Map: (Working title) Mt. Marcy ~ 5th Update ~

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LtSpearing

Sergeant Knight
4Mcm0.jpg






[size=34pt]Update No. 5
The Grand Unveil



Yup4V.jpg


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....

32ADE3EADE509255C698CD37B77B4FBF3E6B871F

568DDBB0CAA1A37BF5EC71408BD095CC6ECD6106

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21D80B204891097DC73F1DDD8116E44DE2E880C4

05625A0E4FF22AE31655A5CC60D5DC1D4CA71510

93A503677F46BAE279AFE0C9C41018332F662CA8

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EC532DB25C7409559F66E51F3D7A4E1FA4DA2F01

8E38480D53871ED2880AC3323ABDA3AFD640CEBA

172223FC9FCDC5A126C1AEE1992E14CD4325437C

A3F82FCB7DC74F7A4DBC0C7A4794A287F1A33DFF

6D8D18762D1BBCE8DA36C6ADCA6AD73FA66DE540

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[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.... :smile:
267B7F043F10075E4FB98C39567C4BE58105EDE4


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.

D104BEF086D3952B0D747D26018201DB105AF7B3

17E032EA7794ABA5B1C89CDB324DE9BF6F7B5D79


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 :smile:

19172DD92B86F86D32D1928804398CCCE0F03A47


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.

B018D3E6C47A9E0A1A4CDA1A829EF501A2825A98

ED08D4B43D38282CB4625DB97E5E964BB3B142C5

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.

2FBD65135241A5865EC690EFE1FC1830422AE8D9
***WIP****
F846439DB6C2E1923071099FECB36667A7DD5F92



[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:

8C48ED8313FBE299DCBE167EDBE0C9F02AACA5C4

17EC132300CEA3211DD6CE3D9C621921B8832E20



[size=34pt]General Update No. 1

-Re-worked the moutain pass. Here's some eye-candy.

B520AFBE14E9638ADB65BB10586E84FE4414CDD5

5D7223510F5B0553FEDC13A4D5ED2C0B9EDF7085

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- Nearly finished spawn No. 1, the "attacking" spawn. I won't reveal much, but it's coming along nicely.

545D7DA180F522400A8DB87CAF5D34B35E8957CE

Eh **** it, here's an overview. Although you can't see any of the details from here :smile: If you ever spawn here, do take a minute to look around.

73EA9B7CC896A5054E3B8DA65250CD12645BFD59

- Added......

The Telegraph Forest. (Aptly Named...)

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6D49F795FF53D59A952E2F649067A3FE90DDFF2C


- Added an "impassable" (by land) obstacle.

2732A0A64241CCF3F1E30EE3B064583A92450CD8


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 :smile:

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:



800px-Battle_of_Vicksburg%2C_Kurz_and_Allison.png


If you can make sense of it, here's a draft of the map.

N0qL8.png


I know this is a very basic, and not very revealing thread, but I'll be posting screenshots in a few. Stand by guys :smile:



and that's all I'm saying for now :smile:

* All screenshots are WIP
** All images seen are subject to be changed immediately​
 
William S. Donovan said:
Looks very fine, sir. Why Mt. Marcy?  :wink: What is it based of?

I'm trying to base the map off two things:

1) the surrounding area (basically everything NOT on the mountain) off of my experiences riding around (literally on horseback) Gettysburg. I want the map to feel as if it's something a typical CW general would hav to conquer.

2) My own time spent in the Adirondak mountains. Every year my family spends 1 week or two hiking the "High Peaks" of NY. Mt. Marcy is one of the biggest, and in a way, this one will be a huge obstacle to any army. Any avid hiker can relate to some of the scenes you'll see in this map.
 
LtSpearing said:
William S. Donovan said:
Looks very fine, sir. Why Mt. Marcy?  :wink: What is it based of?

I'm trying to base the map off two things:

1) the surrounding area (basically everything NOT on the mountain) off of my experiences riding around (literally on horseback) Gettysburg. I want the map to feel as if it's something a typical CW general would hav to conquer.

2) My own time spent in the Adirondak mountains. Every year my family spends 1 week or two hiking the "High Peaks" of NY. Mt. Marcy is one of the biggest, and in a way, this one will be a huge obstacle to any army. Any avid hiker can relate to some of the scenes you'll see in this map.
So you will bring a whole new type of warfare to the mod?  :grin: I'm sold.
 
The idea of this map is kinda... well... difficult to phrase simply. I can only really explain it in depth.

The big idea:

The really general and blanketing statement here is logic. The entire map is about logical orders by logical officers. You must take certain key points of the map to have an advantedge. Obviously the biggest win of all is the mountain. It is a moot-point for action, or so I predict. The farm (oops, slip of the tongue :razz:), the mountain, and finally, the... obstacles... leading up the mountain itself will be the three main flashpoints of conflict. Each point has a huge impact on the battle. You cannot simply steam-roll one objective and leave the other two empty. Each team MUST control at least 2 objectives to even have a HOPE of winning. If you simply grapple the hill and camp the summit, you can be easily over-run. If you defend the village, the mountain can bomb you. If you simply  steam-roll up the mountain, the village garrison can fire on you.

