Hey harmast Im wondering if you could tell me how to Port a map I made To Atlas Novus.. What files I need to move and such

CalenLoki 说:First - I join CtrlAltDe1337 question - only your maps, or do you plan on adding other maps? Currently I have only one map, and idea for three next.
Second - I see that you have skill necessary to make good game mode, so I suggest make real conquest. I mean simple changes:
-capturing flags is the same
-faction start with 1 flag captured
-flags gives you spawn points (and eventually bonus spawn gold) instead of victory points. If enemy capture all flags, they win.
I'm asking because I have plans for conquest map, but current conquest suck...
Third - I decide to give feedback and rate subjectively all custom maps. I already did that for 22nd mappack, now it's turn for Atlas Novus :p
- Sarranid town with harbour + Map looks nice, but there is one major issue - there is only one real entrance to city from harbour. In theory there is also broken wall and gate, but in fact they are too far away. Another issue, pure visual, is map edge in bay exit - from far away player can see this border, wile it could be easily fixed by lowering border map vertices.
- Woodland Thicket + Another nice map. One thing that could improve it, is making forest more dense - "Crossroad" map from 22nd is good example.
- Abandoned Fort + Haven't played on that map, but it looks that map is heavily cav-friendly - no party can reach any cover before being raped by cavalry - so some cover close to spawns would be nice
- Wasteland + Same as above
- Village and River + Hard to say anything constructive... Looks nice
- Nord Hill Fort - First map that I don't like. Gate is placed wrong - what is the point of having something to block enemy, if you can't shot at them while they try to destroy it? Also Ladders are far far away...
- Oasis + Nothing special, but doesn't looks bad
- Khergit City + another nice map,
- Clearing + Good representation of "open tactical map" genre - one thing that I don't like - why two castles so close to each other? Make no sense from logical point of view...
- Snowy Castle + Ladder that lead to highest tower (vertically) is glued to wall without any space between them - it would be impossible to climb it IRL...
- Beacons +
- Citadel - - Again - why two castles? What is purpose of gate between two courtyards in castle if anyone can go on the wall? Which courtyard is "higher castle" and which is "lower castle"? because walls between them suggest that one with drawbridge is lower, while placing main gate and keep suggest that it's higher... what is purpose of the draw bridge and whole platform outside walls? it can be easily reached by enemy while doesn't give defenders nearly any advantage - not really good shooting position nor fast exit for cavalry raids...
- Warcheg Cliffs - Second stairs makes no sense - they doesn't give anything to defenders nor anything for civilians nor don't looks like build by attackers under rain of arrows... There is also no gate from town other than one leading to harbour - is sailing only way to get into this fort?
- Steppe siege - What is the point of building high and thick walls, if attacker can just go from another side of the town and ram through shin mud fence? Either make all walls fence, separate some kind of "high castle" (with walls) and "low castle" (fence), or all walls high... Other thing - there is no entrance other than stairs! On steppe, where everyone have horse, there is no way for them to enter town...
- Serpent Outpost + + My favourite
To sum up - you're great at landscape and details, but some of your fortifications just make no sense...



Jezze 说:What server are you using for this mod actually? The OLL clan is considering to run this mod on our server once to twice a week if you would let us.
Harmast 说:Jezze 说:What server are you using for this mod actually? The OLL clan is considering to run this mod on our server once to twice a week if you would let us.
I'm running this on my own crappy little server, which runs fine for a few players but not always for a lot of playersIt was updated recently so it runs better now though.
If OLL could host a server, even for a little while, it would be great! Let me know if you put a server up and I'll pop by to answer any questions etc.

Jezze 说:We have our own server hosted by jestservers.com. Currently its 32 slots and it handles it pretty well when the server is full.
We can run the mod for I guess 2 full days or maybe longer, but because we have our own trainings and people would like to play Native also, we cannot run it full-time.
But I guess a server with running your mod all the time would be better. Only it would cost some money when you do it at jestservers.com, since we do not have the machine power or the right internet to host ourselves.
Harmast 说:I've looked into jestservers too, and it might be that I'll get a server from them at some point. Not cheap, but not too expensive either, especially if they're good. Atlas Novus really needs a big permanent server so that people could play more, it's a great mod after allJezze 说:We have our own server hosted by jestservers.com. Currently its 32 slots and it handles it pretty well when the server is full.
We can run the mod for I guess 2 full days or maybe longer, but because we have our own trainings and people would like to play Native also, we cannot run it full-time.
But I guess a server with running your mod all the time would be better. Only it would cost some money when you do it at jestservers.com, since we do not have the machine power or the right internet to host ourselves.![]()


