Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

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Game (maps & mods): Medieval Warfare
Mod and/or Map? (maps & mods): Map
Map game modes (maps & mods): Team Objective
File Size
Posted
Updated
44.715 MB
Apr 1, 2015 @ 7:02pm
Apr 17, 2015 @ 7:31pm
10 Change Notes ( view )

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GateCrasher

In 1 collection by Phisi
κƶ | Custom Maps
24 items
Description
NOTE: This map is a work in progress. The map is ready for playtesting. I would recommend it being moderated though as there are probably still exploits

Prerelease of a TO map I'm working On

To Be Tested:
- Objective Layouts (All)
- Objective Time for Completion (All)
- Objective difficulty (All)

To Do List:
- Collision Pass on Festival, Town, Fort (Detail collision when the detail pass is complete)
- Detail Pass on Festival, Town, Fort (inside of houses, windows on buildings, inside of keep, Courtyard garden)
- Bot Support
- First Attackers spawn for kill the king on ships (until ships land at the docks)
- Woods Undegrowth improvements (Static mesh ferns for better lighting, Re-add lilypads)
- Improve Cart sounds (currently loops the first second or so)
- Detail for landing site and Cave (cave currently has agatha shields, Supplies ramp instead on plank one)
- Spawn initial peasants on the stands
- Spawn initial peasants during the cat objective ( Since agatha spawn in the festival grounds)
- Dunny Kismet and sounds
- Water materials (create a cubemap for the river and lake, Currently uses Moor's)
- Optimisation (Currently relying on precomputed visibilty)

Revising Board the ships Objective:
So I am going to give this its own heading given I currently think that this is the major thing that needs doing. My Current thoughts on it are that the playspace is too large, The players have just come off playing two already large objectives and a smaller one may be more fun before they go to more medium sized one with the Kill the King. Kill the king is a bit harder to Make smaller given the run distances are important for balance. The other thing with this objective is that it may be biased against small player counts. Since each ship requires 4 players to board, that could be 2 pushes per ship with low player counts. However with a large player count, it's only one push per ship and these could be done at the same time meaning a successful push could easily get 2 boats on a 32 player server. Increasing the Required to board number to balance high player counts would have a much larger effect on small player counts.
Obviously, I may be wrong about this so I'll need the input of testers.

Proposed revision:
- Shrink the playerspace (move the docks closer to the barn spawn)
- Shrink the open space (Remove manor house and courtyard, add buildings to make narrower streets)
- Add flanks/Alternate routes through buildings (I have another WIP map that has a lot of enterable buildings I can steal from)
- Increase verticality (currently most objectives are pretty flat, add some platforms, walkways, second stories)
- Change the Goal to lowering the gangplanks (Should make it about 1 successful push per ship this way)
- Increase Gangplank lower time? This would be the result of balance testing



=================

Maps included:
AOCTO-GateCrasher_P.udk
< >
12 Comments
Stefinger (SVK) Jun 23, 2019 @ 8:54am 
Phisi if you can accept my friend request i would like to ask about your map we have it on a big server with 64 players and it has some issues i would like to ask about a solution maybe you will know how to fix some issues.
Stefinger (SVK) Mar 12, 2018 @ 3:16am 
Iam runnig this map on my server people really like level design it loooks great only problem is Objective with Catapult takes ages and the one with boarding on ships has a spawn place so far away from the objective if that would be fixed map would be great.It only requires small changes.
κƶ | PhisiIf you reading this please message me on steam i would like to ask you a few things about this beautiful map.
Stefinger (SVK) Feb 18, 2018 @ 4:54am 
Good map tested it and added to my server SK/CZ SERVER FOR ALL GAMERS.All objectives are working properly
Habib Nov 17, 2016 @ 3:35pm 
DummyCastle crashes server
•҉Baron voŋ Moorland May 1, 2016 @ 2:52pm 
Tis a great map still. He claims it's not complete but it's good enough. Some minor bugs here n there. Walk through some buildings, King can get himself stick pretty good. Etc.
but every time we play this map on a full server players are demanding it gets completed.

I'm here on behalf of them. ;)
:rflower:
Rosy Muscovy Apr 26, 2016 @ 7:38pm 
Great map. :ss13ok:
Phisi  [author] Aug 3, 2015 @ 7:07pm 
I can't push an update until I get the revised layout for the third objective done but I work on that today. Most of my time for mapping recently has been spent on doing another set of classic duel maps but those are all comeplete now. I'll probably aim to spend all august working on this and maybe chasm if I need a break. Around the middle of september I'll need to start working on my halloween map if I hope to finish it in time this year. But yeh, lets see how far I can get in a month
|ĶiĻă| Re†sŋøm Aug 1, 2015 @ 3:56pm 
Are you going to fix the 1st OBJ cart stuttering? Please I would love to host this full time
|ĶiĻă| Re†sŋøm Jun 14, 2015 @ 11:17am 
Maybe you can compare the scripting between the cart and the battering ram. If nothing else, ask the devs, they may know why the forward progress is not smooth. Is there nodes in the path maybe? Going off of old HL2 engine paths. I have yet to fully work in UDK as of yet. Just toyed with it a little.
Phisi  [author] Jun 13, 2015 @ 8:39pm 
Yeh I know about that, it seems doesn't seem to happen for me so I'm at a bit of a loss as to how to fix it. Hopefully it resolves itself when I cook the maps again.

The Story is that there is a cowardly lord who spends all his time on his unassailable island castle. However there is one time of the year when the Cowardly Lord Foreson (geddit, [FOR] Reason, hehehheh) and the garrison leave the fort and that is during the annual festival. A Mason raiding party decide to make the most of this opportunity to kill him. In part to weaken control of the area, and in part because he would always charge high tolls on their ships during peacetime, old grudges die hard.

However, during the attack the cowardly Lord flees to the island, leaving his guard behind. The Masons raiding party then re-board their ships to follow him to the fort for his last stand.