[ Alpha6 ] New Map ---'Dodo Island'--- [Information] [Updated 7/22]

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DOMA_

Knight
Download Link : http://www.mbrepository.com/file.php?id=2704
Scene code
scn_scene_2 scene_2 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000330000500000d234800007ba60000394d000037a6
  0
  0
sea_outer_terrain_2

Old forum link : http://forums.taleworlds.com/index.php/topic,162508.0.html

NEW UPDATES 7/22 Alpha 6

Change log
  • Blacksmith&Doctors' guild is added : Faction 8
  • the Christian religion faction is added : Faction 6
  • the Muslim faction is added : Faction 7
  • Faction 6,7,8 gain profits from the town markets
  • Available troops of faction 6,7 : 'Militia', 'Traveller', 'Huntsman'
  • Available troops of faction 8 : 'Healer', 'Doctor', 'Craftsman', 'Engineer'
  • All castles now have 'inner castle'
  • You don't need any ladders to occupy castles, but it will be very hard to do without ladders.
  • 'Mines' are capturable and defendable. And, the mine is Faction 9. (this is just for occupying them)
  • Improved respawning method.
  • Etc.. (Many things)







NEW UPDATES 4/2 Hotfix 4/4

Change log
-Castle gates(big doors) are added : it means less castle raping from opened gates

-The black smith is moved near the wood hut.

-Stockpiles for commoners are added to the wood hut and the blacksmith.

-Stockpiles are added to the bandit lair.

-Useless towers are deleted.

-A slave cell is added to the city harbour.

-You cannot change your troop as 'Footman' when you are in 'Commoners' (You can be a crossbowman)

-Proper names of territories are added.

-Useful towers are added. Use 'a rooftop door(a teleport door)' in the castle(near the castle stairs) to go up the tower.

-Some bugs are fixed.

-Refined economy-balance.

NEW UPDATES 4/5

Change log
1. The map for Alpha 5

2. Add many 'Jails' to each castle, city, harbour, bandit lair.. etc

3. Add a gillotine

4. Add a guard tower near the hut

5. Add iron ore stockpiles ( An iron ore stopile of the bandit lair is on the bandit's harbour. )

6. Proper signs for each territory

7. Etc

NEW UPDATES 4/7

I've looked around many 'pros and cons', and I accepted many suggestions.

Here is a change log

1. No combatants to commoners (only Peasant, Doctor, Engineer, Sailor)

2. No heavy weapons to commoners (there are only a weak shield, a sword, an awlpike (for guards or sth))

3. No mining picks to commeners (If you want to earn much money, join factions!)

4. Resized trees

5. Add bushes and rocks

6. No invincible portcullises. All of them are substituted for 'destroyble gates'

7. ETC



□ Overview (a little different from the real scene. Because the screenshot below is old one.)
wholemap.jpg


what it now (alpha version)
mb_warband%202011-03-26%2011-51-44-949.jpg





□ A center city (Jerusalem) 



○ A cityhall

  - A job center ( Peasant, Serf, Footman, Crossbowman, Doctor, Engineer, Sailor )

  - A jail

  - A coart

  - A guardhouse (2th floor)

○ A church

○ A mosque

○ A tavern

  - Basic weapons

  - Bedrooms

  - A meeting room of resistance

  - A door that you can go up to the rooftop (3rd floor on a ceiling)

○ A blacksmith

○ A harbour

  - Export stocks ( woods/ores/ refined woods/ refined ores )

○ A sword-fighting arena



□ A suburb 



○ A hut

  - Sell woods

○ A stable

○ A jousting stadium

○ Mines



□ Each castle



○ an armory / a blacksmith / beds

○ thrones

  - A door that you can go up to a top of the keep ( only the faction that owns the castle )

○ A harbour (no green's)

○ A forward tower



□ A bandit lair



○ An armory

○ A job center ( Ruffian, Brigand, Engineer, Pirate )

○ Beds

○ A blacksmith



□ Features of the factions



○ Red

  - Feature : Strong cavalries and a castle with a moat.