So, in theory, the map requires smart tactics. I'll post screenshots with scribbles on them later for emphasis.

The small idea/s:

Each side, being made up of it's own, free-thinking, logical (hopefully) regiments, will be like water: moving around constantly to fill the situation. If you take the hill, you'll need to make sure that the enemy doesn't simply kill your artillery, causing the ever-hated trench war to begin. You have to play together on this map. But there's also a bunch of small things to help the fun as well.

For instance, here's a bit of info for you to chew on.

Mt. Marcy has a small, real-life inspired path going up the back of it. I modeled it after my experience hiking up Rooster Comb earlier this year with my Grand-parents (who are Norwegian, and thus badass. Google Rooster Comb and you'll understand why). Using this path, you can really kick the crap out of the garrison on the summit, but it's very difficult to get to. You first have to make sure you can get on one of the 3 boats I'll be putting up. You then have to whither a 10-second exposure to cannon-fire and make it to shore. I won't reveal details, but it's one of the most epic beach-landing scenes I've ever made (there's also hidden treasure in the forest :razz:). You then have to fight up the path and stick it to em, but the trees are really difficult to maneuver at times.

So, without saying TOO much yet, this map is going to be really cool just because it can be fought in 3-4 different ways, and will really be awesome if a lot of people are involved. So, to be rather frank, this is going to be epic.

All I can really say to answer any curiosity right now is just be patient, as this is going to be very detailed and precise. I hate un-finished maps.
 
General Update No. 1

-Re-worked the moutain pass. Here's some eye-candy.

B520AFBE14E9638ADB65BB10586E84FE4414CDD5

5D7223510F5B0553FEDC13A4D5ED2C0B9EDF7085

D14B9553D9D40487AACE36464AD005B46EB18790

- Nearly finished spawn No. 1, the "attacking" spawn. I won't reveal much, but it's coming along nicely.

545D7DA180F522400A8DB87CAF5D34B35E8957CE

Eh **** it, here's an overview. Although you can't see any of the details from here :smile: If you ever spawn here, do take a minute to look around.

73EA9B7CC896A5054E3B8DA65250CD12645BFD59

- Added......

The Telegraph Forest. (Aptly Named...)

1533DCECA3C0AE2EF143F335E2E5B1842C0B736D

6D49F795FF53D59A952E2F649067A3FE90DDFF2C


- Added an "impassable" (by land) obstacle.

2732A0A64241CCF3F1E30EE3B064583A92450CD8


That's all for now!

 
That looks promising! that passage is indeed steep! Attacking forces will need 'buckets to catch the lead." I can imagine serious tactics will be needed to conquer this map. Would love to see a view from the top  :cool:
 
William S. Donovan said:
That looks promising! that passage is indeed steep! Attacking forces will need 'buckets to catch the lead." I can imagine serious tactics will be needed to conquer this map. Would love to see a view from the top  :cool:

In due time :smile:

I'm just getting 70 % of all the big stuff down, and then one-by-one I'm going to comb over each area and fine-tune it. To be honest, Telegraph Forest is pissing me off....
 
I've come to a slight bump in my map-making...

It seems that I can't spawn as artillery on my map. I've double checked and there are no cannon-items on my map that would limit me from spawning as artillery, unless the prop cannon-balls count....

Anyway...

Update #2 ~ Telegraph 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:

8C48ED8313FBE299DCBE167EDBE0C9F02AACA5C4

17EC132300CEA3211DD6CE3D9C621921B8832E20

 
[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.... :smile:
267B7F043F10075E4FB98C39567C4BE58105EDE4


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.

D104BEF086D3952B0D747D26018201DB105AF7B3

17E032EA7794ABA5B1C89CDB324DE9BF6F7B5D79


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 :smile:

19172DD92B86F86D32D1928804398CCCE0F03A47


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.

B018D3E6C47A9E0A1A4CDA1A829EF501A2825A98

ED08D4B43D38282CB4625DB97E5E964BB3B142C5

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.

2FBD65135241A5865EC690EFE1FC1830422AE8D9
***WIP****
F846439DB6C2E1923071099FECB36667A7DD5F92
 
My lord is your avatar distracting....

Anyway, sounds like a plan. I'll give that a go and let you know if my wrists are slit after it. Thanks!

 
LtSpearing said:
My lord is your avatar distracting....

Anyway, sounds like a plan. I'll give that a go and let you know if my wrists are slit after it. Thanks!
okey thats waht i do in my maps place the cannons in the spwn so the arty still needs to place them
 
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