NW City Siege Map "Cheruskfurt" [Complete!]

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IndiaQuinn 说:
I would advice to keep it simple. The more features you put in the map the weaker it can get. The streetfight is a nice idea but just make it one or two streets, or you'll get lost in making the perfect map.

Agreed. I try to not let perfection get in the way of having something be good. Outside of the defenders' spawn points, only a handful of buildings inside the fort walls can be garrisoned, and they're on the two primary roads leading to the flag.

Feldmarschall_Ben 说:
Incredible. Great Work.
You should ask the 51st_Regiment to use this map on their siege server.

Thank you! As much as I'd love to get that kind of visibility - I'm on that server a lot - it's my understanding that they don't use outsiders' maps. Would be happy to be wrong, though.

Van_Zan 说:
As an attacker this would royally piss me off. Easily sinkable ships with long crossing times and the killing ground that is the bridge. As a defender though...
Haha I keed, great map though!

Appreciate that you were kidding, but I recognize the valid, underlying critique within. As I mentioned in my opening post, I'm really hoping that this map encourages teamwork. I won't pretend that defenders have an advantage: If attackers charge in by ones-and-twos as many are used to doing on most siege maps, they're going to get slaughtered. However, a coordinated and concentrated assault should be able to put the defenders, well, on the defensive.

Van_Zan 说:
Would love to see more :smile:

I can do that. :smile:

First up, I did modify the boat launching area. The boats are now back within a "natural" harbor that is guarded from cannon fire by elevated terrain.

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I looked along the sight lines of the cannons on the fort walls, and I counted two or three that could threaten embarking troops, but not without a little luck. Also, with the harbor built up, disembarking troops have more options for cover and concealment so they aren't picked off on the shore. It remains the riskiest of the three approaches, though, which is how I want it. :grin:

Next, a shot of the completed Governor's Mansion/secondary defender spawn/flag location.

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Last, an overview of the map as it is currently.

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I'm pretty satisfied with the way the map as it is, so this weekend I'll just be making tweaks here and there (e.g., ensuring textures blend, check for object clipping, certify the cannons are sighted, etc.). I'll probably be ready to upload on Sunday or Monday.
 
The idea of teamwork is good. A siege is a painful business for the attacker. In most case you advance slowly bit by bit until there is a shift in balance and the attacker gains momentum. But you need opportunities. I would suggest a few more defenses for the attacker on the island. Maybe a trench or some breastworks just on the right of the buidlings just in front of the fortress wall.
 
I really like the map and I'd love to test it out. Got any ideas on getting it on a siege server? maybe 51st?
 
Map's done! :grin:

Download: https://dl.dropbox.com/u/85971877/scn_mp_Cheruskfurt.sco
Height code: 0x00000004200000000005a168000041ef00005ae800003c55
outer_terrain_steppe

Screens:
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I'm going to see if I can have this map used in a public event either this week or next. If successful, I'll be sure to post here. Of course, if any of you use or play this map in a public event, please let me know! I'd like to know others are making use of it.

Enjoy!
 
hello, i downloaded your map "looks fantastic" and loaded it to our server in Modules/Napoleonic Wars/SceneObj/ then in Modules/Napoleonic Wars/scenes.txt added
插入代码块:
scn_mp_Cheruskfurt mp_Cheruskfurt 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000004200000000005a168000041ef00005ae800003c55 
  0 
  0 
 outer_terrain_steppe

when i set this map it shows no textures, what am i doing wrong?
 
MedievalMayhem 说:
hello, i downloaded your map "looks fantastic" and loaded it to our server in Modules/Napoleonic Wars/SceneObj/ then in Modules/Napoleonic Wars/scenes.txt added
插入代码块:
scn_mp_Cheruskfurt mp_Cheruskfurt 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000004200000000005a168000041ef00005ae800003c55 
  0 
  0 
 outer_terrain_steppe

when i set this map it shows no textures, what am i doing wrong?

You need to rename the file and text string to replace an existing siege map. I named the original file Cheruskfurt so it wouldn't get confused with any other maps people might download (I know my folder would have several "customs" in it otherwise). For example, the file I edited over (after saving the original!) was Hougoumont. So the file name on my computer is scn_mp_hougoumont.sco, and then I pasted the height info over the existing hougoumont string.

Or at least that's how I've done it. I'm certain there's a way to insert maps into the strings file, but I couldn't make it happen. I hope my solution works for you!

ADrunkenIrishman 说:
Map looks great, keep it up bud  :wink:

bezzle86 说:
nice map man looks good

Thank you! :grin:
 
Hello, I have to say that your map look great. I'm also mapping for an event, and you put some trenches on your map. How are its named on the editor? I do not find them. Thanks, Adrianna
 
Le_Comte_D_Erlon 说:
Hello, I have to say that your map look great. I'm also mapping for an event, and you put some trenches on your map. How are its named on the editor? I do not find them. Thanks, Adrianna

Thanks!

For trenches, the series starts with "mm_trench_." Cycle through and see what fits your needs. I built my trenches mostly by stitching together curve and straight pieces, thought I also utilized "mm_tunnel_" pieces. If you want to see how I did it, best thing would be to download the map and exploring in the scene editor; but I'll certainly keep answering questions.

Has anybody played on the map? I've not been able to organize an event on my end, and I'm really curious about the play experience and what I can learn for future maps.
 
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