Total War: ATTILA

Total War: ATTILA

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Medieval Kingdoms 1212AD - Western Multiplayer Map Pack
   
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Tags: mod, Maps
File Size
Posted
Updated
698.427 MB
Mar 21, 2022 @ 3:21pm
Nov 11, 2022 @ 10:31am
2 Change Notes ( view )

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Medieval Kingdoms 1212AD - Western Multiplayer Map Pack

Description
Updates:
Siege tower bug has been fixed.
The maps locations have been changed from Edinburgh and Groningen to Bern and Regio.

Note: Due to time and manpower limitations, the small-sized variants of the maps are unlikely to be released. Resources will instead be concentrated on the roll-out of campaign maps.



Description:
A long time coming, 1212 is finally receiving some medieval maps. While there's a grander plan in place to create maps for multiple faction groups with unique architecture in each, for now we're starting with four generically-themed Western settlements.

A new "large" variant of the vanilla maps has been created, that are more fortified or larger (or both) presenting a new challenge for attackers and defenders alike (mainly attackers..). Large is the only settlement size available, but a new promising intern has already started working on smaller variants. Provided all goes well, you may see an update adding these in the future too.

The following vanilla settlements have been replaced with the new custom ones:
  • Bern
  • London
  • Regio
  • Montpellier

Instructions:
These settlements are for custom and multiplayer battle only.
Be sure to disable this mod when playing campaign.
  1. Place the mod at the top of your mod load order.
  2. In your custom/multiplayer lobby, select one of the above 4 settlements (e.g. Bern) and set the size to large.
Do not select the settlements by their custom names (e.g. mk_wc_a_bf) in the drop-down menu; this will load a non-imported version of the map which will not function correctly.

Credits:
  • GearHawk
    Settlement Direction and Planning
    Settlement Creation
    Prefab Creation
    Battle Logic
  • -Ghost-
    Building Model Creation and Texturing
    Settlement Integration
  • Azrien Fox
    Battle Logic
  • You_Guess_Who
    Building Model Texturing
  • Fjodor
    Building Model Texturing
  • FuzFuzFuz
    Building Model Texturing

Thank you to Ancient Empire's Causeless for the use of his map tool, which has allowed us to re-import edited vanilla maps into Attila.
A huge shout-out to Ancient Empire's UMCenturion and Anno Domini's Rob's pet, for all their collaboration with us in figuring out the many mysteries and problems that surround Attila settlement creation.

FAQ:
  • Why did you stop at four settlements?
    It was only myself (GearHawk) working towards settlements for a long time, and only last year we reached a point where we had assets to use in creating medieval-looking settlements. With the help of some team members retexturing vanilla assets, I was able to jerry-rig a bunch of vanilla buildings into ones that looked medieval (given we still had no custom models at the time). This is what you're seeing in the settlements currently with this map pack.
    However, with the addition of -Ghost- to the team, we now have a steady income of new custom building models/assets to use in settlement creation, which greatly put the old ones to shame. So now that settlement creation is in full-swing again, we want to start making use of the newer models, hence why just three more settlements were created so there was something to play with while we moved on to more ambitious plans.

  • Are these the new custom building models/assets?
    No, as said above, we now have a lot of custom models/assets we want to start utlising, so we'll be revisiting these settlements and more with them going forward.

  • There's some weird design choices, what gives?
    If something seems off, it's likely a deliberate design choice resulting from some issue in TEd (Attila's settlement tool). Like the side of one particular map where I had to remove the walls and replace with something else as they just wouldn't work..

  • I've found a bug, what should I do?
    Report it on our Discord.

  • The streets are so narrow!
    This is a deliberate design choice to make them appear more medieval than the large open vanilla roads, but pending further testing, you can expect to see them changed in future settlements should it cause balance issues. There are already alternate designs in place.
    It's worth also mentioning, we're editing existing vanilla settlements, so we're limited in the space we have to work in.

  • Where's all the effects like smoke or torches, lights etc. at night?
    In the interest of time these weren't added. Expect to see them in future though.

  • Can these maps be used in campaign?
    No, they're for multiplayer only. Be sure to disable the map pack when playing campaign.

  • Will we see custom maps in campaign in the future?
    Absolutely, that has always been the main plan. But it's a big task; each tile on the campaign map essentially has three settlements (small, medium and large), and several variations of each of those based on what culture owns it. So one little city on the campaign map could require eighteen settlement maps to be created for it...

  • The map pack keeps crashing Attila
    This COULD be happening because of the map pack, and if so, disabling and re-enabling should fix it. If that doesn't work, it's potentially something else causing the crash.

  • The walls/towers have the wrong texture on the Sassanid maps
    One of the re-texture files is overwriting them. We're well aware, but it's a time-consuming fix. It won't impact the game so either play with it or simply disable the mod when playing on Sassanid settlements.

  • These cities look nothing like their real-life counterparts!??
    They're not meant to; these are just re-designed vanilla maps we used the above 4 locations as place-holders for. The mod's end goal will be to have a historical custom map for each individual location, but that is a very long way off..
31 Comments
TAW | Scorpion.TJ Jan 18 @ 2:16am 
so when you say to put the mod on top order, that means down the main 1212 ad packs or what
Sheldor Nov 17, 2024 @ 4:50pm 
update now:steamsad:
Sculptor Dec 13, 2023 @ 3:59pm 
Hi @GearHawk. I have a small question you might know the answer. Do you know if the ambient assets that surround a siege could also be included in the dynamicaly generated battle maps too? I've not map-modded since my ETW/NTW days, but am wondering what Attila files govern the map gen. Everywhere outside of sieges looks like untamed wilderness.
MİT Jul 26, 2023 @ 3:17pm 
hi mate firstly it looks very good. Can u mix that maps with campaign ?
Cromwell Mar 26, 2023 @ 9:44am 
Hey there mate great job on the mod. Cant wait to see this implemented on the campaign
GearHawk  [author] Jan 31, 2023 @ 11:46am 
@GeneticCrane: Appreciate the compliments.Unfortunately no, these are edited vanilla maps which were set up a bit weird by CA; so without applying them to a campaign tile, the water plane isn't adjusted so the map appears flooded.
GeneticCrane Jan 31, 2023 @ 7:34am 
Thanks in advance for the response and keep up the great work!
GeneticCrane Jan 31, 2023 @ 7:33am 
Hey @GearHawk, the maps are beautiful and well done, I just have one question: Can it somehow be fixed that you can select the settlements by their custom names (e.g. mk_wc_a_bf) in the drop-down menu? Because I would like to combine this mod with Dawnless Days.
GearHawk  [author] Jan 21, 2023 @ 10:13am 
@churchill: Read the instructions, you're selecting the custom names instead of their locations on the map.

Also, "four of the five"?? There's only four maps, lol.
churchill Jan 21, 2023 @ 9:07am 
four of the five maps are filled with water