Across the River (Splintert's Map)

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Current dev stage: v2.1

Download Link PW4.2: https://www.dropbox.com/s/0wlyrudlookic5h/scn_scene_11.sco

Note: Strings.txt information is already there by default in Beta3+.
Scenes.txt:
Code:
scn_scene_11 scene_11 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000330000500000d23480000321e0000734300002863 
  0 
  0 
 outer_terrain_plain

Developers:
    - Splintert
    - Artifex

Overhead View:
8xvvup.jpg

Update Archive:
Alpha:
1.1 updates:

    - beds in white and blue castle now
    - arrows/bolts in white castle
    - pagan shrine (Ferock and Tidrock)
    - a traveler camp (more added upon finding a good location)
    - 2 interior buildings in the center village - blacksmith, and a house
    - town watch now has horse trough and grey rounsey dispensor
    - some fencing along roads
    - slave escape tunnels behind the slaver mine
    - 500 denar iron bars in the slaver mine
    - the tree near church has been trimmed
    - spawns are now localized in the village tavern
    - don't have to suicide to get the masterwork long arming sword
    - fixed all known 'stuck' parts.
    - PORT TOWN!!
    1.2 updates:
    - 2 footbridges across the river
    - can sell spice at the other castles
    - porticullis removed in port town (it's not a fortress!!)
    - you can now safely get to and from the boat in the port
    - wierd ground bug in port town fixed
    - slave escape tunnel edited.
    - mountain bandit 'camp' (small, but stash boxes are there)
    - green castle's keep changed to 'full_keep' with interior
    - bridge bug fixed
    - path added that leads to port town

overhead screenshot updated
1.3 updates:
    - now PWMOD_35B compatible!
1.31 updates:
    - removed old economy items
    - removed balanced broad axe (it doesn't work!)
    - removed silver tax stations at each castle (bronze remains)
    - Trees that can be cut down are smaller than the others. The local merchants are in the center village, foreign merchants in the port town. all e2 tools are in the center village in a shed. lumber craftbench is outside the lumber camp, iron craftbench is in the center village blacksmith (just outside of the armoury)
Post any suggestions here. Please make your suggestions detailed and specific.
1.32 updates:
    - e2 items marked with chalk bands now, and repositioned.

Beta:
BETA VERSION 1:
    - fixed a place you can get stuck in in the mine
    - added large banners at each castle
    - the ruined fort thing is now a red camp thing
    - silver tax books removed at the mine
    - warhammers/shafted maces added
    - shield/flag shop for all colors not in a castle and neutral shields
Artifex's contributions:
Added mountain
redid ground textures
moved TW and improved
optimization of map (removed 50KB off .sco file)
Bank redone
various flora and trees placed
uh..
redid docks in sarranid town
added lighthouse
version 1.1 changelog

    - moved spawn
    - fixed crossbows and polearms in TW building
    - removed the village armoury in favor of RP enhancing shops
    - fixed white castle's ladder of doom
    - added courser shop outside of joust arena
    - added stuff atop the mountain.
update beta 1.3
    - one jail cell added to each castle
    - 'two handed axe' fixed in blue castle
    - one jail cell in the center village (plus the 2 in TW)
    - a bit more foilage
update beta 1.31
    - horses at the foreign merchant!!

Post Release:
Update Final Release:
    - Ported to 4.6
    - Added rich nobleman or merchant private island
    - Added admin house
    - Interiors for each castle's armor shops; for Town Watch building
Final Release 1.1

Fixed a whole ton of bugs.
Final Release 1.2

'Ported' to PW4beta1
Added item chests
Added arena foot/archery area with jousting lance and practice sword + hunting bow
Added 1 small iron ore rock outside each castle
Added exports for all raw materials at 200% price. BE WARNED selling here may unbalance the economy.
Added a few hand carts and horse carts.
Update 1.3

Added a few interiors
Added weapons in commoner town, and heraldic armours
Made town watch training stations for Outlaw
Made bandit camp training stations for commoner
added starting stockpiles for weapons, very limited amounts
Update 1.31

Added great sword and plate armour in a special location
increased ore prices
Update 1.4

Massive overhaul of the big mountain (aka Tidrock) mine
Increasingly meaningless changes every update
Update 1.41

Moved outlaw spawns into the TW place.
(i told you they were getting more meaningless)
Update 1.5

