Valley of Swamps [1.6 for 3.5B]

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CalenLoki

Grandmaster Knight
It's a thread for outdated map version (v.3.5B)
For most recent version (v.4beta4) go here:
http://rccclan.com/index.php?/topic/55-map-valley-of-swamps-pw4beta4-not-for-public-download/


Old version (v3.4 and v3.5b):
https://docs.google.com/file/d/0BxQJbOpYrclpNnBCdW9QYzdNU1E/edit?usp=sharing
https://docs.google.com/file/d/0BxQJbOpYrclpOEVzUDliOVkweEU/edit?usp=sharing


v1.6download (remember to rename file to scn_multi_scene_2)
Code:
scn_multi_scene_2 multi_scene_1 256 none none 0.000000 0.000000 700.000000 700.000000 -100.000000 0x0000000330000500000d234800002ff9000077f3000021d7 
  0 
  0 
 outer_terrain_beach
hope you know how to use it :wink:

Map overview:
mb1zp.jpg

Guide:
vos35bmap.jpg

Crossroad Tavern (spawn, horse food, rest and brawl):
mb4k.jpg

Village (no use ATM):
mb5pe.jpg

Summer Mountain Fort (rest, horse food):
mb2y.jpg

Winter Mountain Fort (rest, horse food):
mb1e.jpg

Swamp Camp (rest, horse food):
mb8k.jpg

Swadian Border (spawn, swadian items, horse food):
mb7y.jpg

Vaegir Border (spawn, vaegir items, horse food):
mb14m.jpg

Nord Border (spawn, nord items, horse food)
mb3t.jpg

Town (castle, rhodok and sarranid items, rest, horse food, velvet mine, leather stash):
mb16w.jpg

mb11a.jpg

mb10t.jpg

mb9r.jpg

-Add banks (town x3, borders)
-Add arrows and bolts in forts and castle
-Fix entrance to wooden fort (entering it via both side hills)
-Add Novicius to GAAF party (eating salad before party isn't best idea...)
-Add pick to mine
-Remove 3 of 4 entry points from laputa seed
-Modify spawns to make spawn-killing harder (alternative exits)
-Fix small river near Crossroad Tavern
-Improve winter mountain fort
-Changed trading system
-close castle sever entrance
-castle prison cells can be closed now.
-move all spawn points from borders to tavern
-add fang's cave
-improve mine
-fix sever bugs
-remake empty half of town tavern to TW HQ (with prison) and training arena.
-add church tower to the town
-add taxing spots to town gates
-add ambush spot in front of the town
-add banks to forts
-add prisons to forts
-swamp camp is only hideout now, so no features that belong to forts

-add some cheap weapons to forts&castle <I'm waiting for crafting system>
-add TW HQ
-some trees scaled up
-many thing :razz:
-town
  -removed portcullis from gates (replaced by static open gates)
  -added portcuils to sever entrances
  -removed bandit hideout from tower (it's only in the severs now)
  -changed part of the tavern to bandit hideout
  -removed most flags from town - new district layout planned
  -bridge is higher now (to let boats navigate below)
  -fixed some clippings
  -added some buildings
  -removed some useless props (optimization)
  -removed invisible barriers
  -removed gate thing near castle gate
-castle
  -gate is constantly opened.
  -through sewers you can only exit castle (or enter if someone from inside rise ladder for you)
  -you can't go from courtyard to dungeons or side walls, unless someone open portcuils for you.
  -some changes to dungeons
-new entrance to the town
-bridge at main entrance
-church
-new entrance to the castle
-small changes to TW
-boom barriers at gates tolls
-new mountain pass near tavern
-swamp camp updated with new props
-ruins updated a bit
-new room added to masons guild
-town districts market with banners
-weapon marketplaces spread across the town
-weapons vendors changed a bit (cheapest at marketplaces, better at fort, best at castle)
- Renovated the bank.
- Made harbor trading area more... "busy" - added a optional toll booth, divided into two rooms (toll room and then market room). Each stand is a sell/buy point
- Added the "Mason's" Guild.
- Added two secret areas in the castle.
- Relocated Legendary Great Sword and Dragon Shield so that they were harder to find

