LtSpearing
Sergeant Knight
[size=34pt]Update No. 5
The Grand Unveil
Colour Codes:
Blue ~ Team 1 Spawn
Red ~ Team 2 Spawn
White ~ Mt. Marcy
Yellow ~ Tom's Farm
Teal ~ Ragnarson's Hill
Green ~ Hundred Acre Wood (Re-named for the lols, formerly known as Telegraph Forest).
Purple ~ New Area! Rachel Run
Brown ~ Hussar's Shoreline (New Area!)
Purple (Waaaaay at the top) ~ Rooster Comb Path
Enjoy! Release: Tomorrow, sometime. To attend the debut, sign up with the 7th TN Official Linebattle!! (http://forums.taleworlds.com/index.php/topic,248735.0.html)
This map was made for them really, and I hope it goes over well. Thanks for all the help, gents who posted on this thread, and gents I pm'd over steam for advice and help. Thanks!
The Grand Unveil
Colour Codes:
Blue ~ Team 1 Spawn
Red ~ Team 2 Spawn
White ~ Mt. Marcy
Yellow ~ Tom's Farm
Teal ~ Ragnarson's Hill
Green ~ Hundred Acre Wood (Re-named for the lols, formerly known as Telegraph Forest).
Purple ~ New Area! Rachel Run
Brown ~ Hussar's Shoreline (New Area!)
Purple (Waaaaay at the top) ~ Rooster Comb Path
Enjoy! Release: Tomorrow, sometime. To attend the debut, sign up with the 7th TN Official Linebattle!! (http://forums.taleworlds.com/index.php/topic,248735.0.html)
This map was made for them really, and I hope it goes over well. Thanks for all the help, gents who posted on this thread, and gents I pm'd over steam for advice and help. Thanks!
[size=34pt]General Update No. 4
Finished the majority of the actual map. Total checklist, completed & uncompleted:
Team 1 Spawn: 99%. Must add actual spawns. Must also add boats.
Team 2 Spawn: 5%. Road added. Soon to begin.
Telegraph Forest: 99.99999%. Just going to run through it on foot first, and then declare it complete.
Sub-Category of Tele Forest ~ Ragnarson's Hill: 99.999999%. Must test-run.
Tom's Farm: 90%. Must add some background to it. Maybe a few camping tents or such...
Mt. Marcy: 90%. Small touching up to do.
Mt. Marcy's main attack slope: 85%. Small touching up to do.
Rooster Comb Path: 99.99999%. Must run through on foot first before declaring complete.
Team 2 Battlefield: 1%. Road completed, must do everything else.
So far, all that is left is basically just looking through Team 2's spawn, fixing it up, and done.
So, here's some epic screenies!
In no particular order....
Team 1 Spawn: 99%. Must add actual spawns. Must also add boats.
Team 2 Spawn: 5%. Road added. Soon to begin.
Telegraph Forest: 99.99999%. Just going to run through it on foot first, and then declare it complete.
Sub-Category of Tele Forest ~ Ragnarson's Hill: 99.999999%. Must test-run.
Tom's Farm: 90%. Must add some background to it. Maybe a few camping tents or such...
Mt. Marcy: 90%. Small touching up to do.
Mt. Marcy's main attack slope: 85%. Small touching up to do.
Rooster Comb Path: 99.99999%. Must run through on foot first before declaring complete.
Team 2 Battlefield: 1%. Road completed, must do everything else.
So far, all that is left is basically just looking through Team 2's spawn, fixing it up, and done.
So, here's some epic screenies!
In no particular order....
[size=24pt]General Update No. 3
I know these posts are starting to pile, but I want to keep a chronological record of my updates if I ever need a reference. Otherwise, here's some screens and more info.
So here's the completed spawn for team 1. They are basically the "attacking" team, and have to not only capture Telegraph Forest (and Ragnarson Hill *New area*) to win, but they are given a ton of options on how to do it. The map is large enough to where the battle could be decided in 3 different places, with the 4th being the last area I'll unveil.