Whole tons of bugfixes, as outlined in this thread: http://forums.taleworlds.com/index.php/topic,196615.0.html
Other small, meaningless changes.
File size = 412KB
Update 1.6
Added Merchant Family Manor
Fixed some jail doors
Added some wood trees outside the port town
File size = 431KB
Update 1.61
Removed some "Invalid Item"
Added more carts and horse carts and cart horses
removed a few destructible_door (non PW)
Verified all teleport doors
Added small_ore export
Added healing and poison herbs
Fixed some issues with beds
File Size = 431KB
Update 1.62
Decreased ore prices so engineers can make money. 160%.
File Size = 432KB
Update 1.7
Ported to PW_4beta2
Added wheat fields, gold and silver
The tunnel mine has a new wing (unblocked the rocks)

Update 1.71:
Added beta2 process props
Added more ladders to town castle
Update 1.8:
Revamped the church building
Changed Nord Castle to a door instead of a gate
1.81:
bugfixes
1.82:
fixed spawns
TW is now an uncapturable faction
1.83:
Crossbowman for commoners
New entrance to Hakrholm
Shifted Pordisett's front doors inwards a little
1.9:
File Size: 453KB
Added Beta3 props.
1.95:
File Size: 465KB
Economic revamp (it actually works now!)
1.951
File Size: 466KB
Added initial stock counts/design stock counts to armors everywhere
2.0

File Size: 463KB
Redid the economy
Minor optimizations
2.1:

Added herdsman
very minor fixes

Castle Data:
Nord Castle - Wood Castle - Castle 3

Troop Types:
Doctor
Engineer
Sailor
Sergeant
Archer
Footman
Serf

Weapon Styles:
Nordic axes
Nordic swords
long/short bow
round shields

Armour Styles:
Leather
Chainmail
Banded armor

Horses:
Sumpter
Saddle

--------------------------------

Rhodok Castle - Stone Castle - Castle 4

Troop Types:
Crossbowman
Footman
Sergeant
Serf
Doctor
Sailor
Engineer

Weapon Styles:
Polearms
Board Shields
Maces
Cleavers
Crossbows

Armour Styles:
Mostly rhodok light armor
Rhodok scales and surcoat
Chainmail

Horses:
Saddle
Sumpter

----------------------------------

Vaegir Castle - Dark Castle - Castle 2

Troop Types:
Doctor
Sailor
Engineer
Archer
Man-at-arms
Lancer
Footman
Serf

Weapon Style:
Bardiches
Good bows
Maces
Scimitar
Heater shields

Armour Style:
Vaegir coats
Vaegir Elite armor
Lamellar

Horses:
Saddle
Hunter
Steppe
Courser
Steppe Warhorse

-------------------------------------

Sarranid/Khergit Town - Port Town - Castle 5

Troop Types:
Man-at-arms
Footman
Archer
Lancer
Sailor
Engineer
Doctor
Serf

Weapon Style:
Curved blades
Sarranid Axes
Kite shields
Khergit bow

Armour Style:
Sarranid chainmails
Khergit leathers and lamellar

Horses:
Saddle
Desert Horse
Warhorse
Barded warhorse

Also known as
Azrayel said:
Castle Worzzz-uH

Note: This scene is now open-source. The version hosted here will always be the official releases but you are free to edit it however you want so long as due credit is given.
 
It was fun until everyone decided congregating in the fields was a good idea.

Blue ****ers started a war because I told them I was steaming and they "took offence" because I wouldn't make them vassals. I'd humbly request they L2Vassalage and realize they'd no reason to be offended nor cause to request it.

If they're too lazy: someone wanting to be a vassal would have a big enough force to fight a war with the other power, or they'd have no reason to be vassals.
 
The map was pretty good imo, maybe more defined roads and a little more clutter I suppose (Which of course more "clutter" would probably just compromise fps) .  Everything felt strange with  so much empty space in between, but I guess I'm just used to the Valley with all its trees, bodies of water, and mountains .

I don't even want to comment about the field skirmish/war(It was just a misunderstanding).

If you add pagan shrines, then maybe a regular church? Set up some religious rp with the locations having conflicting interests.
 
I like your small castles. I tried to do that but I always overcomplicate things :roll:. Can not wait :grin:
Azrayel said:
It was fun until everyone decided congregating in the fields was a good idea.

Blue ****ers started a war because I told them I was steaming and they "took offence" because I wouldn't make them vassals. I'd humbly request they L2Vassalage and realize they'd no reason to be offended nor cause to request it.

