[M] Atlas Novus - 0.87 - New multiplayer hero troops!

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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
 
Hello.

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

[list type=decimal]
[*]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
[/list]

To sum up - you're great at landscape and details, but some of your fortifications just make no sense...
 
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.

Hello, and lots and lots of thanks for the detailed comments! To answer your question, I plan on adding maps by others, but probably only after I hit version 1.0. Not sure yet. Also, it depends mostly on whether there will or will not be a community map project. But since lots of people have given interest in sending their maps, maybe I'll just push out 1.0 and start taking in submissions.

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...

Yeah, Conquest isn't very interesting as a game mode right now, it's way too chaotic. I've given this a lot of thought and I think it could be possible and even relatively easy in some respects to improve Conquest, but it will take some time to plan, implement and test. Besides, current native Warband patch has taken a long time coming, who knows what they've done to that game mode themselves :wink:

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

Great!

  • 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.

This map was pretty rushed as I was super-busy, and it still has some major issues I'd like to fix. One is indeed the entrances from the harbour, or more correctly, the lack of them. I'll try to fix that at some point. And the visual bug too!

  • Woodland Thicket + Another nice map. One thing that could improve it, is making forest more dense - "Crossroad" map from 22nd is good example.

Denser forests are always better. Only issue is performance, for some reason the editor starts hicc-uping with a lot of trees, even though the scene runs fine in-game. I'd really like to know how it runs for people with low-end machines.

  • 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

That's true. These maps weren't really play-tested much, so it's hard to tell how they'll play out in say, Battle mode. Which, by the way, holds true for most of the maps in the mod.

  • Village and River + Hard to say anything constructive... Looks nice

That's constructive enough for me :smile:

  • 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...

True about the gate. The ladders are far away but this map is actually a special map in the sense that it is a siege map with attacker spawn points all around the fort, so that most ladders are actually quite accessible from all the possible attacker spawn points. This map was tested a lot in siege mode and with a small group it was actually a pretty fun map for that game mode. Don't know how it holds up with more players.

  • Oasis + Nothing special, but doesn't looks bad
  • Khergit City  + another nice map,

Oasis was made because I got a few requests for more open-ended maps. Apparently it plays out pretty well in Battle. Khergit City in actual play is a bit of a mystery, it's good for Deathmatch -type games obviously (and Arena of course!), but hard to say about the other game modes. Would be really nice to try with a big group.

  • 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...

Yeah, true. The keep in the middle was originally meant to be ruined but there aren't enough interesting scene props to make ruined fortifications (especially if you want them varied). I'm learning Wings3d though, so... :wink:

  • 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...

On the fix list.

  • 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...

This map was a bit rushed too, and will probably change a lot still. The layout changed about ten times during the making of it, and the current one just stuck because it worked pretty well in beta testing. The platform and the drawbidge are remnants from some earlier version of the map, and they'll go once I get around to it. Originally the only entrance to the castle was there, but the main entrance works better where it is now.

  • 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?

Yeah, I tried to imply that that was the only way to get into the fort. This map is actually pretty problematic and maybe a bit too game-y for my taste, but I haven't yet decided on what to do with it. It's actually a bit silly too because of the way terrain works in-game right now, people can walk on almost vertical slopes.

  • 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...

It's a bit of a problematic map this one too. Yeah, true about the horses, there was supposed to be a stable at the small courtyard after the gate, guess I overlooked that one. One thing needs to be said about the map though, it plays out really well in-game!

  • Serpent Outpost + + My favourite

Thanks :smile:

To sum up - you're great at landscape and details, but some of your fortifications just make no sense...

Well, that's true, they don't always make sense... I still consider these maps beta though and thus unfinished, so this is exactly the kind of commentary I need to make them better, so you'll get a huge thank you and two thumbs up from me!
 
Hello Harmast,
It hass been a while since I played AtlasNovus, but now I found some time to test it for you.
I did a litlle bit of playtesting this evening and I found a few points of interest:
-nord hill fort: like Calenloki said, the besiegers tried to attack from the front but the ladders are placed at the back and that doesn't work, but if you place a moveable siegtower in front of the castle, near the gate for example, then this problem would be solved and then you should remove the ladders at the back.(but keep the litlle one will you?)
-abandoned fort: also like Calenloki said, this map is nearly unplayable if you are infantry and the enemy has cavalry, so add a couple of obstacles near the spawn like Calenloki suggested. But I wonder if you could try to make the stairs in the tower near the gatehouse complete, so you can have a little bit of fighting in the tower and if you expand it, the gatehouse.