Spawn:
If you look closely, you'll notice some nice stuff. I made use of models Hinkel and Co. put in N&S that I didn't really see around too often. Telegraph lines, and even a sunken ship of modern caliber....
Telegraph Forest & "Ragnarson Hill"
I'm proud to announce the completion of 1/2 the map. Between the "Rooster Comb" path, Team 1 Spawn, "Ragnarson Hill", Telegraph Forest, and the latest area to be unveiled (see below screenshots), Tom's Farm, the map is nearing completion. I'll be announcing a release mid-way into the week. As a celebratory measure, here's some good shots of Telegraph Forest.
Now for "Ragnarson's Hill". RH is a small, easily defensible knoll to the left of Team 1's spawn. The thought process behind it was to make it a sleek combination between Devil's Den and Hamburger Hill. It adds some nice flavour to the map, and has a lot of character to it
Tom's Farm
Tom's Farm, once more keeping with the ACW theme, is a large plantation of corn & hay. It was built in mind to challenge any commander. If the hill isn't the pivotal point of the map, the farm is. It can be a thorn in the side of any army trying to get up the hill, but if the enemy holds the high ground, it can be very easily shelled into oblivion. It is intentionally meant to be a challenging obstacle in any commander's eyes. It's nearly all open-ground, and you can only attack it from 2 directions: the front, or worse, team 2's spawn. Smart commanders would do well to put artillery fire on it, or capture the hill first. It's difficult to hold on to, as well. There is very little land to build defenses on, and the corn-field restricts vision until nearly point-blank range, but if held, you can deter almost all armies trying to assault the hill.
Here's some eye-candy.
Once more, I built it using historically-accurate methods. The stone wall on that side of the cornfield is standard of most farms, at least where I live. What farmers would do is when new ground was broken, any rocks pulled up would be piled on one side of the farm, or on the boundaries, and slowly but surely a wall would be built. Where I live (Hudson Valley, NY) almost all of my friends have low stone walls at the edges of their property. I have one 6 feet high.
And now I've started working on the biggest, and most important part of the map: the assault on the hill. I don't have much to reveal about it, but it's going to be awesome.
***WIP****
So here's the completed spawn for team 1. They are basically the "attacking" team, and have to not only capture Telegraph Forest (and Ragnarson Hill *New area*) to win, but they are given a ton of options on how to do it. The map is large enough to where the battle could be decided in 3 different places, with the 4th being the last area I'll unveil.
Spawn:
If you look closely, you'll notice some nice stuff. I made use of models Hinkel and Co. put in N&S that I didn't really see around too often. Telegraph lines, and even a sunken ship of modern caliber....
Telegraph Forest & "Ragnarson Hill"
I'm proud to announce the completion of 1/2 the map. Between the "Rooster Comb" path, Team 1 Spawn, "Ragnarson Hill", Telegraph Forest, and the latest area to be unveiled (see below screenshots), Tom's Farm, the map is nearing completion. I'll be announcing a release mid-way into the week. As a celebratory measure, here's some good shots of Telegraph Forest.
Now for "Ragnarson's Hill". RH is a small, easily defensible knoll to the left of Team 1's spawn. The thought process behind it was to make it a sleek combination between Devil's Den and Hamburger Hill. It adds some nice flavour to the map, and has a lot of character to it
Tom's Farm
Tom's Farm, once more keeping with the ACW theme, is a large plantation of corn & hay. It was built in mind to challenge any commander. If the hill isn't the pivotal point of the map, the farm is. It can be a thorn in the side of any army trying to get up the hill, but if the enemy holds the high ground, it can be very easily shelled into oblivion. It is intentionally meant to be a challenging obstacle in any commander's eyes. It's nearly all open-ground, and you can only attack it from 2 directions: the front, or worse, team 2's spawn. Smart commanders would do well to put artillery fire on it, or capture the hill first. It's difficult to hold on to, as well. There is very little land to build defenses on, and the corn-field restricts vision until nearly point-blank range, but if held, you can deter almost all armies trying to assault the hill.
Here's some eye-candy.