  - Theme : France, Holy Roman Empire

  - Arm strength  : Cavalry lv 5 , Infantry lv 2, Archer lv 2, Crossbowman lv 2

  - Catle strength : lv 5

  - Specialty : heavy armored horses, lances / heavy lances , swords

  - Accessibility of mines : lv 3


○ White

  - Feature : Well-balanced troops.

  - Theme : Islams

  - Arm strength  : Cavalry lv 4 , Infantry lv 3, Archer lv 3, Crossbowman lv 3

  - Catle strength : lv 3

  - Specialty : Weapons of Sarranid ( Axes, Scimitars..etc ), bamboo spears, lances, light shields

  - Accessibility of mines : lv 3



○ Blue

  - Feature : Strong infantries and archers.

  - Theme : Vikings

  - Arm strength  : Cavalry lv 2 , Infantry lv 5, Archer lv 5, Crossbowman none

  - Catle strength : lv 3

  - Specialty : Axes of nords, round shields, many strong bows

  - Accessibility of mines : lv 4


○ Green

  - Feature : Defensive strength of infantries and crossbowmen is very good.

  - Theme : Switzerland, Milan, Venice

  - Arm strength  : Cavalry lv 2 , Infantry lv 5, Archer none, Crossbowman lv 5

  - Catle strength : lv 4

  - Specialty : Board shields, Maces, Many strong crossbows, Pikes, Siege hammers, Plate-armors

  - Accessibility of mines : lv 2



□ Screenshots
mb_warband%202011-03-26%2010-44-17-154.jpg

mb_warband%202011-03-26%2010-44-47-076.jpg

mb_warband%202011-03-26%2010-45-02-514.jpg
 
I think RCC should run this. Looks awesome from the pics, just downloading to have a look around now.

Will you release more versions of this?

EDIT: As soon as the map loads, my whole game crashes  :???:, can anyone help?

 
Can somebody give me a step-to-step tutorial on how i can check out the map personally?

I know nothing of Warband editing mode XD
 
Mars250 said:
I think RCC should run this. Looks awesome from the pics, just downloading to have a look around now.

Will you release more versions of this?

EDIT: As soon as the map loads, my whole game crashes  :???:, can anyone help?

scenes.txt -> Mount&Blade Warband\Modules\PW_4_alpha4

scn_scene_2.sco -> Mount&Blade Warband\Modules\PW_4_alpha4\SceneObj
 
some impression - with sailable waters only at map border you could make no ships at all. They'r just outside the game, usually held unused by some faction behind their castle.
It's not suggestion for you, because main concept of your map is already finished - it's for all future map creators: sailable water only at borders=no real use of ships
 
CalenLoki said:
some impression - with sailable waters only at map border you could make no ships at all. They'r just outside the game, usually held unused by some faction behind their castle.
It's not suggestion for you, because main concept of your map is already finished - it's for all future map creators: sailable water only at borders=no real use of ships

it adds a flank route.
 
I would suggest some small tweaks. It's rather very difficult for engineer to craft items in town - no resources:
- Remove ore export from town port and rather add ore stock and all kinds of wood stocks in town's armory.
- If ore stock is impossible then just remove it from port and let engineers to smelt it into iron, but add iron stock
some castles have ore and wood export, please remove them - ore got wasted, it dosn't go into iron stock unless serfs are constantly directed to smelt ore instead of just selling it.
 
I only have one complaint atm.

The placement of the jail-cell inside the Main building in the town is not very good.

It's hard enough as it is to manage to arrest someone without killing him, and having to get them through a door without them running off is practically impossible.

Wouldn't it be possible to add some cages to the town square? And make them hang, with a staircase up to the gate.
 
Just played this. Just one word. GREAT! This was really awesome. I scaled the tallest mountain and amed it Mt.Kane :grin:. After that I signed in as a character named Alari_Halem. I Rped an Arab/Sarranid trader. It was fun because there were catholic patrols everywhere mugging arabs then locking them up xD (only 30 seconds :smile:). I eventualy got rich after looting dead bodies and selling herbs.

All in all. You are a god.

(Just that the mines could use a little more mining rocks there and maybe some picks to :grin:)
 
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