgur.com/oZrb0sS.jpg]


    [Blocked Image: http://i.imgur.com/AOIGdpu.jpg]


    [Blocked Image: http://i.imgur.com/skASPuQ.jpg]


    [Blocked Image: http://i.imgur.com/aefqoET.jpg]


    [Blocked Image: http://i.imgur.com/YcsK8wr.jpg]

  • LATTEH
    • June 30, 2014 at 3:18 PM
    • #12

    Looks awesome! Good Luck!

  • Sjonsson
    • June 30, 2014 at 3:19 PM
    • #13

    Thanks! You too mate, see you on the finishline, aye?

  • Sjonsson
    • July 6, 2014 at 11:16 PM
    • #14

    My map made it to the Chivalry's Steam frontpage!

    Wohoo!

    [Blocked Image: http://i.imgur.com/MwYPUgh.jpg]

    Also I did some changes:
    - Added various sounds to the map.

    - Added a second entrance to the drawbridge room since it favored the Agatha team too much.

    [Blocked Image: http://i.imgur.com/5UO1mTL.jpg]

    [Blocked Image: http://i.imgur.com/9UDOF5o.jpg]

  • Sjonsson
    • December 16, 2014 at 9:29 PM
    • #15

    The development for this map along with the thread have been dead for quite a long time.

    Some five days ago this happend:

    [Blocked Image: http://i.imgur.com/07mgc5J.jpg]


    And now I have decided to wrap it up and make it playable! Stay tuned!

  • Sjonsson
    • December 19, 2014 at 12:55 AM
    • #16

    Decided to split up the two cart tracks and have two different spawns for attacking team. You can always take a long route and go to the other cart but often times it's smart to pick the closest one. Therefore I have added a whole other area on the left side of the map.


    OLD LAYOUT
    [Blocked Image: http://i.imgur.com/NAVXmnB.jpg]


    NEW ZONE LAYOUT

    [Blocked Image: http://i.imgur.com/n11ajqw.jpg]


    [Blocked Image: http://i.imgur.com/s6MIqTW.jpg]


    [Blocked Image: http://i.imgur.com/jCHYh0P.jpg]


    [Blocked Image: http://i.imgur.com/j4xLt8p.jpg]

  • Sjonsson
    • December 23, 2014 at 4:28 PM
    • #17

    Did some more changes today:

    [Blocked Image: http://i.imgur.com/xgDr8f8.jpg]


    Change A
    Sealed off the left push cart area with a construction site that can be traversed from the right but not the other way around.

    [Blocked Image: http://i.imgur.com/SJa7lYY.jpg]


    Change B
    Added a shortcut from the right side to the castle entrance area where players also can traverse to the construction site in order to get to the left side.


    [Blocked Image: http://i.imgur.com/JSXE6cr.jpg]


    Change C
    Sealed off the entrance from the castle entrance area to the square. There is anow an additional building and a wrecked cart blockade there which can be used as a short-cut for the more agile player to traverse into the square area but not from the other way around.

    [Blocked Image: http://i.imgur.com/iMxqEaH.jpg]


    Change D
    Sealed off the secondary path from one of the attack teams spawn. This will ensure that the team attacking on the right front will not be able to reinforce the left front too quickly.

    [Blocked Image: http://i.imgur.com/rlbLbMW.jpg]

  • Sjonsson
    • December 6, 2015 at 9:07 PM
    • #18

    Another update!

    After some 4-5 hours of playtesting some 3-4 weeks ago I decided to remake the entire layout for the building construction site giving more natural paths for the player to take on. I still think it's a little bit problematic due to the fact that there's a dead end where the ramp cart stops before it gets there, but here it is:

    Old Construction Site Layout
    [Blocked Image: http://i.imgur.com/MWka6eE.jpg]

    New Construction Site Layout

    [Blocked Image: http://i.imgur.com/6By4NvC.jpg]

    New Construction Site Overhead

    [Blocked Image: http://i.imgur.com/e5GclG4.jpg]

    New Ramp Cart Area Layout

    [Blocked Image: http://i.imgur.com/bsvWYgE.jpg]

    Added new room in conjunction to the drawbridge room.[Blocked Image: http://i.imgur.com/4l1Km5i.jpg]

    New room in conjunction to the drawbridge room (opposite angle)

    [Blocked Image: http://i.imgur.com/rOebFgE.jpg]

    Entrance to drawbridge rooms.

    [Blocked Image: http://i.imgur.com/fHRDzmu.jpg]

    Old Post-process Outside

    [Blocked Image: http://i.imgur.com/opaxBOD.jpg]

    New Post-process Outside

    [Blocked Image: http://i.imgur.com/CO2nsTV.jpg]

    Old Post-process Inside

    [Blocked Image: http://i.imgur.com/0F2r7hh.jpg]

    New Post-process Inside

    [Blocked Image: http://i.imgur.com/j5IFsTK.jpg]


    Added new Mason progression spawn next to the church.

    [Blocked Image: http://i.imgur.com/Q0eErks.jpg]

    Added new Mason progression spawn at the seaside.

    [Blocked Image: http://i.imgur.com/iJ21fxB.jpg]

  • will2k
    • December 7, 2015 at 12:00 PM
    • #19

    Very nice change.

    The warmer post processing looks more lively for sure :)

    Keep it up

  • Sjonsson
    • December 7, 2015 at 9:39 PM
    • #20
    Quote from will2k

    Very nice change.

    The warmer post processing looks more lively for sure :)

    Keep it up

    Thanks! :D

    Spent a lot of time tweaking outside, I'm not sure about the inside yet, whether it's too hot and reddish/orangish, but I feel it's important that there's an atmospheric change when you enter the castle. Will see if anyone mentions it, else I'll stick to it.

    I'll do my best! :) Really starting to feel the length of this project but I'm starting to see the end of it I think. It's not like I'm bored with it, I just feel that it has taken so long time and I really need to wrap it up. My biggest problem long back have been not finishing my hobby projects and I've decided that I had enough of it - from now on I'm gonna finish every project, unless I realise they're extremly bad on a fundamental level.

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