That's it for today!  :grin:

Regards
                     
 
Thanks for all the comments, I'll get back on track and do some more polishing on the maps! It's been a busy night, and there has even been activity on the server, which has been really nice. Even managed to make a short visit myself :smile: Anyway, a short notice follows...
 
Want your map included in Atlas Novus?

Well now it's possible!

I decided that I will be taking in submissions for maps to be included in this mod. I wanted to do this mostly to see what kind of maps there are out there and what they look and play like. The quality of the maps is very important to me, so please submit maps that are polished and well thought out. Here are a few points to keep in mind about what kind of maps I'm looking for:

  • Polished - Always make sure that objects like castle walls, doors etc. are properly lined up so that there are no jagged edges and to minimize flashing textures when objects overlap.
  • Detailed - While details don't always make a map good, it does help with immersion. Sometimes immersion is more important than playability.
  • Natural - Pay close attention to making interesting and natural looking terrain and texturing it well, try to keep away from terrain that is too jagged or monotonous in terms of texturing. Placing trees, plants and rocks can feel boring, but it's the part that makes a map look and feel good. Natural also means varied -- try not to go overboard with some of the more common scene elements.
  • "Realistic" - I know it's a game, but maps that are too game-y or arcade-y will be turned down.

Please send submissions through PMs. Screenshots would be nice. Please note that sending a submission does not mean your map will automatically be included in the mod. Depending on the amount of submissions it might take a while to get an answer. I'll try to give comments or critique about the maps anyway.

So there it is, go ahead and send in your maps if you want to see them in the mod :smile:
 
I will probably send you a PM then since the community map pack project seems on hold right now.  And don't be afraid to tell people that their maps suck, Harmast :razz:  even if they are my maps!
 
0.87 is ready for downloading folks! I'm very pleased with the update, even though there aren't too many new maps... Let's see what's new in this update:

New map

The only new map in this update is Ruined Village. It is a place familiar from your past, you have been there once, long ago, when the village wasn't yet abandoned and in ruins...

New hero troops

All multiplayer factions now have a special "hero" troop type! They are clad in heavy armor and often have unique weapons, but only one player per faction can play as one. Be warned though, if you play as a hero your name will show in gold in the score chart, AND finishing off a hero will net the killer a large sum of gold! So you will be a target. Note that heroes, even though they have much better armor and usually better weaponry, don't have better skills or proficiencys.

These hero troops bring an interesting edge to all game modes. A very fun edge too! :smile: And before you ask, yes, there is a new game mode involving these heroes in the works...

The new hero troops are:

Swadian Border Lord
Vaegir Bogatyr
Khergit Baatar
Nord Warlord
Rhodok Captain
Sarranid Khalifa
Mountain Bandit Leader


I'll take some screenshots later.

Tweaks and fixes

- Siege mode entry points have been fixed!
- While I was at it, I tweaked the spawning for all other game modes as well. Should be much better now.
- Most of the old maps have been tweaked according to feedback from the players. Hopefully they will be much more enjoyable now! (Note that tweaking is still due for some of the maps, I will do that for the next update).
- I switched all the outer terrains to ones that are less bumpy. No more cartoon hills! Added a couple of new outer terrains as well.
- Troops are much better balanced now.
 
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 :wink:.
 
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 :wink:.

I'm running this on my own crappy little server, which runs fine for a few players but not always for a lot of players :smile: It 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.
 
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 :wink:.

I'm running this on my own crappy little server, which runs fine for a few players but not always for a lot of players :smile: It 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.

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.
 
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.

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 all :wink:
 
Harmast 说:
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.
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 all :wink:

Its recommend to use jestservers. Good service they have and offer. But anyway, I am awaiting the final answer of the clan to run your mod.

You are ahead with votes, so it is likely to happen :razz:.
 
Hey, Harmast, not sure if you know it already, but I noticed in the deserted_fort (not sure what the name was) map that one of the towers has no way of leaving it. You can enter, but are stuck inside then. :smile:
 
Three (!) of us had been playing on the Cliffs of Wercheg this evening. Well, we tried. It was really odd but my character (Bandit Tracker) decided that taking three steps was worthy of some serious jubilation and started cheering after nearly everything I did.

It got rather old quickly. He did so in the midst of battle too (occasionally not completing the cheer, but still blocking my movement.)

I doubt it's due to the mod, but it is the only one it's happened in, so...
In front of the Narrator.]


Just spawned, took a few steps.


Took a few more.


Yet more.


EDIT: In retrospect; I'm fairly sort of sure I wasn't pressing "V" at the time, but it isn't entirely unlikely. I use "v" to switch from first to third person and vice versa.
 
And also the bots do not spawn correctly. They spawn once in Team Deathmatch, but they do not respawn :???:.

Furthermore the mod is good, only it's sad there are not many players on it.
 
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