Once more, I built it using historically-accurate methods. The stone wall on that side of the cornfield is standard of most farms, at least where I live. What farmers would do is when new ground was broken, any rocks pulled up would be piled on one side of the farm, or on the boundaries, and slowly but surely a wall would be built. Where I live (Hudson Valley, NY) almost all of my friends have low stone walls at the edges of their property. I have one 6 feet high.
And now I've started working on the biggest, and most important part of the map: the assault on the hill. I don't have much to reveal about it, but it's going to be awesome.
[size=34pt]Update No. 2
Telegraph (Now Hundred Acre Wood) Forest
So I re-worked it from the ground up. It's a lot more pleasing to the eye, as well as seemingly... more natural. It's hard to describe the feeling, but it's generally satisfying. Here's some eye-candy:
Telegraph (Now Hundred Acre Wood) Forest
So I re-worked it from the ground up. It's a lot more pleasing to the eye, as well as seemingly... more natural. It's hard to describe the feeling, but it's generally satisfying. Here's some eye-candy:
[size=34pt]General Update No. 1
-Re-worked the moutain pass. Here's some eye-candy.
- Nearly finished spawn No. 1, the "attacking" spawn. I won't reveal much, but it's coming along nicely.
Eh **** it, here's an overview. Although you can't see any of the details from here If you ever spawn here, do take a minute to look around.
- Added......
The Telegraph Forest. (Aptly Named...)
- Added an "impassable" (by land) obstacle.
That's all for now!
-Re-worked the moutain pass. Here's some eye-candy.
- Nearly finished spawn No. 1, the "attacking" spawn. I won't reveal much, but it's coming along nicely.
Eh **** it, here's an overview. Although you can't see any of the details from here If you ever spawn here, do take a minute to look around.
- Added......
The Telegraph Forest. (Aptly Named...)
- Added an "impassable" (by land) obstacle.
That's all for now!
[size=34pt]Details & Info
This is a BATTLE map.
Team 1 spawns in a town and gets the hill.
Team 2 assaults it.
The map itself will remain a secret, depending on what screenshots of it I decide to publish. Those of you so lucky to have me on steam can view the alpha screenshots. I'll be posted private ones here on a regular basis. Here's what I can tell you.
The 1st team spawns basically on the road up the mountain. They are, by design, supposed to take and fortify it. Other than that, the specifics are for me to say
Team 2 is supposed to, by either *wink* land, sea, or anti-gravity measures, supposed to assail it.
Whatever team ends up ruling the mountain dominates the map.
The lake is a very valuable asset to team 2, as it allows them to access certain... paths...
A landslide has made movements to paths impossible over land.
Another interesting addition to this map is you can fight it in two areas: On the mountain, up the mountain, or...
In the farmlands beneath it. There will be a farm, as well as a village. The entire idea for this map came from this painting:
If you can make sense of it, here's a draft of the map.
I know this is a very basic, and not very revealing thread, but I'll be posting screenshots in a few. Stand by guys
and that's all I'm saying for now
* All screenshots are WIP
** All images seen are subject to be changed immediately
This is a BATTLE map.
Team 1 spawns in a town and gets the hill.
Team 2 assaults it.
The map itself will remain a secret, depending on what screenshots of it I decide to publish. Those of you so lucky to have me on steam can view the alpha screenshots. I'll be posted private ones here on a regular basis. Here's what I can tell you.
The 1st team spawns basically on the road up the mountain. They are, by design, supposed to take and fortify it. Other than that, the specifics are for me to say
Team 2 is supposed to, by either *wink* land, sea, or anti-gravity measures, supposed to assail it.
Whatever team ends up ruling the mountain dominates the map.
The lake is a very valuable asset to team 2, as it allows them to access certain... paths...
A landslide has made movements to paths impossible over land.
Another interesting addition to this map is you can fight it in two areas: On the mountain, up the mountain, or...
In the farmlands beneath it. There will be a farm, as well as a village. The entire idea for this map came from this painting:
If you can make sense of it, here's a draft of the map.
and that's all I'm saying for now
* All screenshots are WIP
** All images seen are subject to be changed immediately