Feudalism (scene)

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Sir_Leroy

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Hey guys I've started work on a new map after reading a past thread and throwing the idea around a server the other day. Basically theres one big central castle/city with all the nice gear and all the bells and whistles. Around it is 3-4 smaller villages. The smaller villages dont have access to high end armor or weapons but they have access to the raw materials, meanwhile the castle has all the gear but none of the materials. The castle faction would have to manage relations and trade to keep their armories stocked. The smaller villages could work in peace or get together and overthrow the castle faction if they wanted. Plenty of opportunity for large scale battles and revolutions while also adding some nice RP elements.

So far I've got 3 villages started, they all still need to be fleshed out but the basic appearance is there. Below are some screenshots of them.

http://imgur.com/ssbNjwV,96OSLB6,lvmNjx9,xkIjnz7,6qxKJNZ,UUDwDl2,Bjkoi5r,6LfNOed,Q34oL37,Euzi5KQ,fUcpvGv,dOAYNW1#0
12-10 farming village, 9-6 mining village,5-1 forest village

Let me know what you think, comments, suggestions, even if its just Leroy you suck :roll: (i know)

 
Forest village will need a reduction of trees. I feel sorry for any one running a average-low end system when looking at that.

Otherwise it looks fine
 
I agree that the forest village will need a reduction in trees as well. Also when you get your villages more developed, texturing the ground will make it more interesting and less monotonous. Right now there is a lot of turf and dirt (farming village for example).

Perhaps there could be varying terrain features such as hills, ridges, or cliffs. Natural boundaries can help direct players to important locations in addition to adding advantageous points which would be valuable to hold in higher level play. In my opinion, flat maps that lack terrain features are a bore because they limit what players can do on a tactical level.

Also, have some confidence, Leroy. You are onto something really cool, and you should keep developing this scene!  :grin:
 
I've cut out about 1/3-1/4 of the trees near the forest and extended it down the map some. Ive tried to give the map some hills and other things but the problem with that is it makes it feel much less open in my opinion and forces me to try to cram more. As for the terrain texture, im just trying to get the basics down atm and will flesh everything out more as i go along.
 
I'm interested in your guys's opinion, at the moment all of the trees outside of the forest faction's forest are made of non-choppable trees. While this makes getting wood without trade agreements a laborious task for non forest villages without it im afraid the forest village would lose a lot of its value as it would be only used for hunting then. So, should I keep it as is with only choppable trees near the forest village or choppable trees everywhere?
 
Sir_Leroy 说:
I'm interested in your guys's opinion, at the moment all of the trees outside of the forest faction's forest are made of non-choppable trees. While this makes getting wood without trade agreements a laborious task for non forest villages without it im afraid the forest village would lose a lot of its value as it would be only used for hunting then. So, should I keep it as is with only choppable trees near the forest village or choppable trees everywhere?

Depends. Do you like realism? Then make all the trees on the map choppable.
If you like just some casual gaming on the server, then put the trees that are choppable somewhere near the village, but not all trees.
 
3 Villages and one castle? As long as the villages aren't TOO easy to capture then this could be fun, give castles only high tier classes and villages only low tier. So archer,crossbowmen and footman for villages. Sergeant and MaA for the castle, though they should still be able to buy crossbows.
 
James if you want high tier for castles and low for villages then it would be sergeant MAA Archer Xbow for castles and milita, huntsman for villages  :roll:
 
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