[v4Beta2Update]The Dardanelles [MAP][Version- v0.8]

Keep it night?

  • Yes.

    Votes: 40 31.5%
  • I'll have to play to see.

    Votes: 36 28.3%
  • I don't care.

    Votes: 13 10.2%
  • No!

    Votes: 38 29.9%

  • Total voters
    127

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Azrayel

Sergeant Knight at Arms
Top Down Map
DardanellesTopDown.jpg


TO PUT ON YOUR SERVER

NOTE on INSTALLATION:
Rename the .sco to "scn_scene_9.sco" and paste it into your scene objects folder; it should ask to overwrite if you have and earlier version of my map or another map in slot 9. Either way, hit accept to properly update to the most recent map version.

Download:
http://www.mediafire.com/?zl14kysensp6axs

Terrain Code/Sky Box:
scn_scene_9 scene_9 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030000500000d234800006d480000247700003db2
  0
  0
sea_outer_terrain_2


CURRENT RELEASE:
+Added essential v4.2b map props

LAST RELEASE:
+Added armory to the Sarranid castle
+Added bridge repair points on both sides of both destructible bridges
+Added one spear and two pike building/selling locations to the map
*Fixed possible exploits in the exterior tunnels
+Added burnable fire points
++Made the light-house climbable with exterior wall-ways for the purpose of lighting/extinguishing the fire at its top
+Added gathering tools to Khegrit castle
+Added outlaw training in stone commoner city, only the two basic classes; mainly for people wanting to get get the skills then go back to commoner and actually being an "outlaw," but TW can utilize it as well


Preface:

The Dardanelles is a map in the spirit of Valley of Swamps; while many v4-exclusive players may have found it less than enjoyable, you must bear in mind it was made way before the staples of current game play (chopping trees, sailing ships, and forging weapons) took root. Rather than attempt to revise the round peg masterwork of Calen Loki into the square peg wonder that is v4, I've attempted here to make something with some of what made VoS fun and combine them with some of the positive elements of v4- an octagonal peg, if you would.


Features:

-Boats have a variety of available paths and strategic purposes, without being necessary for game-play.

-Castles have been balanced with different pros and cons, ranging from strategic and tactical to economic.

-The City is sizable, functional, interesting, and built for RP. Anyone looking to set up a Town Watch or creep about in the night will find themselves equipped to do so. Want to be a Smith, a Carpenter, or just an independent citizen? Taverns, themed shops, and housing make this possible.

-The Night; the map is set at midnight (may change in future\initial releases), which adds a new twist and mood to PW.

-The Wilderness is varied, and broken up by dips and bumps in the terrain with other distinctive features; you don't feel rail-roaded on account of a distinct lack of roads.

-Outlaws aren't based in the center of the action, or even accessible by horse- but have been legitimized with the addition of engineer, archer, sailor, doctor, and serf training. Outlaws are now free to start their own society, living by their own rules- outside the law.


Screens:

Note: Terrain in said screens not strictly representative of the initial release's terrain.

The SKY BRIDGE!
mb2.jpg

City's Western Docks
mb1-1.jpg

Castle Gray Skull, Top-Down
mb5-1.jpg
More on the way  :cool:

Down Town Top-Down
mb7-1.jpg

Khegrit Fortress
mb6.jpg


EDIT2: Thank you Vornne.  :mrgreen:
 
CAN'T WAIT, CAN'T WAIT, OMG OMG OMG.  But really, super excited, like, I really have some awesome RP ideas!!!!!!!  *gets out pen and pad and writes furiously!"
 
Awesome. Awesomeawesomeawesome.
Two little opinions:
1. I think the very expensive and tough armours (plate) shouldn't be available. Expensive, overpowered armor can force players to grind.
2. Commoners should be able to play as all classes. IMO the best part of 3.X was that most players served themselves, and yet factions fought each other too. It made room for stuff like mercenaries and (often hilariously bad) assassins.


Anyway, will players be able to hop in and be capable in combat almost instantaneously, like in 3.X? Will weapons still have to be crafted like in regular v4?
 
