Top Down Map
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:
Terrain Code/Sky Box:
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!
City's Western Docks
Castle Gray Skull, Top-Down
More on the way
Down Town Top-Down
Khegrit Fortress
EDIT2: Thank you Vornne.
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
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!
City's Western Docks
Castle Gray Skull, Top-Down
Down Town Top-Down
Khegrit Fortress
EDIT2: Thank you Vornne.