If they're too lazy: someone wanting to be a vassal would have a big enough force to fight a war with the other power, or they'd have no reason to be vassals.

I think Azrayel, that you post here by accident :lol:
 
Loved the map Splint. Huge drop in lag for me, and I enjoy the more open environments like this map. Very nice.
Splintert said:
    - pagan shrine (with the Ferrock and Tidrock!)

Tidrock? Wut! I dont care i this has nothing to do with me, but I will worship it forever.
 
If that rock isn't for you, it will still be the shining beacon for Tiddyism followers (Tiddyists?) everywhere.

On topic: I liked the map, like TIDM said, a great fps improvement. Now if my fricking internet would let me connect to the RCC server. -.-
 
TIDM2 said:
Yeah, Tiddyism, but not Tiddyists, Tiddites.

Ah alright.

Also, would it be possible for the mines to also have some/a small five hundred bar? I know they are under used a bit but they are nice to have.
 
You could have more buildings that we can enter in every city and castle imo, cuz there are some villages which are just there for appearances, instead you can make them available for people to live in :grin:
 
Love the map!
No bad fps on it (atm) so it's easy to have a decent fight.

Remember,
My elite scimitar!!!
 
it looks like ocreania just rearranged.

i worry that its just another combat map, like oceania there wasnt any actual roleplay that wasnt combat based, with vos people roleplayed peasants and all sorts of normal roles due to the town and the layout, im not sure that a map this open will give the same content :sad:

 
Phoenix234 said:
it looks like ocreania just rearranged.

i worry that its just another combat map, like oceania there wasnt any actual roleplay that wasnt combat based, with vos people roleplayed peasants and all sorts of normal roles due to the town and the layout, im not sure that a map this open will give the same content :sad:

IF we get a no rules server hosted - This map would be perfect for the job.
 
Mars250 said:
Phoenix234 said:
it looks like ocreania just rearranged.

i worry that its just another combat map, like oceania there wasnt any actual roleplay that wasnt combat based, with vos people roleplayed peasants and all sorts of normal roles due to the town and the layout, im not sure that a map this open will give the same content :sad:

IF we get a no rules server hosted - This map would be perfect for the job.

i guess, but not really suitable for the RP server
 
Good - it's always good to have more competition. Comments in this, and some other map threads clearly say - I need to do general optimalisation in next version in VoS.

About map:
-make flatlands a little less flat - low hills like in terrain generator should work good enough.
-those castles are placed a bit randomly from realistic point of view - IRL castle either protect/control something (town, passage, road, river, crossroad, oasis), or is protected by surrounding terrain (mountains, rivers) or is well hidden. All castles in this map are placed in open plains without anything important near them...
-I hope that those rhodok_houses are only thrown in to see how they look like or they're beginning of some big town. Making village with so huge models isn't best idea....

btw. I don't know why most people think that open maps are better for hardcore PWMOD servers. They're only safer (no ambushes, safe travel from one protected area to another) and more horse-centered. Both those characteristics are bad IMO....
 
Hey Splint always love new maps thanks for it. Few suggestions since it's Alpha
-More Interiors if possible
-Expand out the distance between places or put things inbetween.
 
CalenLoki said:
Good - it's always good to have more competition. Comments in this, and some other map threads clearly say - I need to do general optimalisation in next version in VoS.

About map:
-make flatlands a little less flat - low hills like in terrain generator should work good enough.
-those castles are placed a bit randomly from realistic point of view - IRL castle either protect/control something (town, passage, road, river, crossroad, oasis), or is protected by surrounding terrain (mountains, rivers) or is well hidden. All castles in this map are placed in open plains without anything important near them...
-I hope that those rhodok_houses are only thrown in to see how they look like or they're beginning of some big town. Making village with so huge models isn't best idea....

btw. I don't know why most people think that open maps are better for hardcore PWMOD servers. They're only safer (no ambushes, safe travel from one protected area to another) and more horse-centered. Both those characteristics are bad IMO....

Castles not always were build because geneal strategy. The most of "private" castles were build in any good location, in the center of fief as tax collecting point.

Key word you use: SAFER (and this is not "only"..this is main point)

100% agree with Rhodok houses...they have to be dig into the ground to look normal. I hated Nobody 'Rhodok Village" in Oceania. I had filling like in modern town with such a high buildings. They also useles...in many ways. Saying that..They can be used instead of walls in town or castle...
 
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