-Something here and there....
-Multiple ambush places
-Improve swamp camp
-Add Templar's Monastery/Abbey
-Add Wandering Warband's Camp
-Add stashing props to Thief's Guildhall
-Add fishing village (under GAAF)
-Add cheap weapons (taverns, villages, mine)
-Remove all 2h axes and hammers that use longsword animation
Weapon classification:
T1=available everywhere
T2=available in castle, forts and TWHQ
T3=available in castle only
T4=available on GAAF
T1:
1h: sword 1, mace 1&2, axe 1&2, scymitar 1, sabre 1&2
2h: bastard sword 1
pa: spear, war spear, hafted mace 1, lance
bow: short, nomad
shield: 1&2
xbow: 1&2
T2
1h: sword 2, mace 3, axe 3, scymitar 2, sabre 3
2h: bastard sword 2, great sword 1
pa: heavy lance, glaive, military scythe, maul, bardiche, war axe, long axe, voulge, pike, owlpike, ashwood pike, hafted mace 2&3
bow: long, khergit
shield: 3
xbow: 3
T3
1h: sword 3, sabre 4
2h: great sword 2
pa: great bardiche, great axe, long axe
bow: strong, war
xbow: 4
shield: 4
T4
1h: sword 4
2h: great sword 5
pa: warhammer
shield: dragon, southern

Suggestions, constructive criticism, bug report and ass kissing always welcome

Big thanks to Artifex/Alastair for adding a lot of nice stuff to the map
 
I know - that's the reason why there will be only one town, and also a lot of swamps and mountains (they consume less resources than forests and give similar or even greater cover for infantry)
 
Well done on the map! It looks good, especially the town, and everything seems to be placed perfectly! I'd love to see this go into every PWMod servers' rotation.
 
I decided that map is too big to be detailed by one person without dying of boredom, so I ask community for help. Only reward is having your own place in game, and also possibility to place your banner there.
Rules are simple - post which place do you want to fill, than after my post you can start editing it. Post when you finish.

Places to do:
todomap.jpg

1. Small village with merchant camp (swadian theme)
- no fortification
- ale_sell
- leather_buy
- swadian weapon market
- jousting ground

2. merchant camp (khergit theme)
- no fortification
- velvet_sell
- leather_buy
- khergit and vaegir weapon market

3. merchant camp (nord theme)
- no fortification
- ale_buy
- velvet_sell
- mprd weapon market

4. swamp camp
- light fortification
- beds & water for horses

5. winter mountain camp
- light fortification
- beds & water for horses

6. summer mountain camp
- light fortification
- beds & water for horses

7. crossroad tavern (mainly interior)
- beds & water for horses
- tavern brawl equipment
- staffs for travellers

8. town tavern (interior)
- beds & water for horses
- tavern brawl equipment
- staffs for travellers

9. mine
- iron_mine (duh)
- lot of corridors
- road through (from one main entrance to another)
- hidden entrance from mountains
- pickaxe for miners

10. village

11. fishing village

12&13. mountains

(blue ciecles) other places
- hideouts
- camping places
- ambush places
- ruins
...
 
I would like to have a small castle with 3 little towers which are accessable over bridges or underground, is that possible?
Like it has stables, a small dining room, armory, place to sell leather+velvet and you can buy ale there, it should be like the green castle but with those 3 towers or sth.
 
Sarashi said:
I would like to have a small castle with 3 little towers which are accessable over bridges or underground, is that possible?
Like it has stables, a small dining room, armory, place to sell leather+velvet and you can buy ale there, it should be like the green castle but with those 3 towers or sth.
-there is only one castle on the map. but there will be something like "three tree-towers accessible via bridges" in swamp camp.
-stables and rest will be in fortified camps, but all weapons and goods will be in merchant camps - so you can run out of arrows while being besieged, unless you have serfs with spare quivers
-there won't be "two sell points, one buy point" trading will be: velvet from A to B, leather from B to C, ale from C to A. So you can run A->B->C->A (dangerous - you have to use a lot more roads - more chances to meet bandits) or A->B->A->B, but you waste half of the time.
 
First of all most placed are unfinished (including swamps), and some don't even started. Second - screensots show nothing about town and castle - there is just too many levels. I suggest trying it yourself (link and instruction in first post). I try to make part of the swamps today.
 
Small update...
mb1l.jpg

mb2au.jpg
Town is pretty much finished - just need to fill interiors... but if I'll be making this map so slow, it will be ready for v7...
Town guide which maybe encourage someone to actually download and try map - screenshots are poor way to show undergrounds...
maptiz.jpg

Tavern - good beds and bar brawl
Castle - good beds
Merchant Guild - sell and buy goods
TW HQ - poor beds - if castle owners are somehow hostile to TW...
Hideout - poor beds, stash goods. entrance only from underground
Gates - official entrances to town and castle, can be locked (portcullis and winches)
Sewer system - town undergrounds. quite wet...
Marketplaces - weapon and horse stands
Nearly all roofs are accessible - it's possible to go from tavern roof to merchant guild roof without even touching ground or walls (if we don't count river gate roof as wall...) but one mistake and you lose half hp due to falling damage
 
looks nice :smile:
a area for other factions would be nice though, like rival bases? and bandits?

a underground bandit cave between the main castle and the iron mine areas. for incoming etc
bandits raid this area = castle sends knights to protect = rp :razz:
 
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