Sounds like a promising map, Azrayel! I am looking forward to its release and will definitely test it! :3
 
Sounds and looks nice :smile:

Some notes on the subject of Night:
I love night, and it looks good.
But:
It looks very bad in DX 7.
(My map didn't sit very well in Darkness, as many players used DX 7, so in the end I had to move it to day)
 
Thanks, everyone, for the feed back  :mrgreen:. Have to do something for my dad today, but if I can get that done fast enough we could see an early-tomorrow release.

N0body said:
It looks very bad in DX 7.
(My map didn't sit very well in Darkness, as many players used DX 7, so in the end I had to move it to day)

Good to know... it seems the poll is favoring Night/indifference right now, but as we've seen, polls don't always represent the player-base.

Maybe just save a "day time" version in a separate slot/different download?

Lady Lilith said:
Sounds like a promising map, Azrayel! I am looking forward to its release and will definitely test it! :3
Ser Orindell said:
Looking great, can't wait to play it. Personally, I'm not a huge night map fan, but that may just be me.

Thanks guys  :mrgreen: I shall work even harder to make it awesome now!

Scarf Ace said:
Awesome. Awesomeawesomeawesome.
Two little opinions:
1. I think the very expensive and tough armours (plate) shouldn't be available. Expensive, overpowered armor can force players to grind.
2. Commoners should be able to play as all classes. IMO the best part of 3.X was that most players served themselves, and yet factions fought each other too. It made room for stuff like mercenaries and (often hilariously bad) assassins.


Anyway, will players be able to hop in and be capable in combat almost instantaneously, like in 3.X? Will weapons still have to be crafted like in regular v4?

Weapons have to be crafted, as with all v4 maps, however- you can make spawners start the map with a certain amount already in stock. I plan to leave at least a few weapons in the commoner/castle armories, to give things a bit of life. Don't expect 50 siege crossbow though.

1.) I think I'll exclude the crazy-expensive armors, but there's still going to be heavy stuff for balance's sake.

2.) Commoners right now can train as anything with the exception of Outlaw classes (as they have better alternatives/would look bandity) and Man at Arms/Lancers. This may change, but I think I'm stickin' with it.

Cleric_Bayard_Of_Gotland said:
CAN'T WAIT, CAN'T WAIT, OMG OMG OMG.  But really, super excited, like, I really have some awesome RP ideas!!!!!!!  *gets out pen and pad and writes furiously!"

Thanks  :mrgreen: Also: what's a good number of healing herbs to have in different places? I don't spend all too much time playing doctor.
 
Swadian Man at Arms said:
You have to put the herbs in only one place which requires a long ride. It would result in better RP from my point of view.

I had considered focusing them in one location (also the only place you can buy a poison dagger), but I'm not sure how people would feel about that. Doctors don't usually have armed escorts, methinks.
 
Having some door issues; other than that, things are coming swimmingly  :mrgreen:

Exterior = Done
Interior = 99% Done
Economy = 50% Done
Scripted Props = Need testing.

Will put another screen up lay-tor.
 
Oprec would, of course, be ready and willing to test this map whenever its ready. I'd love to see some more screenies, maybe an overview one?
 
Ser Orindell said:
Oprec would, of course, be ready and willing to test this map whenever its ready. I'd love to see some more screenies, maybe an overview one?

I'm kind of nervous to show everyone the top-down, partly for fear of being seen as cliched and slightly from thinking it looks stupid from that angle.

Anyway, I did promise a screen, and doesn't look like I'll be done tonight, although tomorrow is still promising. I'll put another up in a second; however, a top-down doesn't seem like a good idea to me.

EDIT: iMeant of the map; I liked the way Gray Skull looked from top-down, and people seem to like it  :mrgreen:
 
Down Town Top-Down
mb7-1.jpg

Khegrit Fortress
mb6.jpg

Announcement:

Splintert will be finishing up technical things/testing the map for me  :mrgreen: Thanks Splintert!
 
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